High Fidelity

A clip of Rust, an in-world dance club. The stormcloud is an avatar I created using Maya, Illustrator, and particles in-engine.

High Fidelity
Role: UX Designer

High Fidelity is an open-source platform for creating a virtual universe. It allows for both traditional desktop and VR modalities, and various peripherals such as Oculus Rift, Vive, Microsoft MR headset, and Xbox controllers.

As a UX Designer, I used LucidChart (flows), Figma (2D layouts), JS, Unity, and C# to prototype 3D interactions for VR and desktop.

My efforts included the following:

You can check out my contributions to source and documentation on Github.


Controller Remapping Design

A remapping utility is the ultimate accessibility tool, especially for controllers such as Oculus Touch that are specifically made for right and left hands. In order to be inclusive for users who may have handicaps or disabilities, my goal was to allow them to map their own controls to how ever suits them. The remapping utility serves a second purpose by documenting default controls in a convenient place in the interface.

I started by investigating other remapping utilities in games such as Portal and Skyrim VR.

I began wireframing and iterating based on feedback from internal users, both people who were familiar with gaming conventions and non-gamers alike. I felt confident enough in my final iteration to take it to external users for feedback – people who are currently using the platform on a daily basis in VR and on desktop. I did this in the form of a forum post in order to start a conversation with people who live across the globe.

See the final iteration to the right.



In an effort to provide more structure to our design process, I created a model to provide a workflow for each project. It outlines how each member interfaces with each other. With this new framework, I introduced the 6-3-5 Brainwrite into the process to structure the ideation process and allow team members contribute in an orderly way.