VANDALIZER
Vandalizer is a VR graffiti experience focused on creative expression and interactive gameplay. When I joined the project, the existing visual style no longer fully matched the direction the studio wanted to take. My role was to rethink parts of the visual identity and design new systems that fit within the existing project scope and timeline. Integrating new features into an established UX flow was both a challenging and rewarding experience. What I enjoyed most about working on Vandalizer was exploring its energetic, interactive style while collaborating closely with developers to create engaging player experiences.
PROJECT TYPE
Made during my time at Oisoi studio
YEAR
2025-2026
SOFTWARES
Figma
Blender
ROLE
UI & UX Design
3D mockups
Prototyping
FIRST DIEGETIC PROJECT
Socials Panel
To make the studio’s social media more visible, I designed a diegetic screen within the game world. This was the first in-game element to introduce the pixel art style, which was later reused for other interactive objects, including the vending machine.
Design and 3D model are made in collaboration with the team.
New ux systems
Vending machine
The goal was to design Vandalizer’s first monetization experience in a way that felt both visible and naturally integrated into the existing player flow. My initial concept placed the vending machine directly in the 3D environment to make it easy to discover while maintaining its diegetic feel. Throughout the design process, different approaches were explored to balance discoverability with the existing UX flow. This experience highlighted how the placement of a feature can have a significant impact on player engagement.
Design and 3D model are made in collaboration with the team.
UI Rework
News panel
One of my final tasks on Vandalizer was to rethink the existing UI and develop a new visual direction for the game’s interface. As most of this work has not yet been released, I am only able to showcase one implemented screen: the News Panel. Both the News Panel and the wider UI rework draw inspiration from classic Windows system pop-ups. Bold borders and hard shadows help the interface stand out in VR while giving it an intentionally playful, almost cartoon-like appearance.
Working on Vandalizer taught me how important it is to adapt new ideas to an existing UX flow while keeping the overall experience consistent.