Monomon MR mixed reality combat scene

Monomon MR

Led project delivery and UX/UI design for a 2-player mixed reality (MR) combat experience built around spatial interaction, hand gestures, and shared physical play.

Overview

Highlights

GDC 2024 Showcase

Demo Showcase at the ETC’s Booth

Shared-Space MR

Led a 6-person team from concept to a playable Quest 3 build

Concept

Bring the fantasy of battling monsters into the player’s own environment.
Mixed reality transforms the surrounding room into part of the game world through physical movement, virtual characters, and spatial interaction.

Challenge

Balancing Ambition With Feasibility

Shape an ambitious MR concept around technical constraints, team capacity, and a four-month timeline.

Structuring for Continuous Iteration

Create a structure for the team to prototype, test, learn, and adjust without slowing delivery.

Production

Product Delivery & Team Leadership

Agile Delivery

Ran weekly sprints, retrospectives, and monthly milestones to keep the team aligned and moving.

Playtest Operations

Planned and facilitated playtests, then translated findings into product priorities.

External Showcase

Drove GDC participation and coordinated the team around a stable demo build.

High-Level Roadmap

Foundation
Game Pillars + Tech Validation

Define the core experience and validate shared-space multiplayer MR feasibility.

Prototype
Multiplayer Build + Playtests

Build the central loop and test interactions, gameplay, and technical performance.

Refine
GDC + Iteration

Use live demos and playtest feedback to refine usability, gameplay, and interaction clarity.

Deliver
Tournament + Final Build

Polish, validate competitive play, and deliver the final playable Quest build.

Experience Design

Design & Iteration

Alongside project management, I owned key UX/UI interactions and feedback systems. VFX, 3D, animation, and implementation were owned by my teammates.

Overall Process

Understand

Define

Design

Implementation

Playtest

Iterate

Delivery

Playtesting & Iteration

Refined the functional build through weekly playthroughs, then validated the experience with public players during two open-house testing days.

01 · Aiming & Targeting

01 · Aiming & Targeting
BeforeAfter

Player Feel

Players struggled to tell where their attacks would land.

Design Response

Introduced a dynamic cursor and clearer targeting feedback to make aiming more predictable.

02 · Attack Charging

02 · Attack Charging
After

Player Feel

Players were unsure when an attack was ready.

Design Response

Added hold-and-charge feedback to communicate progress and attack readiness.

03 · Combat State Feedback

03 · Combat State Feedback
After: Gained HPAfter: Lost HP

Player Feel

Fast-paced combat made health changes on the UI panel easy to miss.

Design Response

Used blue and red screen tints to reinforce healing and damage without interrupting gameplay.

FINAL DESIGN

Experience Walkthrough

A walkthrough of the final UI and interaction flow, incorporating key changes from playtesting and iteration.

Impact

Project Outcomes

Cross-Functional Delivery

Delivered a playable Quest 3 build in four months with a 6-person team through clear milestones and iterative planning.

Playtest-Driven Decisions

Turned feedback from playtests, GDC, soft opening, and the ETC tournament into product improvements.