In 2022-2023, I worked with a small team at a YC-backed startup to build a series of multi-player VR games for Quest users. One of which I designed: space disco Uno. Designing for the metric of fun.
Taking inspiration from the intimate and conversational nature of the sunken couches from the 70s interior design era. We oriented the fixed seating around 2 table sizes.
Positioning played cards facing each player. Rotating deck not the table to point to each player. As a way to subliminally message players on what color they should play the room changes color to the active card’s color.
As in any game of Uno it depends on who you are play with to know how casual it is. I designed rule presents around these house rules [ Brutal, Competition, Vruno, Casual ] with customizable rules to make uno a repeatable game.
Lead to 10m longer playtime = 2-3 more games, than without custom rulesets.
The custom rules lead to the dreaded mega stack forcing an unlucky player to draw +8 cards. Truly made people laugh and bond.
CARD HOLDER
1st Iteration — Taco
Must have been hungry, 3D modeled the shape of a taco which allows the cards to fan out but not full round. Best idea that came from this was to have infinite cards in hand by stacking the cards on stadium levels.
Feedback: Not a natural grip interaction with the physical controller
2nd Iteration — Flashlight
Added a handle and logo to the material.
Feedback: It worked better when static. While holding it, it was too much of an angle and felt unnatural to read the cards.
3rd Iteration — Ping Pong Paddle
Added a straight handle mimicking how you hold a fan or ping pong paddle
Feedback: Add a screen for notifications
4th Iteration — Paddle with Screen
Since players are looking at their cards I designed the cardholder to show useful data. On the indented screen, UX notifications like who’s turn it is, how much time you have left, and who won. No more guessing.
Feedback: How do I hide my cards?
5th Iteration — Hiding Cards
As a part of uno you call out those that have one card left. So discretion is key to winning. We programmed the trigger button to open and close the cards in your hand from many to one. Clicked with a satisfactory sound.
Ideas ranged from space lasers to call uno to disco dance battles. All complicated UX orchestration and engineering challenges but doable by informing players of what is happening.
Sound design was a big tool used to guide people through UX. Disco Dance Sound Bites. Each color would have its own dance jingle to provide enough variety for continuous play. Each time the player hits an orb right a bongo sound would play mimicking how one would play the drums.
Dance Battles were the most fun way to call uno. Where randomize orbs where one has to hit only the right color. Whoever hits all 4 the fastest wins the dance battle, bragging rights for best dancer, and a Vruno disco ball with their user name.
Wow, what an experience delving into the world of VR. Learning VR tools like unity 3d modeling tools like Blender and working in a fast-paced scrappy team.
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