Beat Saber
Strategic Visual Design

Role
Senior UX Strategist
Client
Beat Games (Meta/Facebook Reality Labs)
Duration
Multi-phase engagement across three artist pack releases
Deliverables
3D environments, key art, in-game visuals, and promotional assets
Global Launches 3 Coordinated visual campaigns were launched simultaneously across all platforms for Britney Spears, Metallica, and Monstercat, maintaining consistent branding across all packs.
Distinct Audience Segments 3 Each pop, metal, and electronic fanbase received a tailored visual environment that remained unmistakably Beat Saber.
System Outcome Adopted The asset architecture and visual framework I developed established the foundation for future Beat Saber Music Pack releases.
My Contribution

I led the end to end visual strategy for all three packs, overseeing brand architecture, environmental design, and final asset delivery. I worked directly with Beat Saber's internal team to ensure both brands were equally represented across all environments.

The Challenge

Beat Saber's Music Pack model serves as both a product launch and a cultural event. Each release pairs the VR brand with an iconic artist, inviting players to experience the artist's music physically. The challenge is to honor the unique visual identities of artists like Britney Spears, Metallica, and Monstercat while ensuring every environment remains recognizably Beat Saber.

How can you create a visual system flexible enough to engage three distinct fanbases without compromising the core Beat Saber brand?

I served as lead visual strategist for three consecutive Music Pack releases. My responsibilities included brand architecture, environmental design direction, key art, in-game visuals, and all promotional assets, from initial concept to final delivery. I collaborated directly with Beat Saber's internal team to ensure brand consistency at every stage.

I developed a flexible visual system that balanced three key dimensions:

Consistency Through Contrast

Instead of enforcing uniformity, I established distinction within constraints by using Beat Saber's signature red and blue color system as a foundation, while introducing artist-specific palettes, materials, and environmental storytelling.

Sensory Translation

Each environment translates musical characteristics into visual form. Tempo informs motion, bass influences materiality, and melody shapes light choreography.

Scalability

All designs needed to function across multiple contexts, including in-game environments, marketing key art, social media assets, and promotional materials.

Britney Spears
Music Pack

Pop Nostalgia Meets Neon Euphoria

Britney's fanbase spans generations, with deep emotional connections to early 2000s pop culture. The visual language needed to feel simultaneously nostalgic and modern honoring her legacy while positioning her music within Beat Saber's futuristic context.

Visual Strategy

User Experience Impact

The radiant, euphoric environment enhances the emotional accessibility of Britney’s music while preserving gameplay clarity. Players described feeling "inside the music" rather than simply playing to it.

Monstercat
Mixtape Vol. 2

Futuristic Bass-Driven Atmosphere

Monstercat embodies genre fluidity in electronic music, with a brand that thrives on evolution and cross-genre experimentation. Its visual identity must feel kinetic, innovative, and always in motion.

Visual Strategy

User Experience Impact

The environment serves as a responsive performance space. Metallic surfaces and a laser grid provide depth cues that enhance spatial awareness in VR, visually expressing Monstercat's brand philosophy: sound as structure, rhythm as architecture.

Metallica
Music Pack

Power, Distortion, and Thunder

Metallica introduces its established audience to VR gaming. The primary design challenge was to translate the band's raw, analog energy—distorted guitars and thunderous drums—into Beat Saber's clean, digital visual style while preserving both brands' identities.

Visual Strategy

User Experience Impact

The environment translates aggressive sonic energy into a spatial experience. Lightning arcs offer directional cues, while metallic surfaces convey weight and impact. Players reported feeling the music's physicality more intensely, which is a critical success metric for rhythm-based VR experiences.

Results &
Impact

Measurable Outcomes

Designing for VR presents unique challenges compared to screen based UX, including spatial awareness, motion comfort, and depth perception. All environments I created passed internal gameplay readability testing and enhanced gameplay without causing distraction.

Strategic Value Delivered

Process & Collaboration

Research & Discovery

Iterative Design

Key Learnings

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