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Rampage Agents Lobby Weapon Display Design Update

Rampage Agents is a high-intensity virtual reality game that blends FPS, roguelite, and RPG elements. It features diverse modes, including…

Kayden Cole Maguire · 2024-12-18 18:19 · 0 claps · 8.1 min read
#xr-design
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Wiki topics: AGT · AI Agents 🎮 · Gaming

Rampage Agents Lobby Weapon Display Design Update

Rampage Agents is a high-intensity virtual reality game that blends FPS, roguelite, and RPG elements. It features diverse modes, including Battle Royale and progression, with an arsenal of over 35 firearms across seven categories. Players can customize weapons, strategize with advanced mobility mechanics like grappling hooks and sliding, and upgrade skills through RPG-style systems. The immersive environments and central lobby let players test gear and prepare for matches. Frequent updates ensure replayability. It’s an action-packed experience designed for competitive and creative VR gaming.

The lobby is a main part of the game as it is where you meet the players youre going to be playing with and explore all of the features the game has to offer. Some main aspects of the lobby are -

Weapon Display and Access — The lobby showcases a wide variety of weapons that players could inspect or interact with before starting matches. Weapons in the lobby are accessible for testing or selection, providing a way to familiarize players with their stats and performance.The user can run around and test out all of the buttons and guns before the start the game in order to see what their preferences are.

Mobility Features — Grappling hooks and sliding mechanics are less restricted, offering higher mobility. Players experience faster or longer-range movements in the lobby and general gameplay, leading to faster-paced interactions.

Weaponry design — The design in the lobby is intended to emphasize the futuristic and tactical theme of the game. Players could visually explore the detailed models and animations of firearms. Weapon attachments or modifications are displayed or previewed in the lobby, contributing to the customization options. It’s very open and airy in order to let the user run around but it tends tell hold the user longer than intended and the users never make it into the actual test area in order to see how much the gun can do in real time.

Doing research on what other games do when it comes time to weaponry is important to see what youll be stadning up against. Some examples of other games examples are in games like -

Helldiver 2, video game weaponry stats are hidden from the user

Some games like Valorant consider gun stats with the usage and the accessibility to the player (gun, cost, heads, stats (penetration), head, body, drop off distance, fire rate, run speed, reload speed, and magazine)

Destiny 2: players are able to impact features on weaponry such as health regeneration, cooldown time, damage resistance, and the weapon stats are measured from 0–100 where as in Call of Duty Warzone, players have to view attachment stats by clicking on the mod they want & then showing the details.

The content within the panels are extremely important as well. I wanted to make sure that i included stats that were actually important to the user while in the game. Video game stats include how much power a gun/weapon has, as in its power (typical damage when it hits the target), defense against an enemy attack, range, size, weight)

Magazine Clip — The magazine clip is a device used to hold and feed ammunition into a firearm’s chamber. It is often detachable and can be quickly replaced during reloading, making it essential for sustained fire. The terms “magazine” and “clip” are sometimes used interchangeably, though a magazine typically refers to a container that holds rounds, while a clip is a simpler device used to load them into the magazine.

Fire Rate — The fire rate of a gun refers to how quickly it can fire bullets, typically measured in rounds per minute (RPM). It determines how many shots can be fired in a set period, impacting the weapon’s overall damage output in combat. A higher fire rate allows for rapid firing but may reduce accuracy and deplete ammunition faster.

Damage — The damage rate of a gun refers to the amount of damage it inflicts per shot, typically measured in points or hit points (HP). Different guns have varying damage rates based on factors like caliber, range, and fire rate, with specialized weapons (e.g., sniper rifles or shotguns) having unique damage characteristics. Some guns excel in high damage per shot, while others may deal lower damage but have higher fire rates or better accuracy.

This is how the gun panel used to look before we revamped it -

I felt that more info needed to be input so I made these adjustments —

With these adjustments on the gun card — I wanted to make similar adjustments to the gun table so it was easier to see these stats upon first glance.

This is what the table looks like currently —

They are extremely bare and do not give any info on the gun or its type whatsoever. The guns are just floating above and you have to get very close for them to display their information.

I first started off by looking at some other examples in other videos games such as

I even looked at some AI generated examples for some inspiration

After taking these examples into consideration. I started thinking of some design ideas of my own. At first they started very generic. It started with a quick wire sketch with some simple panels drawn next to the tables

After that I started to create some mockups within photoshop to try and get the idea in my head onto the actual screen

These designs were good and simple but still left a lot to be imagined when it came time to learning about the weapons upon inspection. So I started to think of some more detailed examples

These designs allows me to try different aspects and see what people liked in order to start creating a finalized design. I wanted to see what it would look like to put the title of the table in different locations and see what stuck out to people more. After some user testing on this, it was decided that I would pickthe wall options as people thought it was much easier to view from afar and from up close. They liked that they didn't have to bend over and look down at the table to learn about the gun or view it fully.

My first design displays the gun type at the end of the table. The word would be floating about the half circle and spinning around to follow the user so that the user can always see the name facing them. The card that I created will hover above the gun like it does currently but with the updated card.

The second design features the gunus laying down on the table flat with the information below. It would be really easy for the user to view the information but they would have to be very close and right on top to be viewing such.

My third and final design put everything on a wall. The wall allows for users to be able to view the content from a distance and not have to look over to view it. The type of gun is displayed on top that way the user can also see that from afar. I chose this design as my final due to the fact that it was a spcae saver, easily viewable, and it was chosen in my initial user testing by some of my participants as being the easiest to interact with.

This is the final layout of the space. I made sure to reduce the amount of space so that users are more inclined to venture into the test run area instead of hanging around in the lobby. The goal is to get the users testing more guns and making sure they understand them more so more time in the testing area the better.

The new design features a skinnier shooting range, a different layout of the guns and a reorganization of the other loot-able items within the game.

Here is the view from the users POV upon entering the new lobby.

At the end of the design creation, we moved into user testing. The user testing was for me to see how people found the new lobby. Was is easy to navigate? Did you know where to find things? Did you find the new information on the board relating to the gun to be helpful? All of these questions help lead us into the final completion of the design. I tested my shapes XR prototype with 6 different users. I had them first test out the original space within the game and had them rate their enjoyment and understanding of the space from a level of 1–10. Most users rated it under a 5 which definitely isnt great but not bad. After my testing , users had rated it around an 8–10 which is the best possible score we could ask for

Overall, this was a pretty minor change to the game. It had a low impact and low effort but i still tried to put my everything into it to give the whole lobby a new redesign. I think that making sure the player enters the game on the right foot is the best result for a good retention rate and making sure the users come back often and enjoy themselves every time. Our user testing proved that this was a notable and worthy enough change to make and make the users overall experience better.

Happy gaming my friends! 😄


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2026-06-09 15:37:30