Brush Inventory for PaintingVR
A tool menu that lets VR artists organize their brushes and buy new ones
August 2025
August 2025
Company: Oisoi Studio
Duration: May 2024 to August 2025
My responsibilities: concept design, prototyping, usability testing
Impact: Improved painting experience for the users and gained new monetization stream for the company
Imagine a painter’s studio: a canvas on the easel, colorful buckets of paint, and brushes all over the place. That’s what PaintingVR looks like, virtually.
In May 2024, we started working on a new feature for PaintingVR — a brush and tools inventory. Until then, all the tools were simply placed around the studio space: some brushes in a holder, other items floating around the canvas. It looked natural, like a real studio, but it didn’t scale. We wanted to add more brushes and even release new tools as DLCs (in-app purchases), but we couldn't just keep adding objects to the scene. It would quickly turn messy!
Design a scalable, easy-to-use menu that keeps brushes organized and allows adding new free and paid tools without cluttering the VR studio.
PaintingVR’s audience ranges from casual players who paint to relax to professional artists using VR as a serious medium for expression.
PaintingVR users kept asking for new brushes and tools. More brushes mean more creative possibilities. From the business side, it also opened a new revenue stream: paid brush packs. But for that, we needed a way to organize everything neatly.
We needed an inventory system that was:
Scalable (so we could keep adding more brushes)
User-friendly (support painting, not interrupt it)
Revenue-friendly (make DLCs discoverable)
Research existing inventories and tool managers in VR apps and computer games for inspiration
Prototype different concepts in ShapesXR and test them with the team
Select one solution, refine it, and hand it over to development
Test the solution internally and with a few users
Launch the update and conduct usability testing with users from Discord community
Iterate on key issues
My first task was to explore what this “tool manager” could be. Together with the product manager, we collected references from other VR apps, 2D apps, and games. Then I started sketching out concepts:
Diegetic vs. non-diegetic: magical shelves and drawers vs. a classic floating menu.
Space-locked vs. user-locked: inventory anchored in the studio vs. inventory attached to the player.
In ShapesXR, I prototyped concepts ranging from augmented drawers and shelves to floating menus. I invited the team into my ShapesXR space to see which solution felt best and matched our criteria.
The verdict? A hand-held menu. Not the most magical or realistic option, but:
It was always at hand (pun intended)
It scaled well (we could keep adding more brushes)
It was fast to open and easy to pick a brush
To make the prototypes feel close to the final app, I recreated a PaintingVR studio environment in ShapesXR using our 3D assets.
Once we decided on the hand-held menu, I refined the layout and added interactions in ShapesXR, making an interactive prototype. For the dev handoff, I used:
Short reference videos from ShapesXR (devs found these especially useful while coding).
Figma screens with specifications.
Low-fidelity
High-fidelity
Figma flows for developer handoff
When the feature was live, I wanted to test it with real users. I asked a few people from our Discord community to record themselves using the new inventory for the first time, while speaking out loud about their experience.
I gathered their videos and written notes, then organized all insights onto a Miro board. Each point became a sticky note, and I clustered them into themes.
Here’s what we learned:
❌ Inventory gets in the way → users wanted it to minimize when not in use. We added an auto-minimize based on hand angle.
❌ Clunky opening → people asked for gesture or button opening instead of needing both hands. (Fixed in later iteration.)
❌ Low discoverability → some new users struggled to find the button to open the inventory. (Fixed in later iteration.)
✅ Real-size brush previews → users loved seeing large previews of brushes, especially those they considered buying.
✅ Organized tools → people appreciated the neatness compared to the old messy approach, and liked being able to favorite their tools.
✅ Intuitive navigation → the menu was easy to use and understand.
Players found the tool menu more organized, intuitive, and supportive of their creative flow.
The new inventory made it possible to keep adding more brushes and tools without cluttering the VR studio.
The design enabled us to introduce DLC brushes, generating extra income from existing users.
XR Design Community • 2024
Deep dive into XR design workflow, prototyping tools, user testing, and developer handoff