Kiki Ho
All case studies

RitzDeli Games · Client Project for MetaWar of Wizards

Evolving a VR game UI system

Client
Meta · client work delivered through RitzDeli Games
My role
UI/UX Design · UI Art · Visual Design · Interaction Design
Collaboration
PM · Engineering · Art · Production
My focus
UX Structure · Interaction Design · UI Systems · Visual Design · UI Art
Discipline
VR / Spatial UX · Game UI · UI Art · Design System

Client project for Meta through RitzDeli Games. Feature requirements came from PM briefs and roadmap documents, which I translated into UX structure, interaction patterns, UI systems, and production-ready art.

War of Wizards key art titled Evolving a VR Game UI System, showing the refreshed lobby panels, leaderboard and spell menus curved inside a moonlit wizard tower beside the Meta logo

The challenge

As War of Wizards grew, the UI had to carry more game modes, progression, social features, customization, and commerce. The lobby was already packed, and every new feature made it harder to scan in VR.

Product goal
Ship more modes, spells, and commerce into an already-dense VR lobby.
My design goal
Make the lobby easier to scan and able to take on new content, without losing the magical look the game is known for.

What I did

  • We agreed on three things to fix: make the main actions easy to spot, build structures that can hold more content later, and use one consistent interaction language throughout.
  • I added a clearer hierarchy with bigger targets, tighter grouping, consistent spacing, and simpler states — building on the existing style instead of throwing it out.
  • I split the lobby into three zones, so a player can see what they can play, where they customize, and how they're progressing in one look.
  • I rebuilt the My Spell panel as a wider, paginated layout that separates browsing, current picks, and battle-group info, so it can hold a lot more spells.
  • I reorganized the leaderboard to put the player's own position front and center and pull Friends away from the competitive ranking data.
  • Specified in-game notifications as one banner with two color-coded variants, so death and objective events read instantly without a second visual language to learn.

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 · Challenge

Designing for a Growing VR Interface

As the game grew, the UI had to carry more modes, progression, social features, customization, and commerce.

The lobby was already dense, and each new feature made it harder to scan in VR. We wanted it clearer without losing the magical look the game is known for.

Clarity
make primary actions easier to identify at a glance
Scale
build structures that can hold more content later
Consistency
use one interaction language everywhere

02 · Design Direction

From Dense to Deliberate

The original UI spread information across a lot of differently sized panels and controls. In VR that caused two problems: you couldn't pick out the important actions from a normal viewing distance, and the supporting details competed with the actual gameplay choices.

I gave it a clearer hierarchy with bigger targets, tighter grouping, consistent spacing, and simpler states. I wasn't trying to change the visual style — just make it easier to read and easier to add to.

Larger targets → Stronger grouping → Simplified states

  • Before

    Before: thin cyan outlined panels of differing sizes floating in a black void with low-contrast text and small monochrome icons
    Before — uniform hairline panels in a void. Nothing reads as primary and microcopy disappears at distance.
  • After

    After: the refined lobby with gold-framed navy panels curved around the player inside a moonlit wizard tower library
    After — the refined lobby. Solid fills, gold frames, and a three-zone layout grounded in a real place.

03 · Navigation

A Clearer Lobby Hierarchy

The lobby is where players decide what to do, so I put the most important actions in the middle. The main modes — 1 vs 1, 2 vs 2, Play With Friends — get the strongest emphasis.

Secondary actions like Magic Shop, Practice, and Avatar & Staff stay one tap away without fighting the main choices. The Leaderboard and My Spell sit around the edges, which is what gives the lobby its three zones.

What can I play? · Where can I customize? · How am I progressing?

04 · Content & Progression

Room for More Spells and Ranking Data

The old My Spell panel was fine for a handful of spells, but we knew a lot more were coming. I designed a wider layout that pages instead of cramming, so more spells fit without the grouping and selection getting muddy.

The leaderboard shows a lot at once — rank, win rate, ranking points, equipped abilities, player status. I reorganized it so ranking is easier to scan and the link between how you played and where you sit is clearer.

Browse
a spell grid that grows by page, not by density
Select
battle group and pre-selected fall spells kept distinct
Read
spell detail restructured into scannable stat groups

05 · Design System

One Interaction Language Across Commerce, Customization, and Combat

The same rules carried into the Magic Shop and Avatar & Staff. The shop uses one predictable card with clear categories, ownership, locked states, and prices, so comparing two items is quick.

To keep things consistent, I built reusable states for everything that repeats: primary and neutral buttons, hover and selected, back and close, navigation, tabs, locked, add, and special actions. Players learn them once.

Notifications had to land instantly without pulling players out of a fight, so every message uses the same banner — a diamond crest, one line of copy, fixed just above the horizon where players are already looking. Only the crest and color change: red when you lost something, cyan when you gained something. You know the outcome before you read the words.

One structure
same crest, banner, and placement for every event
Color as meaning
red reads as loss, cyan reads as gain, before any text
Non-blocking
sits above the horizon so the lane and HUD stay clear
  • Magic Shop screen with Magic Rune and Wand tabs, a search and ownership filter, and a grid of wand cards showing prices and one locked item
    Magic Shop — one repeating card across the grid, with locked, owned, and purchasable states made explicit.
  • Avatar & Staff screen with Avatar, Staff and Showtime tabs, a rotating character preview on the left and a grid of Super Wizard Frame options with one selected
    Avatar & Staff — preview on the left, a consistent grid on the right, and one unmistakable selected state.
  • UI style guide sheet documenting primary positive and neutral buttons, close, back and add icon buttons, sub tabs, the special action button, rotate and main navigation buttons, the small lobby button, the padlock icon, and written usage notes — each in normal, hover, or selected state
    The style guide — primary, neutral, icon, tab, and special controls in every state, with usage rules written next to them.
  • In-game notification spec comparing two variants above the same battlefield: a red banner reading “You have been killed.” labelled Death Notification, and a cyan banner reading “You have destroyed the enemy turret.” labelled Objective Notification
    In-game notifications — negative and positive events share one crest, one banner, and one position. Only color and icon carry the meaning.

06 · Outcome

One Interface Instead of Many

The final direction pulls gameplay, progression, customization, commerce, and combat feedback into one consistent UI.

Instead of redesigning every feature on its own, I built shared visual and interaction rules the game can keep growing into — so it still looks like War of Wizards, just easier to read and get around.

Clearer hierarchy · Room to grow · Consistent interaction states