By using this site, you agree to the Privacy Policy and Terms of Use.
Accept
GamexploreGamexplore
  • Home
  • News
  • PC Game
  • Mobile
  • VR News
  • Hardware
  • Guides
  • Reviews
  • Upcoming
Reading: Making a Punchier User Interface for VR in ‘Beat the Beats’
Share
Notification
GamexploreGamexplore
Search
  • Home
  • News
  • PC Game
  • Mobile
  • VR News
  • Hardware
  • Guides
  • Reviews
  • Upcoming
Follow US
© 2025 All rights reserved | Powered by Gamexplore
Gamexplore > My Bookmarks > VR News > Making a Punchier User Interface for VR in ‘Beat the Beats’
VR News

Making a Punchier User Interface for VR in ‘Beat the Beats’

May 1, 2026 8 Min Read
Share
8 Min Read
Making a Punchier User Interface for VR in ‘Beat the Beats’
SHARE

Table of Contents

Toggle
  • Depth
  • Physical Interaction
  • Fluidity
  • Closing Thoughts

When we started working on Beat the Beats, we had one clear mission: we wanted a super cohesive experience from the moment you start up the game. This implies treating UI and menu time as seriously as the gameplay itself.

Guest Article by Lucas González Hernanz

Lucas González Hernanz is a Spanish game developer with over 15 years of experience, having worked on titles such as Lego Star Wars Saga, Lego Marvel, Little Big Planet, and Limbo. In 2016, he co-founded Parallel Circles, a massively small indie studio focused on creating highly polished gameplay experiences with a strong emphasis on interactivity and feel. The studio’s latest title, Beat the Beats is available on Meta Quest and PSVR 2.

Spending time in menus may not be where the ‘core fun’ happens, but it is fundamental to creating a solid immersive experience and setting the tone. UI time is the prelude to the match and helps to get you in the mood for jumping into the boxing action.

Here is a breakdown of the most relevant points we followed to integrate our UI and make the most of VR’s special qualities, from creating elements you can punch to avoiding all kinds of black transition screens.

Depth

Virtual reality offers something that no other media has: a real sense of depth.

However, most of the VR interfaces don’t use it further than implementing curved 2D menus. That makes sense, as most of them come from 2D systems, but we wanted to integrate out UI into the medium as much as possible to create a very different experience. We utilise the depth in menus as part of our main design language. Here are a few examples of the main uses for it:

  • Highlight elements: Depth animations help catch the player’s attention without overlapping other elements or requiring additional shaders.
  • Hover elements: Bringing the selected element slightly forward is both intuitive and effective.
  • Menu layers: When multiple layers are present, the active one moves forward while background layers are pushed back. Making the context more readable.
  • Positioning: Elements enter and exit with depth-based animations. The direction reflects their layer, helping players build a coherent structure of where they are within the menu.
  • Movement without overlap: A common UI issue is moving elements within a list without overlapping others. This is often solved with hide/show transitions. In our case, elements simply move forward in depth, allowing smooth repositioning without conflicts.

View post on imgur.com

For developers, the implications of using the Z (depth) position in UI depend heavily on the engine’s UI . Most UI systems were originally designed for flat screens and operate purely in 2D. To introduce depth, there are a few approaches: rewriting the UI system, combining traditional UI elements with 3D objects, or (as we did) building the entire UI using standard 3D objects.

See also  Meta Reveals The First Technical Details Of Its Horizon Engine

This can represent a significant amount of work depending on the project. If you choose this path, it’s important to have a clear understanding of all the elements you’ll need from the start. I’d recommend beginning with prototyping on the engine UI system and only committing to this approach once the menu structure and flow are well defined and stable.

Our choice to use standard 3D objects as UI, helped us with the next point.

Physical Interaction

VR allows richer and more diverse interactions than flat screens ever could. This opens up a vast field to explore, especially in a playful medium like games. In this aspect, some titles have done a great job, such as Superhot VR, but there are still many games that could benefit from integrating more physical interaction.

In our case, since we were developing a boxing game, it felt natural to incorporate this kind of physical interaction into the interface. The perfect opportunity presented itself with the Album Unlocking moment. Instead of pressing a floating button, you actually punch to unlock it, you shatter it, you destroy it like an enemy. The UI becomes something you engage with physically, not through an abstraction.

View post on imgur.com

Once the idea was clear, it took less than a week to implement it in the game and we have been receiving a lot of positive feedback, so I really think that the effort was worth it.

Fluidity

UI flow is extremely important for creating a pleasing experience from the moment the player starts any game. This requires offering a smooth, responsive, and juicy interface. It’s something we’ve done in the past, we love making every transition feel fluid and alive.

See also  Venice Immersive 2025: Everything We Saw In Italy

But beyond that, for fluidity, it is also important to take loading times into account. Loading times always tend to bother players, but this is even more critical in VR for two reasons:

  • They break the physical presence and thus the magic of VR
  • The player is effectively blindfolded, and thus has nothing to fill the downtime with (like a phone or a drink)

To make a fully undisturbed flow possible, we took this quite seriously in Beat the Beats. We decided to fully avoid loading screens altogether and instead transition seamlessly into each album’s world, taking inspiration from the shop transitions in Splatoon.

View post on imgur.com

This required a bit of planning and extra technical development. Our minimal style turned out to be a perfect match, as we do not depend on complex meshes or tons of textures to create the atmosphere we are after. In a way, it is like the demo scene techniques. We rely heavily on specific algorithms (mainly shaders) and re-use of the same assets to create the mood while at the same time keeping a low resource budget. It took some extra effort, but the result is a super smooth and solid experience.

Closing Thoughts

Designing for VR means rethinking assumptions. It has been an interesting journey, and it definitely took extra work and planning to create a distinctive interface, but I think the result is totally worth it.

It’s not about translating flat interfaces into 3D space. By treating UI elements as physical, spatial, and dynamic components of the world, we ensure that immersion doesn’t start when the gameplay begins. It starts the second you put the headset on. I truly think that UI has a lot of potential to expand in VR media. The wide range of interaction possibilities creates a brilliant landscape to explore. Each game could bring its own style and personality to this field. From our perspective, the interface isn’t a layer on top of the game. It is part of the game itself.

See also  Plasmaborne Impressions: The Devil Is In The Details

You Might Also Like

Someone Filed A Fake VRChat Data Breach Notice To Maine's Attorney General

DrakkenRidge Feels Like Old School RuneScape in VR

Porsche's Apple Vision Pro App Lets You Customize A 911 Spirit 70

Music Meets VR Climbing In Peak Rhythm

Exer Gale Hands-On: I'm Like a Bird, I Wanna Fly Away

TAGGED:Virtual RealityVRVR Game
Share This Article
Facebook Twitter Copy Link
Previous Article Veteran VR Studio Survios Reportedly Sees Critical Layoffs Veteran VR Studio Survios Reportedly Sees Critical Layoffs
Next Article Assassin’s Creed Black Flag Resynced’s Map is “A Little More Dense” With New Islands and Locations Assassin’s Creed Black Flag Resynced’s Map is “A Little More Dense” With New Islands and Locations
Leave a comment Leave a comment

Leave a Reply Cancel reply

Your email address will not be published. Required fields are marked *

Latest News

nintendo switch 2
Nintendo’s Physical Releases Accounted for 38.5 Percent of Game Sales in the Latest Quarter
Upcoming August 8, 2026
Marvel Tokon's Roster Should Add These 10 Characters You Forgot About
Marvel Tokon's Roster Should Add These 10 Characters You Forgot About
PC Game August 8, 2026
Beast of Reincarnation Guide – How To Farm Skill Points Fast
Beast of Reincarnation Guide – How To Farm Skill Points Fast
PC Game August 8, 2026
take-two interactive
Take-Two Interactive CEO Says “Discs Don’t Make Sense to the Consumer”
News August 8, 2026
Control Resonant_04
Control Resonant’s Metro Fault, Featuring Trains Running in Every Direction, Shines in New Gameplay
PC Game August 8, 2026
GTA Online will still be supported alongside GTA 6, but don't expect to hear about a new version soon
GTA Online will still be supported alongside GTA 6, but don't expect to hear about a new version soon
Hardware August 8, 2026
BR1: Infinite Promises Players Real Money for Playing, Prompting Gambling Concerns
BR1: Infinite Promises Players Real Money for Playing, Prompting Gambling Concerns
PC Game August 8, 2026
gamexplore gamexplore
gamexplore gamexplore

Welcome to Gamexplore, your go-to destination for everything gaming. We are dedicated to delivering the latest updates, in-depth insights, and expert analysis from the ever-evolving gaming industry.

Editor Choice

The best snow and winter FPS maps of all time
Out Of Nowhere Uses VR To Highlight Climate Change Concerns
Walkabout Mini Golf Studio Mighty Coconut Course Corrects With Layoffs, $1 More For Future DLC
Valve's job rejection letter to a high school teen is a class act

Trending News

Three new horror games I can’t wait to get my sweaty palms on
Grand Theft Auto 6 Delay Doesn’t Benefit Anyone in 2025, Says Analyst
‘Rust’-like Shooter ‘Silent North’ Launches in Early Access on Quest & PC VR Headsets, Trailer Here
DEFECT is Now Being Published by NC America
  • About Us
  • Contact Us
  • Disclaimer
  • Privacy Policy
  • Terms of Service
Reading: Making a Punchier User Interface for VR in ‘Beat the Beats’
Share
© 2025 All rights reserved | Powered by Gamexplore
Welcome Back!

Sign in to your account

Lost your password?