Phantom - Cross-Platform UI/UX Design

Industry

VR

Team

Solo Project

Role

UI/UX Designer

Project Timeline

1 week

Designed a spy-themed video game, across three platformsDesktop, Mobile, and VR. The goal was to create a consistent, immersive, and modern UI/UX, tailored to each platform’s strengths and limitations.


Figma Prototype Link
https://www.figma.com/proto/

Figma Prototype Link
https://www.figma.com/proto/

Project Overview

Design Brief

“Create a landing experience for an app for three different platforms (Mobile, VR, and Desktop). The app is called Phantom, a spy-themed video game where you can recruit different spies to carry out missions. Designs should feel modern and sleek and must remain cohesive across all three platforms. Include core menu buttons (Play, Shop, Track Missions, Profile, Settings)."

Goal

Interpret that “landing page” as the game’s main menu screen, where players immediately access core features in a spy context, and adapt it across Desktop, Mobile, and VR with a unified design system.


Deliverables

  • Cross-platform design system

  • High-fidelity UI designs & prototypes

  • Functional Desktop prototype

  • ShapesXR mockups for VR

Project Overview


Design Brief

“Create a landing experience for an app for three different platforms (Mobile, VR, and Desktop). The app is called Phantom, a spy-themed video game where you can recruit different spies to carry out missions. Designs should feel modern and sleek—but not overly sci-fi—and must remain cohesive across all three platforms. Include core menu buttons (Play, Shop, Track Missions, Profile, Settings)."

Goal

Interpret that “landing page” as the game’s main menu screen, where players immediately access core features in a spy context, and adapt it across Desktop, Mobile, and VR with a unified design system.


Deliverables

  • Cross-platform design system

  • High-fidelity UI designs & prototypes

  • Functional Desktop prototype

  • ShapesXR mockups for VR

Project Overview


Design Brief

“Create a landing experience for an app for three different platforms (Mobile, VR, and Desktop). The app is called Phantom, a spy-themed video game where you can recruit different spies to carry out missions. Designs should feel modern and sleek—but not overly sci-fi—and must remain cohesive across all three platforms. Include core menu buttons (Play, Shop, Track Missions, Profile, Settings)."

Goal

Interpret that “landing page” as the game’s main menu screen, where players immediately access core features in a spy context, and adapt it across Desktop, Mobile, and VR with a unified design system.


Deliverables

  • Cross-platform design system

  • High-fidelity UI designs & prototypes

  • Functional Desktop prototype

  • ShapesXR mockups for VR

Project Overview


Design Brief

“Create a landing experience for an app for three different platforms (Mobile, VR, and Desktop). The app is called Phantom, a spy-themed video game where you can recruit different spies to carry out missions. Designs should feel modern and sleek—but not overly sci-fi—and must remain cohesive across all three platforms. Include core menu buttons (Play, Shop, Track Missions, Profile, Settings)."


Goal

Interpret that “landing page” as the game’s main menu screen, where players immediately access core features in a spy context, and adapt it across Desktop, Mobile, and VR with a unified design system.


Deliverables

  • Cross-platform design system

  • High-fidelity UI designs & prototypes

  • Functional Desktop prototype

  • ShapesXR mockups for VR

Project Overview


Design Brief

“Create a landing experience for an app for three different platforms (Mobile, VR, and Desktop). The app is called Phantom, a spy-themed video game where you can recruit different spies to carry out missions. Designs should feel modern and sleek—but not overly sci-fi—and must remain cohesive across all three platforms. Include core menu buttons (Play, Shop, Track Missions, Profile, Settings)."

Goal

Interpret that “landing page” as the game’s main menu screen, where players immediately access core features in a spy context, and adapt it across Desktop, Mobile, and VR with a unified design system.


Deliverables

  • Cross-platform design system

  • High-fidelity UI designs & prototypes

  • Functional Desktop prototype

  • ShapesXR mockups for VR

Research & Discovery

Competitive & Visual Research

  • Analyzed landing/menu layouts from games like Half Life Alyx, Splinter Cell, and Hitman.

  • Looked into VR UI conventions by studying games using ShapesXR, Meta Quest design patterns, and accessibility guidelines.

  • Identified color palettes and typography often associated with stealth/spy aesthetics.

User Goals

  • Easily navigate to core game functions (Play, Track Missions, Shop, Upgrade).

  • Understand context quickly across different devices.

  • Maintain immersion without overwhelming sci-fi aesthetics.

Research & Discovery


Competitive & Visual Research

  • Analyzed landing/menu layouts from games like Half Life Alyx, Splinter Cell, and Hitman.

  • Looked into VR UI conventions by studying games using ShapesXR, Meta Quest design patterns, and accessibility guidelines.

  • Identified color palettes and typography often associated with stealth/spy aesthetics.

User Goals

  • Easily navigate to core game functions (Play, Track Missions, Shop, Upgrade).

  • Understand context quickly across different devices.

  • Maintain immersion without overwhelming sci-fi aesthetics.

Research & Discovery


Competitive & Visual Research

  • Analyzed landing/menu layouts from games like Half Life Alyx, Splinter Cell, and Hitman.

  • Looked into VR UI conventions by studying games using ShapesXR, Meta Quest design patterns, and accessibility guidelines.

  • Identified color palettes and typography often associated with stealth/spy aesthetics.

User Goals

  • Easily navigate to core game functions (Play, Track Missions, Shop, Upgrade).

  • Understand context quickly across different devices.

  • Maintain immersion without overwhelming sci-fi aesthetics.

Research & Discovery


Competitive & Visual Research

  • Analyzed landing/menu layouts from games like Half Life Alyx, Splinter Cell, and Hitman.

  • Looked into VR UI conventions by studying games using ShapesXR, Meta Quest design patterns, and accessibility guidelines.

  • Identified color palettes and typography often associated with stealth/spy aesthetics.

User Goals

  • Easily navigate to core game functions (Play, Track Missions, Shop, Upgrade).

  • Understand context quickly across different devices.

  • Maintain immersion without overwhelming sci-fi aesthetics.

Research & Discovery


Competitive & Visual Research

  • Analyzed landing/menu layouts from games like Half Life Alyx, Splinter Cell, and Hitman.

  • Looked into VR UI conventions by studying games using ShapesXR, Meta Quest design patterns, and accessibility guidelines.

  • Identified color palettes and typography often associated with stealth/spy aesthetics.

User Goals

  • Easily navigate to core game functions (Play, Track Missions, Shop, Upgrade).

  • Understand context quickly across different devices.

  • Maintain immersion without overwhelming sci-fi aesthetics.

Moodboard & Design Direction

  • Created a visual tone that feels modern, sleek, tactical.

Moodboard & Design Direction

  • Created a visual tone that feels modern, sleek, tactical.

Moodboard & Design Direction

  • Created a visual tone that feels modern, sleek, tactical.

Moodboard & Design Direction

  • Created a visual tone that feels modern, sleek, tactical.

Moodboard & Design Direction

  • Created a visual tone that feels modern, sleek, tactical.

Color Palette

  • Balanced cold tones for mystery and warm accents for calls to action.

Color Palette

  • Balanced cold tones for mystery and warm accents for calls to action.

Typography

  • ANTON for headers: bold, clean, futuristic but readable

  • VCR Mono: used sparingly for stylized retro-terminal feel

Typography

  • ANTON for headers: bold, clean, futuristic but readable

  • VCR Mono: used sparingly for stylized retro-terminal feel

Design System

Design System

Platform Adaption Process

Desktop

  • Full-width layout with immersive visuals

  • Hover effects, subtle animations

  • Functional prototype (navigation + active states)

Mobile

  • Initially explored landscape, but pivoted to portrait for accessibility and engagement

  • Adaptive UI for smaller screens with larger touch targets

  • Scrollable vertical layout with stacked CTAs


VR (ShapesXR)

  • Used ShapesXR for immersive mockups

  • Scaled 2D designs to VR-appropriate dimensions (1000px = 1m)

  • Considered user gaze distance, floating panels, and interactive comfort

  • UI elements placed in a curved radius for better ergonomics

Platform Adaption Process

Desktop

  • Full-width layout with immersive visuals

  • Hover effects, subtle animations

  • Functional prototype (navigation + active states)

Mobile

  • Initially explored landscape, but pivoted to portrait for accessibility and engagement

  • Adaptive UI for smaller screens with larger touch targets

  • Scrollable vertical layout with stacked CTAs


VR (ShapesXR)

  • Used ShapesXR for immersive mockups

  • Scaled 2D designs to VR-appropriate dimensions (1000px = 1m)

  • Considered user gaze distance, floating panels, and interactive comfort

  • UI elements placed in a curved radius for better ergonomics

Narrative Consideration


Designed around a thematic spy experience:

  • “Phantom” as a covert operative organization

  • Menu buttons reflect game features: Recruit, Track, Upgrade, Shop

  • Tooltip/hover texts and small descriptions enhance narrative immersion

Narrative Consideration


Designed around a thematic spy experience:

  • “Phantom” as a covert operative organization

  • Menu buttons reflect game features: Recruit, Track, Upgrade, Shop

  • Tooltip/hover texts and small descriptions enhance narrative immersion

Iteration Process

Version 1

  • Feedback: “Feels a little sci-fi.”

  • Revised button styles, reduced futuristic visuals, replaced UI HUD with spy dossiers, paper textures, and “classified” markers.

Version 2

  • More grounded, thematic and balanced interface

  • Clear visual hierarchy and consistent branding across platforms

Iteration Process


Version 1

  • Feedback: “Feels a little sci-fi.”

  • Revised button styles, reduced futuristic visuals, replaced UI HUD with spy dossiers, paper textures, and “classified” markers.

Version 2

  • More grounded, thematic and balanced interface

  • Clear visual hierarchy and consistent branding across platforms

Final Design

Final Design

Key Achievements


  • Successfully adapted UI across 3 platforms, each respecting the user environment.

  • Maintained visual and functional consistency with variations tailored to each device.

  • Followed accessibility, immersive interaction, and modern aesthetics while staying within thematic boundaries.

Key Achievements


  • Successfully adapted UI across 3 platforms, each respecting the user environment.

  • Maintained visual and functional consistency with variations tailored to each device.

  • Followed accessibility, immersive interaction, and modern aesthetics while staying within thematic boundaries.

Reflection & Learnings


  • Balancing narrative immersion with functional UI is critical in game UX.

  • Platform adaptation goes beyond resizing — it’s about restructuring experience for how players engage on each device.

  • Even when rejected, projects like these add real value and maturity to design practice.

Reflection & Learnings


  • Balancing narrative immersion with functional UI is critical in game UX.

  • Platform adaptation goes beyond resizing — it’s about restructuring experience for how players engage on each device.

  • Even when rejected, projects like these add real value and maturity to design practice.

NEXT PROJECTS

  • GAME ON

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  • GAME ON

  • GAME ON

  • GAME ON

  • GAME ON

  • GAME ON

  • GAME ON

  • GAME ON

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