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Parallux

Lead Designer and Developer

In Alpha by Parallux

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This MMO metaverse for Mac and PC, with AR, VR, and Web deployments in development, makes it easy to design and host 3D virtual spaces.

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I prototyped and polished its features, including a user generated content toolset and a communications suite including spatial audio, video, text, and emotes.

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See more info here: https://parallux.co

 

I designed, developed, and led teams for:

  • UI/UX

  • Mechanics

  • Levels & Environments

  • Avatars

  • Asset Integration

  • Technical Art Pipelines

  • Project Management

  • Partner Relations

  • Photography & Videography

Below are deep dives into the design and development of the UGC Worldbuilder Toolset and Avatars:

WorldbuilderSofa.gif

Design Problem:

It takes too long to customize spaces for clients, constraining the number of clients we can support simultaneously.

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Speed and accessibility were the core attributes creative director Kris Layng wanted. Connor Defanti and I co-designed/developed the UI/UX.

Design Problems:

Some clients require human avatars for their activations, which we don't have.

The onboarding UI/UX is too slow.

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The main directions from creative director Kris Layng were to avoid the uncanny valley and any friction in onboarding.

Throughout 2021, I prototyped UI/UX for Parallux solo. Then, Theresa Merchant joined the team and we co-designed the UI/UX in Illustrator and Figma, while I implemented it all in Unity.

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