Solving Rec Room’s Content Shortage

Role: Lead Designer | Company: Rec Room | Timeline: 4 Months | Team: 8 Engineers

Problem

Rec Room’s content pipeline was bottlenecked. First-party projects took 6-9 months, creator tools were inefficient and the company lacked long term tooling strategy.

Impact

I set the strategy for Rec Room’s 80-person creator org, prioritizing pro teams to solve a content shortage. To execute that strategy, I led the design of a PC-native creation toolset that accelerated workflows and shortened project timelines.

Key Outcomes

  • 150% faster creation workflows (menu interactions reduced from 75% → 25%)

  • 30% shorter project timelines (6 → 4 months)

  • Full adoption by internal teams in 2 weeks

  • Creator segmentation model established, adopted company-wide

  • In-app survey tool launched, now the primary channel for creator feedback

Context & Challenge

  • 75% of player time was spent in first-party showcase rooms — highlighting a content supply gap.

  • Internal teams faced 6–9 month timelines per project, creating bottlenecks.

  • Creator org lacked structured feedback — relied on Discord, which was biased.

  • Tools were built for VR then awkwardly ported to PC, leaving advanced creators inefficient.

Strategic Question

Should Rec Room prioritize end-user creators or focus on internal pro teams to solve the supply issue fastest while setting up for long-term success?

Key Insights

  • Ecosystem mapping showed ~50 successful creators — far too few for 8–10M MAU

  • 90% of engaged creators used VR, but internal teams all built on PC

  • In-app surveys (3 months of data) confirmed: pros wanted efficiency/precision, while most others found tools confusing and hard to learn

Updated Strategy

  • Tailor creation tools to each platform’s strengths

  • Start with PC-native workflows to meet internal needs and prove the model

  • Shift philosophy from beginner-first to pro-first, creating tools that serve experts while still providing a foundation to onboard new creators

Execution

  • Partnered with 8 engineers to ship directly in-engine

  • Designed and implemented 40+ features in 4 months

  • Created lightweight feature specs to give engineers a starting point, then rapidly iterated in-engine together

  • Ran weekly feedback sessions with internal content teams to validate changes and keep workflows aligned with real creator needs

Smart connector for Rec Room’s visual scripting system, enabling faster, context-aware logic setup.

Always-on UI with drag-and-drop object placement.

2D panel for fast object selection and organization.

Clickable bar with keyboard shortcuts for quick access.

Improved cursor with fast, intuitive multi-object selection.

Reflection

  • Rec Room’s beginner-first approach led to tools that were as complex as pro software but misaligned with proven workflows

  • The result was friction for both new users and pros
    By shifting to pro-first design, we solved immediate content needs while building a foundation that makes it easier to onboard and grow new creators

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