AxonVR Training

Design System 2.0

Two years as a VR design consultant at Axon. I owned Design System 2.0 across the VR headset and its tablet companion, and co-built the Figma-to-Unity pipeline it was designed to feed.

Stripped for NDAFull story in conversation.

Role
Creative direction, design systems, AI pipelines
Team
5-person design team, with product, engineering, and customer success. The pipeline work was 3 of us.
Tools
Figma, Unity, Cursor, Claude, ComfyUI
80+ / 100+
components and standards / illustration, motion, and video assets, across both apps
Same-day
prototype turnaround, down from 3+ days
5/5
designers shipping UI to the engine

The brief

The two products: the VR simulator training environment and the tablet companion app with VR training content
The two products · VR simulator and tablet companion

Axon's VR TASER training platform ships alongside a tablet companion app. I was brought in to consult on Design System 2.0, and the scope grew into systems, tooling, illustration, motion, and video across both products.

One effort · Part 1Design System 2.0

The old system (DS 1.0) for the TASER Training product was slow to build on and lacked visual polish. I was brought in for prior work in design systems and mixed reality. Most of my scope was Design System 2.0, which had to work on both the VR headset and the tablet companion app. My brief was VR, but the products share the system, so I built a large share of the tablet components and screens as well.

I ran a visual-direction study to set the target: stakeholders each mapped where the product was, where it should go, and which references they trusted, and I synthesized those into the direction we built against.

Visual spectrum survey board: current state, target direction, and references
Visual-direction study · one worksheet each

I owned the direction and the component architecture, and built the library. 80+ components and standards, now used by 2 product teams.

Components had to translate to Unity without interpretation: tokens as Figma variables, consistent naming, documented responsive and truncation behavior. That constraint shaped the architecture from the start.

Rebuilding 1.0

1.0 had to be rebuilt on the new environment for current customers regardless. I rebuilt that library and structured the tokens so 2.0 ships as a theme switch on the same components instead of a second migration, validated with theme-switching tests in Noesis.

Design System 2.0 Figma board, zoomed out: typography, surfaces, buttons, grids, spacing
The system, zoomed out · specifics under NDA

One effort · Part 2Figma to Unity

Design changes required a manual rebuild in the engine, which took 3+ days per iteration. I started by building and evaluating our components in production middleware, Noesis and Coherent, against our real UI. Neither met our requirements, and we moved to building a pipeline of our own.

The pipeline was a 3 person effort. A teammate set up the Cursor rules with our Unity conventions, and an engineer built the Unity-side bridge the model uses to construct UI in the editor. I handled the Figma side: documented components with tokens wired to variables, redlines, type styles, and responsive and truncation rules. The AI builds against those specs and checks its output with them.

The 3 of us worked with the model directly to build screens. Turnaround dropped to same-day, and all five designers now ship UI to the engine without an engineer.

The loop mid-run
Component guidelines page: width, touch targets, wrapping and truncation rules
Tab guidelines page: width, height, wrapping and truncation behavior
Sidenav guidelines page: container behavior, tab count, and design rationale
Component documentation the model builds against

Real-time feedback

With the new system infrastructure in place, we redesigned the real-time feedback mechanics from the older training sessions. I specced the motion and worked with an engineer to build the functional prototype. We A/B tested old against new in a user test day with officers, then surveyed them after. Officers consistently preferred the new mechanics, reporting it was easier to track their performance during a session, understand what they did, and see how to improve.

Motion spec
Prototype in headset

Icon redesign

The icon set was part of a broader style refresh. I set a new illustration and motion direction built for VR hardware limits and spatial legibility, covering 100+ illustration, motion, and video assets across both apps.

Before
Previous training icon set: flat monochrome blue silhouettes and symbols
After
New training icon set: illustrated figures and equipment with color coding for VR legibility
Icon redesign · flat symbols to illustrated, color-coded set
Related · same engagement

AI Motion Capture Pipeline

The illustration style set here extended into video: Axon needed CG-style tutorial content but had no 3D team, so I built a live-action-driven ComfyUI pipeline that produced five on-model tutorial videos in two weeks. Covered as its own case study.

Under NDA

The case study ends here. Axon’s training content and internal tooling are under NDA, so the deeper work stays offline. Happy to walk through it in conversation: get in touch.