Kiki Ho
All case studies

RitzDeli Games · Client Project for Meta — Epic Roller Coasters

Making VR content easier to discover, compare and buy

Client
Meta · client work delivered through RitzDeli Games
My role
Lead UI/UX Design · Monetization UX · Purchase Flow · Store UX
Collaboration
PM · Engineering · Art · Production
My focus
UX Flows · Interaction Design · UI Systems · Visual Design · Prototyping
Discipline
VR UX · Monetization UX · Purchase Flow · Store UX

Client project for Meta through RitzDeli Games. As the Product Designer, I translated product and monetization requirements into the purchase flow, interaction model, information hierarchy, and final VR UI — working with the PM and engineering team from early flow exploration through final design.

Epic Roller Coasters key art titled Optimizing the Purchase Experience with the Meta logo, showing two kids riding a coaster cart with turtle and shark characters through a blue underwater tunnel with dolphins and a jellyfish

The challenge

Epic Roller Coasters is a live VR coaster game with a deep library of rides, carts, companions and bundles. The content was all there, but the experience made it hard for players to discover, understand and buy the ride content they wanted without leaving the moment they were in — a ride and the bundle that unlocked it lived on separate screens, and a required View More step pulled players out of the game before they ever saw a price.

What I did

  • Audited the shipping store and purchase flow against the PM brief and reframed the purchase experience as three problems: discovery, comparison, and checkout.
  • Explored whether purchase information should stay behind a step or move in-context, then designed the in-context panel that keeps the ride on screen with its price, its matching bundles, and what the player already owns.
  • Mapped the whole flow through Meta Checkout so success, cancel, and failure all land back on the same panel instead of restarting it.
  • Restructured the store into Featured, Rides, Theme Bundles and Fun Packs on one card pattern and one detail layout, so contents, discount and price sit in the same place each time.
  • Designed the states for the PM's offer rules, so the board adapts to what each player already owns.

How the work moved

  1. PM goals & requirements
  2. UX analysis
  3. User flows
  4. Design exploration
  5. UI system & visual design
  6. Engineering & art handoff

01 · Business Goal

What the Business Needed

Improve content discoverability and create a clearer path from ride discovery to purchase, while making bundles and purchase options easier for players to understand.

02 · User Problem

What Players Ran Into

Players interested in a ride had to move through several steps and leave the ride context to understand their purchase options. On top of that, they had to separately work out which DLC or bundle actually contained the content they wanted.

03 · Constraints

Designing Inside a Live VR Game

This was a change to a shipping product, so the room to move was set before the first screen was drawn.

Live VR game
everything had to work inside an existing, shipping VR title
Existing system
the solution had to respect the current visual and interaction language
VR legibility
information had to stay readable at a comfortable VR viewing distance
Existing commerce
the flow had to work with the commerce and checkout architecture already in place
Right amount of information
reduce friction without overwhelming players with more to read

04 · Exploration

Behind a Step, or in the Moment?

Walking the shipping flow against the brief, the friction was really three problems: players couldn't easily find content, couldn't compare a ride against the bundle that unlocked it, and the purchase path added friction because View More stood between players and the price — while checkout outcomes could break their context.

That framed the central design question — should purchase information stay behind a separate View More step, or should the most important purchase information be surfaced directly while the player is still looking at the ride?

What I found
The existing purchase journey separated discovery, evaluation, and purchase across multiple steps. Players could discover a locked ride, but understanding its price and the bundle that included it required leaving the immediate ride context.
Design direction
Bring the essential purchase information into the ride-selection experience so players could understand the ride, price, and bundle relationship without navigating through a separate purchase journey.

Before: Ride → View More → Details → Offer → Checkout · After: Ride → In-context Purchase Panel → Checkout

  • Experience audit board with three columns — Discovery, hard to notice Store and offers; Evaluation, content and bundles are separated; Purchase, too many steps before seeing the price — each paired with a screenshot of the original in-game panels
    The audit that raised the question — one purchase problem split into a discovery, a comparison and a flow problem.
  • Before and after comparison — Before: Fragmented Journey shows the Locked Content, View More, Details, Offer and Checkout chain with the old Brazilian Dunes Rally screens, including a Game On Deal 27 in 1 bundle popup overlapping the ride card; After: Streamlined Journey shows the Choose Your Destiny ride grid with an Explore the Store banner and Aurora flagged as a bundle offer, then one Aurora purchase panel with the individual Buy $2.99 price beside a Thrill Seeker Bundle at 30% off for $13.98
    Before and after side by side — the existing flow keeps purchase behind a chain of steps; the redesign puts the ride, its price and its bundle on one panel.

05 · Design Decision

Why In-Context Won

I chose the in-context approach. It removed unnecessary navigation while keeping the player connected to the ride they were already interested in — instead of asking someone to remember a ride, leave the experience and hunt for the right DLC, the design put discovery, comparison and purchase into one continuous flow.

Tapping locked content now opens a single panel: the ride with its individual price, up to two matching bundles with their size, discount and final price, and anything already owned marked. The panel answers the question players actually had — is it cheaper to buy this ride, or the bundle it's in? View Details stays, but as an option, not a required step.

Surface at intent
show purchase options the moment a player selects locked content
Compare in context
keep the selected ride visible while showing bundles, price, savings and ownership together
Preserve context
cut intermediate screens and return players to the same place after purchase, cancel or failure
  • Three design principles laid out in columns with line icons — 01 Surface at Intent, show relevant purchase options at the moment of interest; 02 Compare in Context, let players compare individual items and bundles side by side; 03 Preserve Context, keep players in the same context before and after purchase
    Three principles we aligned on to guide design decisions throughout the project.

The Decision, Before and After

The same two moments — browsing offers, then evaluating one bundle — with the deciding information moved onto the surface the player is already looking at.

  • Before

    Old Epic Roller Coasters menu screen with a left MENU list of Roller Coasters, Bundles, Fun Packs and Offers, a Candyland promo banner, four bundle cards labelled SpongeBob SquarePants, Fantasy Bundle, Candyland and The Smurfs each tagged only Bundle, and a Special Offer panel reading Upgrade Your Reality with a View Offers button
    Browsing — every card carries the same generic Bundle tag. No size, no price, no discount, so choosing between four bundles means opening all four.
  • After

    Redesigned Epic Roller Coasters store screen with a left STORE nav of Featured, Rides, Theme Bundles and Fun Packs with Theme Bundles active, four theme bundle cards for SpongeBob SquarePants, Fantasy, Candyland and The Smurfs each tagged Theme Bundle and listing its ride, cart and blaster counts above a View Details button, carousel dots, and a Mega Bundle 6 in 1 rail at 40% off
    Browsing — Theme Bundles becomes a real category and each card states what it contains. With no promo banner overhead, the grid itself carries the comparison that used to require opening all four.
  • Before

    Old Epic Roller Coasters bundle detail view floating in the VR lobby — a tilted BUNDLES list, a SpongeBob SquarePants panel whose description text sits directly over a snowy gameplay screenshot, a list of included rides in small dark chips, a Buy button with no price, and a separate Special Offer panel competing beside it
    Bundle detail — description text sits on top of live gameplay, the Buy button carries no price, and a promo panel competes with the bundle it is advertising.
  • After

    Redesigned Epic Roller Coasters bundle detail screen with a left THEME BUNDLES list, a Theme Bundle tag, the SpongeBob SquarePants title and a one-line description, a 5 rides, 5 carts, 5 blasters summary, an Included In This Bundle panel on the right listing each named ride and cart, a 40% off badge with the original $24.99 struck through above a Buy $13.98 button, and a Go Back To The Game action
    Bundle detail — the contents list, the discount and the final price sit together on a legible surface, so the buy decision needs no further taps and the way back into the game stays one tap away.

06 · Collaboration & Tradeoffs

How Much to Surface Without Overloading VR

Product requirements defined what the commerce experience had to support. I worked with the PM and engineering team to decide how much of it we could put on screen before a VR panel started to feel heavy — what earned a place on the surface, and what stayed one tap away behind View Details.

The offer logic was the clearest example. The PM owned the rules for eligibility, ownership and player history; I designed the states those rules produced, so the board keeps showing something useful instead of content a player already owns.

Starter or Mega purchased
only the purchased slot refreshes with unowned content
Game On purchased
all slots refresh, since the bundle already covers most ride content
Non-payer past day 3
standard offers are replaced with lower-priced, higher-discount options

07 · Final Design

One Continuous Journey

The final design connects the whole path on the surfaces players already look at — from finding a ride to getting back into one — with a single card pattern and a single detail layout so each step feels like the last. I also took the promo banner off the bundle screens, where it had been competing with the very offer it pointed at.

Discover Ride → Understand Purchase Option → Compare Bundle → Purchase → Return to Ride

Discover — the store is hard to miss

A clearer storefront mark and a store that leads with offers, so players find content instead of hunting for it.

  • Store icon before and after on a dark blue background — Before: a cyan shopping-cart icon labeled STORE, captioned looks like Cart / Checkout; After: a cyan storefront awning icon labeled STORE, captioned clearly represents a full store
    The storefront mark reads as a place to browse, not a checkout.
  • Redesigned Epic Roller Coasters store screen with the left STORE nav of Featured, Rides, Theme Bundles and Fun Packs with Featured active, and four cards — Game On! Bundle 27 in 1 with 27 rides, Magical Christmas Bundle with 8 rides, Mega Bundle 6 in 1 with 6 rides and Starter Bundle with 3 rides — each tagged Featured above a View Details button
    Offers lead the store, and each card states its ride count so the biggest deal is obvious without opening anything.

Compare — one card pattern, every category

Featured, Theme Bundles and Fun Packs share one card that states what's inside, so offers compare without being opened — only the unit of content changes.

  • Three redesigned bundle cards — a tall Mega Bundle 6 in 1 card tagged Most Popular with Wyvern Siege plus Armageddon and more at 40% off for $8.99; a Starter Bundle 2 in 1 card with Antarctica plus Armageddon at 20% off for $3.99; and a Game On Deal 27 in 1 card tagged Best Deal with Space plus Halloween and more at 70% off for $20.99 — each showing a strikethrough original price, a Buy button and a View Details button
    Size, discount, original price and final price are all readable on the card itself.
  • Redesigned store screen with Fun Packs active in the STORE nav and four pack cards — SUPER CART with 2 carts, 1 companion and 2 weapons; Fun-Licious with 3 carts, 2 companions and 2 weapons; Fun-Lentines with 1 cart, 1 companion and 1 weapon; and Lava Cup with 1 cart — each tagged Fun Packs above a View Details button
    The same pattern carries over to Fun Packs, counting carts, companions and weapons instead of rides.

Decide — one detail layout, every category

Every offer type resolves to the same layout — description, contents, discount and final price in the same place — with a scannable list replacing the old wall of names.

  • Before

    Old Epic Roller Coasters featured offer panel tilted in the VR lobby — Game On! Deal 27 in 1 with a 70% off badge, a line telling players to find the offer in the addons section of the game page, a Buy button with no price, and all 27 coaster names listed beneath as one dense comma-separated paragraph
    Featured before — 27 rides as one comma-separated paragraph, a Buy button with no price, and a line sending players elsewhere.
  • After

    Redesigned featured detail screen with a BEST DEAL flag, a left FEATURED list of Game On! Deal 27 in 1, Magical Christmas Bundle, Mega Bundle 6 in 1 and Starter Bundle, a Featured tag, the Game On! Deal 27 in 1 title with a one-line description, a 27 RIDES summary, a 70% Off badge with the original price struck through above a Buy $13.98 button, and an Included in this Bundle panel listing Wyvern Siege, Snowland, Neon Rider, Halloween, Armageddon and Dread Blood
    Featured after — the same 27 rides become a scrollable Included list, and the final price sits on the Buy button.
  • Before

    Old Fun-Lentines pack detail panel floating in the VR lobby with a Candyland promo banner above it, a paragraph describing the Cupid companion, chariot and potions, generic CART, COMPANION and WEAPON labels on the right, and a Buy button with no price
    Fun Packs before ��� contents named only as CART, COMPANION and WEAPON, with a promo banner overhead.
  • After

    Redesigned Fun Packs detail screen with a left FUN PACKS list of Super Cart, Fun-Licious, Fun-Lentines, Lava Cup and Hypercart, a Fun Packs tag, the Fun-Lentines title with a short quoted line, a 1 cart, 1 companion, 1 weapon summary, a 40% Off badge with the original $24.99 struck through above a Buy $13.98 button, and an Included in this Pack panel naming Cupid's Chariot, Cupid and Cupid's Potions
    Fun Packs after — the same layout as the bundles, with the actual items named and selectable to preview.

Purchase & return — the flow never loses the player

Checkout runs through Meta Checkout and always lands back on the same panel: success unlocks and returns; cancel or failure returns with the selection intact.

  • End-to-end flow diagram with two tracks — Happy Path: 1 Discover, see offer in Store or in-game; 2 Select, choose locked content; 3 Compare, item versus bundles in panel; 4 Meta Checkout, secure checkout in Meta system; 5 Success, content unlocked and return to panel. Recovery Paths, always return to same panel: Discover / Select to Purchase Panel to Meta Checkout, branching into a green Success state that unlocks content and returns to the panel, and a red Cancel / Failure state that returns to the purchase panel with no content lost
    One flow, two tracks — the happy path and every recovery path land the player back on the same panel.

08 · Final System Flow

Shooter Event & Reward Flow

The final flow connects event discovery, gameplay, rewards, progression, and collection into a continuous loop. Rather than treating the event as a standalone screen, the experience keeps players moving between the lobby, gameplay, and event progression while making rewards visible at key moments.

1. Shooter Visibility
The updated mode selection gives Shooter stronger visibility within the existing mode system, making the experience easier to discover without introducing a separate entry point.
2. Event Discovery
A dedicated event entry in the Main Lobby gives the active event a clear, persistent presence and communicates its status, timing, and featured rewards before the player enters.
3. Event Screen
The event screen establishes the current tournament, leaderboard position, progression, and available rewards, giving players a clear reason to participate and return.
4. Gameplay → Standard Game Over
Players enter the existing Shooter gameplay flow. After a match, the standard Game Over screen remains intact so the event system does not disrupt the established gameplay experience.
5. Event Update
After returning to the lobby, an Event Update surfaces the player's latest score, event rank, and progression toward rewards. When a player reaches a new reward tier, the same moment becomes a more prominent tier-up state, reinforcing progress and achievement without requiring a separate flow.
6. Event Completion
When the event ends, the event entry transitions into a completion state so players can review their final placement and claim earned rewards.
7. Sticker Collection
Earned event rewards feed into a persistent Sticker Collection, extending the value of participation beyond a single event and creating a longer-term collection goal.

The key screens

Each stage of the flow, in order — the event layers around the existing Shooter experience rather than replacing it.

  • 1 · Shooter Visibility

    Mode selection panel with Scenario and Mode tabs, showing six mode cards — Shooter highlighted with a yellow border and a Featured tag, followed by Classic, Race, Pirate, Detonation and Keep the Glass Full
    Shooter is featured within the existing mode grid, not given a separate entry point.
  • 2 · Event Discovery

    Main lobby with an Active Event card for the International B4T Cup Secret Cave showing 3 days left, the player's Gold current tier and a View Event button, beside the Choose Your Destiny ride grid and an Explore the Store banner
    A persistent event entry in the lobby shows the event, time left and current tier before the player enters.
  • 3 · Event Screen

    Secret Cave event screen with 3 days left — a Your Event Status panel showing rank #219, best score 85,150, Gold current tier and a Gold reward sticker above a Play Event button, next to a leaderboard of rank, player, tier and best score with the player's own row highlighted at 219
    Status, reward and leaderboard position sit together, giving a clear reason to play and improve.
  • 4 · Standard Game Over

    Standard Game Over screen with two of three stars, a score of 71,400 marked New Personal Best, global rank #192 improved by 27, and Play Again, Lobby and Details buttons
    The existing Game Over stays intact — event progression is shown separately after the run.
  • 5.1 · Event Update

    Event Update panel for Secret Cave showing a new event best of 85,150 over a previous best of 71,400, event rank moving from #219 to #192 with 27 places improved, a Gold current tier and Gold current reward sticker, and a Continue button
    Back in the lobby, the latest score, rank change and current reward are surfaced when they matter most.
  • 5.2 · Tier Up

    Event Update panel with a Tier Up burst — new event best 85,150, rank #219 to #192, a tier upgrade from Silver to Gold, and a Reward Upgraded Gold Secret Cave sticker above a Continue button
    Reaching a new tier turns the same moment into a more prominent tier-up state, without a separate flow.
  • 6 · Event Completion

    Event Complete panel for Secret Cave showing final rank #192, final tier Gold and a Sticker Unlocked Gold Secret Cave badge, with View Collection and Continue buttons
    When the event ends, players see their final placement and the sticker they earned.
  • 7 · Sticker Collection

    Event Stickers collection screen with 12 collected, showing a grid of tiered event stickers — Secret Cave Cup Gold #192, Water Park Cup Platinum #38, Desert Dash Cup Silver #327, Pirate Cup Bronze #614, plus Tower Peak, River Park, Jungle Runs and Skyline Cup stickers
    Completed events become permanent collectibles, recording the event, tier and final rank.

09 · Design Rationale

Why This Flow

The goal was to add a meaningful event progression loop without rebuilding the existing Shooter experience. By preserving the established gameplay and Game Over flow, the event system could layer discovery, progression, and rewards around the core experience with less disruption.

Over time, event rewards also contribute to the Sticker Collection, giving repeated participation a persistent sense of progress.

Preserve the core
Keep the existing Shooter gameplay and Game Over experience rather than creating an event-specific gameplay flow.
Discover from the lobby
Surface the event in the lobby so players can find it before entering gameplay.
Progress after play
Show progression immediately after a run, when the result is most relevant.
Earned emphasis
Use the stronger Tier Up state only when the player reaches a meaningful reward milestone.
Value beyond one event
Turn completed event rewards into persistent collectibles so the system keeps its value after each event ends.

Discover Event → Enter → Play → See Result → Track Progress → Earn Reward → Return

10 · Outcome

A Clearer, More Direct Commerce Experience

The redesign turned a multi-step purchase detour into a more direct, in-context experience: ride ownership and purchase options are easier to understand, bundle relationships are visible during the decision, and players keep their connection to the ride the whole way through.

It also left a clearer, more scalable structure for presenting purchasable content — one card pattern and one detail layout that new offers drop into. I used AI tools to explore concepts and iterate on visuals faster; the UX decisions, flows and final UI came out of my design work and the team conversations with PM, engineering and art.

Note: concept and design proposal. No conversion, revenue or engagement metrics are claimed here; measured results will be shared when available.

Stronger Discovery
Relevant bundles and purchase opportunities are surfaced more prominently.
Clearer Value
Pricing, savings, ownership, and bundle contents are presented together so players can evaluate their options in one context.
Context Preserved
Checkout and recovery paths are designed to return players to the same purchase context instead of forcing them to restart the journey.
  • Three outcome cards with line icons — Stronger Discovery, relevant bundles and purchase opportunities surfaced more prominently; Clearer Value, pricing, savings, ownership and bundle contents presented together; Context Preserved, checkout and recovery paths return players to the same purchase context
    Three design outcomes the redesign was aiming at.

11 · Reflection

What I Learned

In VR commerce, reducing steps is only part of simplifying the experience. Preserving context matters just as much. Keeping the selected content, price, bundle value, and return path connected helped turn a fragmented purchase journey into one continuous decision.