Exhibit — Chapter III
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Edgelord Samurai

Designing a Mixed Reality sword-training experience through spatial UI, gameplay and physical interaction.

Digital Product DesignMixed RealitySpatial UI / UXMeta Quest 3Academic Project
RoleUX & Spatial UI Designer
CategoryDigital Product Design
SubcategorySpatial UI / Mixed Reality Interaction
PlatformMeta Quest 3
ContextCollege / Academic Project
CollaborationInternational developer

Edgelord Samurai explores how Mixed Reality can turn physical sword movement into an intuitive learning experience.

The experience introduces users to three basic sword-swing techniques, then challenges them to apply those movements in a reactive gameplay environment.

02 — The experience

Learn the Movement. Then React.

A simple learning arc: technique first, pressure second.

01Learn
02Practice
03React

Users begin by learning three basic sword-swing techniques. Once the movements feel familiar, objects appear in the room and the user must react, cutting them with the correct technique.

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03 — Contribution

Designing the Interaction

My contribution sat on the design side of the project: the basic gameplay flow, user flow, spatial UI, interaction structure, and the learning sequence.

The technical implementation was built in collaboration with an international developer. I shaped how the experience should feel, how feedback should arrive, and how the interface should stay out of the way.

  • ▪Basic gameplay flow
  • ▪User flow
  • ▪Spatial UI
  • ▪Interaction structure
  • ▪Learning sequence
04 — Spatial UI

Interface Beyond the Screen

The UI lives in the room, not on a flat plane.

The interface was designed to support the user without interrupting the physical interaction. Instructions and feedback had to remain readable while the user stayed focused on the environment and the sword.

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05 — Physical interaction

Designing Around Physical Movement

The experience was developed for Meta Quest 3 and explored a physical sword-handle setup containing the controller to make the interaction feel closer to holding a sword.

The physical setup was part of the development exploration, not fabricated by me. My focus was the interaction and spatial UI design that made that movement meaningful inside the game.

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06 — Final experience

The Final Experience

Learned movement, spatial interface and reactive gameplay in one MR session.

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§ 07 — Reflection

What this project taught me

“The best spatial interface is the one the user forgets they are reading. In this project, the lesson was not about adding HUD elements, but about removing them until only the sword, the target, and the next movement remained.”
08 — Full project

Explore the Full Project

See the complete project, development process and additional visuals on Behance.

View Full Project on Behance →