Shattered VR // Visual Direction
client
Meta & Playside Studios
YEAR
2023 — 24
DISCIPLINEs

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.

The textured logo for Shattered VR.
Shattered logo closeup shot
Shattered logo negative, black on red

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.

logo for greyvale wellness facility
logo for the wakefield corporation
negative red on black logo for greyvale wellness facility
a confidential file with a photo of a man and the wakefield logo
a stamp with the greyvale wellness facility in the centre
a brochure for the greyvale wellness facility
the back side of the greyvale welness brochure with a bio on dr keipler

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.

The front cover for the manual for the wake device
the front cover for the wake manual, instructions on using the wake device
the second page of the wake manual, instructions on using the wake device
the third page of the wake manual, instructions on using the wake device
the fourth page of the wake manual, instructions on using the wake device
the fifth page of the wake manual, instructions on using the wake device

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.

a piece of paper evidence from shattered vr
a piece of paper evidence from shattered vr
a piece of paper evidence from shattered vr
a piece of paper evidence from shattered vr
a piece of paper evidence from shattered vr
a piece of paper evidence from shattered vr
a piece of paper evidence from shattered vr
a piece of paper evidence from shattered vr
a piece of paper evidence from shattered vr
a piece of paper evidence from shattered vr
a piece of paper evidence from shattered vr
a piece of paper evidence from shattered vr
a piece of paper evidence from shattered vr
a piece of paper evidence from shattered vr
a piece of paper evidence from shattered vr

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.

a mock book design for a book about chess
a mock book design for a book about chess
a mock book design for a book about psychology
a mock book design for a book about wakefield

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