In VR there's no screen edge to pin a HUD to, so the interface lives in the world: objective banners framed in space, the Animus main menu floating over the memory grid, and physical actions like the Leap of Faith taught through gesture prompts. Comfort and accessibility sit as first-class tabs in the pause menu, not buried in settings.
Assassin's Creed Nexus trailerMain menu in the Animus space, floating over the memory gridMission hub: Siege of Boston, with progress, collectibles and the memory-node trackDiegetic objective banner floating in world space: Tail the CapoChallenge failed state with abandon and retry promptsAnimus database collectible: Historical Construct pickupFirst-boot configuration with contextual help columnObjectives menu: Comfort and Accessibility as top-level tabsHigh Alert stealth warning, framed in the worldGoal banner: Arrive in VeniceLeap of Faith taught through a physical gesture promptDesynchronized: connection lost, with the red glitch treatment
JD-PORTFOLIO / case file
Project
head · sticky · crumb mono 11
fig grid · 2col · gap 18 · caption mono 11
STRUCTURAL INTEGRITY LOSTyou stress-tested the wireframe · rebuilding…