Game & UX Designer, Design Director

Client: Meta & Kurzgesagt

Platform: Meta Quest 2 & 3

Team Size: 20 (hybrid)

Project Duration: 15 months

Link: Quest Store Page

The Core Game

After an unfortunate accident has unleashed scale-flavored chaos upon the city in the form of tiny creatures turned gigantic, the player must venture across molecular, bacterial, insect, human and mountain realms of scale to find a way to stop the giant creatures and restore a world out of scale. Along the way, they must also find objects that are in the wrong realms and restore them to their native sizes.

Mixed Reality Experience


As players progress through the core game, their friendly AI companion S.T.E.V.E. will send them fun items (and a couple creatures!) related to their adventure. In the mixed reality experience, players can use those items to decorate their real-world space, scaling them up and down to fit their vision.

Multiplayer Theater


Players can invite up to 7 friends to their virtual theater to watch Kurzgesagt videos they’ve unlocked by playing through the core game. Together, they can enjoy a big-screen experience, trigger special effects, and chat.

  • Collaborated with directors to design transformational experiences that integrate hard sciences into engaging gameplay and narrative design, laying the foundation for the production phase.
  • Worked closely with engineers to prototype core VR gameplay interactions, focusing on delivering transformational learning while ensuring user comfort, intuitiveness, and accessible interaction design in virtual reality.
  • Created multiple animation sequences using Level Sequencer in Unreal Engine 4.
  • Led a small team of artists and programmers in developing the MR experience from concept to implementation over the course of several months.
  • Collaborated with the UI artist to design and implement the tablet interface, the primary control tool used across both the MR space and the VR theater to drive a wide range of interactive features.
  • Worked closely with the 3D artist to design a theater layout that supports up to eight players, ensuring clear sight lines to the screen, each other, and all interactive triggers.
  • Created all special effects using Level Sequencer in Unreal Engine 4.