WebVR

WebVR

As a Senior UI/UX designer, I thrive in a landscape that is constantly evolving, embracing new interaction paradigms and cutting-edge technologies. My passion for learning drives me to dedicate time to personal projects, allowing me to continually expand my skill set and stay ahead of industry trends.

Back around 2018 I created several experiments in interactive VR experiences, using the lovely A-Frame framework to create immersive web-based applications. Although my career path shifted away from VR soon after, I am eager to re-engage with this exciting field and leverage my design expertise to craft engaging user experiences.

Puppetrilla
Diegetic help and info.
» Diegetic help and info.

Ye Olde Puppetrilla

My first try at VR, a virtual puppetry show where you can delight medieval townsfolk by puppeteering a woman and a wolf, one with each hand.

Key takeaways

  • Got first place at the Mozilla’s “WebVR Medieval Fantasy Experience Challenge” (read more)
  • The interface (help/info) is fully diegetic, explained through pinned, handwritten notes in the environment.
  • Good example of my multidisciplinary and presentation skills.
Launch Puppetrilla

Vuppets
Vuppets

Vuppets

A more technically and visually refined Puppeteering experience than Puppetrilla.

Key takeaways

  • Characters modeled, textured and animated by me in Blender (based on original designs by Diego F. Goberna)
  • Supports both 3DOF and 6DOF headsets
  • Featured as a highlighted VR experience in Firefox Reality.
Launch Vuppets

HalloVReen
HalloVReen
HalloVReen

HalloVReen

An interactive Halloween webVR experience designed specifically for kids, where users embark on a thrilling adventure to discover "hotspots" within an enchanting, immersive scene. This quest encourages exploration as players trigger vibrant animations and sounds, with the ultimate goal of finding all elements. By merging playful design with intuitive navigation, this experience captivates young audiences and fosters a sense of discovery and excitement.

Key takeaways

  • Compatible with every VR headset available since it’s gaze-based and heavily optimized to run on standalone early devices like Oculus Go and Gear VR.
  • All animations and mesh optimizing done in Blender with help from artist Julio Iglesias.
  • Done in under a week in pure demoscene’s “fast prod” style from a napkin sketch.
  • Featured as a highlighted VR experience in Firefox Reality and the Oculus browser.
Launch HalloVReen