
GAME UI DESIGN
I design and implement UI/UX systems for mobile apps, games, and VR experiences, with a focus on clarity, usability, and real-time integration in engine.
- Xenoshyft (2015) -
Overview
Designed UI systems and visual assets for the Steam release of Xenoshyft, a multiplayer deck-building strategy game. Focused on translating a complex tabletop-style experience into a clean, readable digital interface that supports both strategic planning and real-time decision making.
The Problem
The core challenge was adapting a dense, information-heavy deckbuilder into a mobile-friendly format without sacrificing clarity or usability.
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Cards, stats, and abilities needed to remain readable at small sizes
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Players needed visibility into multiple game states (hand, field, other lanes)
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Lobby and pre-game flows required space for strategy discussion and lane selection
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UI had to maintain the Xenoshyft sci-fi brand while sitting clearly on top of detailed backgrounds


Image From Boardgame Geek
The Approach
I focused on reducing cognitive load while preserving strategic depth.
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Developed wireframes and user flows in Balsamiq to map navigation across game states
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Designed layouts that allow players to quickly scan cards and board state
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Simplified complex systems by converting visual counters (tokens, trackers) into clear numerical displays
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Structured UI to support zoom in/out interactions, allowing players to shift between detailed and high-level views
Collaboration with a UX engineer ensured that designs translated effectively into functional systems within the game.
Visual & Interaction Design
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Established clear information hierarchy for card data, abilities, and player actions
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Designed UI elements that balance visual appeal with readability
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Maintained consistent sci-fi styling across menus, HUD, and store interfaces
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Created modular UI components that could scale across different screen sizes


Buttons (Used with 9-Slice)

Exit

Button (Activated)


Icons

Text Field (For In-Game Message)
Implementation
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Delivered production-ready UI assets (PNG/SVG) optimized for engine integration
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Designed 9-slice scalable UI elements to support flexible layouts across resolutions
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Prepared assets for use in Unity, ensuring usability for engineering integration
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Applied visual treatments (glows, shadows, layering) to maintain legibility over complex backgrounds



Key Challenge & Solution
Challenge: Presenting large amounts of gameplay data in limited screen space without overwhelming the player
Solution:
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Prioritized typography and spacing
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Grouped related information into clear visual clusters
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Enabled zoom-based interaction to manage information density
Outcome
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Delivered a UI system that supports both strategic depth and usability
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Improved player readability across complex gameplay scenarios
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Maintained strong visual cohesion with the Xenoshyft brand
- Cosmos Coaster (2018) -
Overview
Designed and implemented immersive UI systems for Cosmos Coaster VR, a rail-based VR experience. Focused on creating intuitive, readable interface elements that enhance immersion while providing real-time feedback within a moving 3D environment.
The Problem
The experience required an in-vehicle UI that could:
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Clearly communicate which planetary environment the player is in
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Provide real-time feedback (speed, progression) during motion
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Integrate seamlessly into a 3D VR cockpit environment
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Remain readable and comfortable during continuous movement
Additionally, the UI needed to reinforce the sci-fi atmosphere while avoiding visual clutter or discomfort in VR.
The Approach
I approached the UI as part of the physical space, not just an overlay.
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Designed a dashboard-style interface embedded within the cart
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Created a progression system using planetary icons, allowing players to track their journey
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Introduced environmental feedback systems (e.g., color shifts based on planetary temperature) to reinforce immersion
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Balanced readability with motion by simplifying shapes, spacing, and animation

Concept Art Overlay On In-Game Screenshot
Visual & Interaction Design
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Designed a planet progression indicator, with current levels highlighted for clarity
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Developed a speed gauge system tied directly to gameplay values
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Integrated 3D planet representations to enhance spatial awareness
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Used color and iconography (hot/cold indicators) to reinforce environmental storytelling




Widget and UMG Layout, with blueprint testing variations.
Implementation
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Built UI systems using Unreal Engine UMG and Widget Blueprints
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Assembled UI elements (frames, indicators, gauges) into modular widget systems
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Integrated UI into the game via Blueprints, including:
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Dynamic swapping of planet meshes per level
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Real-time updates to speed indicators based on gameplay values
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Created animated UI elements using material shaders and flipbook techniques
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Optimized assets for performance:
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Reduced texture sizes (512 and below)
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Simplified shaders to minimize rendering cost
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Used low-poly 3D assets adapted for UI display

UI implemented in-game
Key Challenge & Solution
Challenge: Maintaining UI readability and comfort within a moving VR experience
Solution:
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Anchored UI elements within the environment for stability
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Used scale and contrast to improve legibility at varying distances
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Reduced visual noise to keep focus on essential information
Outcome
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Delivered fully implemented, in-engine UI systems for VR
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Enhanced player immersion through integrated environmental feedback
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Created performant UI solutions optimized for real-time VR experiences
