Identity
Visual Direction
Typography
Graphic Design
Across 2023 and 2024 I worked as the lead UI Artist on Shattered, a narrative driven mixed reality launch title for the Meta Quest 3. Shattered follows Jessica Gonzalez, a hospitalised detective lost in the Greyvale Mental Facility, uncovering the truth about it’s shady origins and true purpose.
In addition to creating all of the games UI, I also worked as the visual designer on the enormous amount of brands, props, evidence and collectables that are littered throughout the world of Shattered. Some of these were used primarily for world building, while others held key pieces of information players would need in order to solve the game’s puzzles.
These were all designed as high-res image textures for the 3D art team, ready to be UV mapped onto 3D meshes so that players could phsyically pick up and manipulate these objects in world.
Shattered won the AGDA 2025 award for Best VR title and was nominated for Best VR at the New York Game Awards. I’m extremely proud of what we accomplished.

The Shattered logo leans on horror tropes to create feelings of tension and unease. The tall shapes are split into fragments, with each letter bending and distorting as it reaches the cracks. Grunge mixes with a scan line texture and slight chromatic aberration to hint at the mixing of worlds in the game’s narrative.

I created the visual identity for both the Greyvale Facility and its shady owners, the Wakefield Corporation. These logos were designed to mimic real life authoritarian corporations, and to be flexible enough to appear in the 3D environments as well as on letters, brochures and posters scattered in-game.
The W.A.K.E Device is a terrifying hallucination inducing machine used in shady trials in the bowels of Greyvale. When encountering this machine, players must read through a bunch of scattered documentation to understand how to shut the device down and save the poor patient suffering within it. I designed the pages to be a cryptic but satisfying discovery once the code had been cracked.

Various pieces of evidence discovered throughout the game help to fill in missing details about the world and aid players in solving puzzles and progressing through the levels. In total, I created over 100 notes, papers and paraphernalia that make up the bulk of the collectibles in the game.
Several books can be found in specific levels of the game, leading to puzzle solutions and deeper insight into the game’s world. These textures were mapped onto book models that could then be opened and flipped through by players. I focused on designing believable, realistic layouts to aid in narrative and immersion.
CREDITS
Game Direction
Jamie Bentley
Ivan Ertlov
Production
Josh Field
Bobby Lever
Narrative
Patrick Kolan
Game Designers
Nic Lyness
Aaron Nielsen
Harley Price
Rowan Ryder
Concept & 3D Art
Connor Mcintyre
David Pain
Ruby Trumble
Sarsha Wheeler
Leighton Yang
QA
Andrew Zell
Eric Qian
UI & Visual Direction
Christian Orkibi