Virtual reality (VR) training relies on consistent, reusable interface elements to keep learning experiences clear and engaging. At SkillsVR, many VR mechanics were reused across projects, but without a formal system, styles and interactions often drifted.
To address this, I built the company’s first VR design system—defining a brand-aligned visual language, spatial sizing standards, and a shared component library in both Figma and Unity. The result was a scalable process that improved communication between designers and developers, streamlined component management, and accelerated the production of VR learning experiences.
UX designer responsible for the full design of a visual-scripting tool built on Unity, including 5 custom Unity panels, added functionality to existing Unity panels, and the default workflow.
1 UX designer, 1 product manager, 3 learning designers, 4 3D artists, and 5 unity developers.
6 months total (working parallel to other projects).
2 months of research on evolving VR accessibility recommendations.
3 months of style & component iteration with ongoing interface projects.
1 month of documenting & collaborating with developers for process implementation.
A scalable, cross-functional process.
Initial component library of 67 Unity Prefabs with cross-functional management process defined.
Accessible style and spatial sizing guidelines, with conversion standards of 2D to 3D measurements.
Ownership and buy-in from 3 cross-functional teams.
The resulting process was a culmination of many small wins in how to translate traditional 2D interface design practices into VR. Examples being:
A conversion from pixel sizing of Figma and screen resolution of devices to metric sizing in Unity, and to degree units for field-of-view and ergonomic standards.
An atomic design process for managing style elements and live components between Figma and Unity.