
This is a VR rhythm-like game with an emphasis on meditation and abstract visuals. It follows Zephyr (the player's character) as greater cosmic forces cast him down due to his pride to a plane of existence where he can explore the experiences of those he deems lesser. Rediscovering oneself is at the heart of the narrative, leading to rebirth.
My goal with UI for this and all my projects is to push visual and conceptual boundaries while always being clear, easy, and comfortable to use.
With Auragami, I subscribed to this work ethic for UI visuals, UX, and all code relating to those elements.
This is an ongoing project.



To my surprise, the pause menu was, conceptually, always referencing our main menu. This was to bring the player back, in a way, to the comforting stillness of the main menu.
Iteration is still ongoing, but for my design, I used a video recording of the main menu space for the backdrop to the pause options. The layout of the buttons is reminiscent of the main menu.
Unpausing the game will initiate a countdown to allow the player to adjust their avatars’ position before resuming.
The intro splash screen immediately communicates a sense of calm and ease as each image softly fades in and out. Before transporting them to the meditative main menu, I wanted to ease the player’s mind.
I worked with our 2D animation team to create a first draft for our intro. I conceived the idea of a solid black background to fully immerse the player in a space where the 2D animation appears to be in the same space as them.