Kiki Ho
All case studies

RitzDeli Games · Client Project for Meta — Paintball Playground

VR growth and engagement design for a live game

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

Client project for Meta through RitzDeli Games. The engagement and monetization goals came from PM briefs and product requirements, which I translated into UX flows, interaction models, prototypes, and production UI with the product, engineering, and art teams.

Paintball Playground key art titled VR Growth & Engagement Design with the Meta logo, showing a player in full paintball gear kneeling behind a barrel in a warehouse arena splattered with purple and yellow paint

The challenge

Paintball Playground needed stronger monetization and repeat-engagement systems without rebuilding the live VR experience. Purchase opportunities were difficult to discover, while the lobby offered limited guidance around what players could work toward next.

Product goal
Grow engagement and monetization in a live VR game without a full rebuild.
My design goal
Make purchasing easier to discover and give players clearer short- and recurring goals within the existing VR environment.

What I did

  • I redesigned the PPCoin purchase experience around four clearly differentiated packs, making the step from entry-level to higher-value options easier to compare.
  • I redesigned the in-world ATM to keep balances small and give the packs most of the space, letting Best Value and Most Popular labels do the comparing.
  • We defined four bundle types together — Starter, Rescue, Hero, Premium — and I designed each one so price, contents, and timing read clearly for the player it was aimed at.
  • I pulled featured bundles out of menus and into the room as big character displays with the discount, countdown, and contents readable from a distance.
  • I designed Daily Tasks that pull from different parts of the game, so objectives spread players across Practice, multiplayer, and modes instead of repeating one thing.
  • I built Weekly Events around three activity types that reuse gameplay we already had, which gave the week a rhythm without engineering new systems.

How the work moved

  1. PM requirements
  2. My UX exploration
  3. PM & producer feedback
  4. Design iteration
  5. Final direction & handoff

01 · The Core Loop

Four Features, One Product Problem

The brief included multiple monetization and engagement features, but designing each independently would have created four disconnected experiences. I mapped them as one loop so each system could give the player a clear next step.

Purchasing provides currency, bundles give that currency value, Daily Tasks create short-term goals and rewards, and Weekly Events extend the loop beyond a single session. Each one feeds the next — and mapping it out early gave us one question to check every decision against: does this make the next step clearer?

1. PPCoin packs
simplify the IAP structure with clear value differentiation
2. Bundle strategy
player-targeted bundles for different stages and spending behaviors
3. Daily Tasks
short-term goals that encourage daily engagement
4. Weekly Events
lightweight recurring events built on existing gameplay

Purchase → Spend → Play → Progress → Return · PPCoin → Bundles → Daily Tasks → Weekly Events

  • Diagram titled Four Connected Systems showing a gold PPCoin, a purple bundle crate, a blue task clipboard and a gold star event badge linked by arrows, each labeled with its role in the loop
    The core loop — four systems designed as one chain rather than four separate features.

02 · Constraints

Designing Inside a Live VR Game

Every decision that followed was shaped by the same reality: this was a shipped VR game with players in it, not a blank canvas. Writing the constraints down early is what kept four systems consistent as scope grew from one ATM screen to the whole lobby and store.

Existing environment
work within the current lobby, store, and in-world UI rather than redesigning the entire experience
VR readability
important information must be understandable quickly from a comfortable VR viewing distance
Implementation scope
reuse existing gameplay, environments, and systems where possible
Information density
introduce monetization and engagement features without turning the lobby into a wall of UI
Live-product consistency
new systems need to coexist with the game's existing interaction and visual patterns

03 · PPCoin Purchase Experience

Simplifying the Purchase Decision

Buying PPCoins was harder to figure out than it needed to be. I proposed four packs with clearly separated prices — 2,000 at $2.99, 10,000 at $9.99, 60,000 at $29.99, and 180,000 at $59.99 — so the step up from one to the next is obvious.

Then I redesigned the in-world ATM to put the packs front and center. Balances sit in one compact row at the top, the packs take the rest, and the amounts and prices are sized to read from a comfortable distance instead of making you lean in.

The labels do the comparing. Best Value and Most Popular sit right on the packs they describe, and each tier has its own coin render, so you can tell the sizes apart before reading any numbers.

Compact balances
three currencies in one row instead of a competing panel
Pack-first layout
coin packs take the majority of the screen area
Merchandising labels
Best Value and Most Popular reduce comparison to a glance
Tiered coin renders
pack size is legible before the number is read

Enter lobby → Approach ATM → Compare packs → Purchase

Design decision

Prioritize comparison over account information.

Instead of giving balances and purchase options equal visual weight, I compressed the balances and gave the coin packs most of the available space. Pack size, price, and merchandising labels became the primary hierarchy so players could compare offers quickly at VR viewing distance.

  • PPCoin purchase experience slide — the ATM kiosk on the left shows a compact Your Balance row above a PPCoin Packs grid of 180,000 for $59.99 labeled Best Value, 60,000 for $29.99 labeled Most Popular, 10,000 for $9.99 and 2,000 for $2.99, and the right side lines up the four coin renders in ascending order: an open chest, a coin bag, a large pile and a small stack
    The ATM and its four coin tiers — pack size reads as a silhouette before the number is parsed.

04 · Bundle Strategy

Turning Cosmetics into Targeted Offers

Instead of one generic promotion, we defined four bundle types with different price points, contents, and levels of value. Starter gives new players a full loadout. Rescue is a lower-cost entry offer designed for more price-sensitive players. Hero rotates around one standout cosmetic. Premium is a larger collection at a higher value tier.

Each type has its own price, contents, duration, and audience — so one set of UI can handle very different offers without building a new screen for each.

It also had to work spatially. Rather than leaving bundles in menus, I explored putting them in the room: a life-size character wearing the loadout on a lit podium, with a panel next to it carrying the discount flag, the crossed-out price, the buy button, a countdown, and a grid of what's included.

Each bundle owns a color that runs through the character, the podium light, and the panel trim, so you can tell Shadow Strike, Blue Impact, and Crimson Storm apart from across the lobby. Seeing the outfit at full scale answers what a thumbnail grid never could: what you'll actually look like.

Starter
a complete introductory loadout for new players
Rescue
a lower-cost entry offer designed for more price-sensitive players
Hero
rotating offers built around one standout cosmetic item
Premium
a larger collection at a higher value tier

Design decision

Show the value spatially, not only as a thumbnail.

In VR, a life-size character could communicate the value of a cosmetic bundle more clearly than another menu grid. The player could see the complete look while price, discount, countdown, and contents remained visible beside it.

  • Three bundle displays lit in their own colors — Shadow Strike in purple at 10,000 PPCoin, Blue Impact in blue at 40,000, and Crimson Storm in red at 20,000 — each a life-size paintball character on a glowing podium beside a panel carrying a 50% off flag, a struck-through original price, a green Buy Now button, a 2D 14H 32M countdown, and a six-item Includes grid
    Bundles as environment objects — character, discount, price, countdown, and contents in one readable unit.

05 · Engagement System · Daily Tasks

Designing for Today

Monetization on its own wasn't going to fix engagement. Players also needed a reason to come back and something clear to do once they were in. I designed two engagement cadences: Daily Tasks for immediate direction and Weekly Events for recurring goals.

Daily Tasks give players immediate objectives and visible progress within a session. Tasks pull from different parts of the game — Playground and Practice, core multiplayer, and modes and variety — so objectives spread players across the game instead of repeating one action. In VR the hard part is density, not content: tasks sit up front in the lobby with simple progress states, a visible reward on each row, and locked states for what isn't open yet.

Playground / Practice
encourages exploration and skill development
Core multiplayer
directs players toward the primary multiplayer experience
Modes / variety
encourages players to explore more of the game

What should I do? → How far am I? → What do I earn?

  • Events board with a Discord community banner above it, split into a Daily Tasks column showing three tasks with progress bars, a completed check, a PPCoin reward and a locked state, and a Weekly Event column featuring the Golden Target Hunt card
    The lobby events board — Daily Tasks and the active Weekly Event side by side, with Discord above.

06 · Engagement System · Weekly Events

Designing for the Week

Weekly Events create a longer recurring cadence using the game's existing mechanics and environments. The week splits into three activity types — solo exploration, skill practice, and multiplayer competition — that reuse gameplay we already had.

Golden Target Hunt, Quickshot Rush, and Knockout Clash all share one card structure: day range and countdown, event name, a one-line rule, PPCoin reward, progress state, and a destination-based action. A new event changes the content without asking players to learn a new layout.

Golden Target Hunt · Mon–Tue
find and shoot all hidden golden targets in Practice — 6/10 found
Quickshot Rush · Wed–Thu
hit the correct targets as fast as you can — best score against the clock
Knockout Clash · Fri–Sun
one elimination equals one event point — 18/30 points

Explore → Practice → Compete → Return

  • Weekly event rotation board with three cards — Golden Target Hunt in gold for Monday to Tuesday showing 6 of 10 found, Quickshot Rush in blue for Wednesday to Thursday showing a best score of 24 and 30 seconds remaining, and Knockout Clash in crimson for Friday to Sunday showing 18 of 30 points — each with a countdown chip, a 300 PPCoin reward star, a progress bar and an action button
    The weekly rotation — one card structure, three activity types, and a button that names the destination.

07 · Environment Integration

Bringing the Systems Together

The final direction puts monetization and engagement in the same room. Walk into the lobby and you can see Daily Tasks, the current Weekly Event, a featured bundle, and the ATM — all out in the open instead of buried in menus.

The lobby wall reads left to right. Leaderboard and stats tell you where you stand, the events board puts today's tasks and this week's event in one panel, and the featured bundle and ATM close the wall where interest is highest.

The store does the same thing with color-coded zones for Outfit, Mask, Bundles, Accessories, and Marker, so you browse by walking and looking instead of tabbing. Bundles hold the center wall, and the ATM sits by the entrance.

The scope decision was deliberate. I improved existing in-world UI where it already worked, introduced new UI only for the systems that needed it, and left the main menu and blackboard intact rather than redesigning the whole interface — not every system had to live on the main board.

The point wasn't to add more UI. It was to make the room we already had do more work.

Discover → Play → Progress → Earn → Purchase → Return

  • Paintball Playground lobby interior with brick walls and a wooden ceiling, showing a Top Kills leaderboard, a player stats and level card, a Discord banner above an Events board split into Daily Tasks and Weekly Event tabs, a Shadow Strike bundle display with a character on a lit podium, and the PPCoin ATM kiosk at the entrance
    Lobby — leaderboard, stats, tasks and events, featured bundle, and ATM in one sightline.
  • Store interior with color-coded wall zones labeled Outfit, Mask, Bundles, Accessories and Marker, three bundle character displays on a central podium, an ATM kiosk at the entrance and a yellow display table of masks and markers
    Store — color-coded zones make category navigation spatial rather than menu-driven.

08 · Collaboration & Tradeoffs

What the Team and the Constraints Decided

None of this landed on the first pass. I'd take an exploration into review with the PM and producer, and the notes that came back usually had less to do with how it looked than with what product needed, what it would cost to build, or how it held up in a headset. Much of the final design reflects those tradeoffs rather than a single original vision.

These are the decisions I can point to a specific conversation or constraint for.

Product requirements
the PM brief defined which monetization and engagement systems were needed; my role was to connect them into one legible loop rather than four screens
Producer feedback
my first Weekly Events concept needed new gameplay, so I rebuilt it around three activity types that reuse modes we already shipped
Reusing existing systems
rather than building a new purchase screen, I kept the ATM as an in-world object and moved comparison into pack sizing and merchandising labels
VR viewing distance
early bundle cards looked readable on a monitor but became too dense when reviewed at VR viewing distance, so I enlarged the contents and discounts and reduced the visual weight of secondary information
Scope over rebuild
we kept the existing main menu and blackboard, improved in-world UI where it already worked, and added new UI only for systems that required it — balancing feature visibility against environmental clutter

09 · Outcome

One Framework Instead of Four Features

The final design direction connects PPCoin purchasing, bundles, Daily Tasks, and Weekly Events as one framework rather than four isolated features. Each system supports a different point in the loop — purchasing, spending, playing, progressing, and returning.

Purchase clarity
PPCoin packs are structured for faster comparison at VR viewing distance.
Offer discoverability
Featured bundles become visible parts of the environment rather than menu-only promotions.
Session direction
Daily Tasks give players clear short-term objectives and visible progress.
Recurring structure
Weekly Events create a repeatable engagement cadence using existing gameplay.
Environmental integration
The lobby and surrounding in-world UI become connecting surfaces across monetization and engagement systems.

Note

Concept and design proposal. Final implementation and performance outcomes will be shared when available. I used AI tools to explore concepts and iterate on visuals faster; the UX decisions, interaction design, flows, and final UI came out of my design work and team conversations with PM, engineering, and art.

10 · Reflection

What I Learned

Live-product design isn't always about rebuilding the experience. The harder problem is deciding what to change, what to preserve, and how new systems can work together inside constraints that already exist. Paintball Playground reinforced the value of treating monetization and engagement as one connected system while keeping changes focused on the parts of the product that needed them most.