
UI/UX Showcase
UX Designer | Solo project | Unreal Engine 5
WHAT DID I DO?
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Created User Stories for my target persona:
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Tank in an MMO party
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Identified Primary, Secondary, & Tertiary info
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Wireframed my ideas in Figma
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UI screens (and flow between them)
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Title screen & startup sequence
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HUD elements
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Prototyped an Enhanced Input combo system
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This served as a foundation for a gameplay arc, which has Setup, Climax, and Resolution
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Created VFX with Niagara Systems
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Playtested qualitative & quantitative VFX
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Implemented HUD elements
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Generative UI (flexible UI made through code parameters)
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Widget Animations for Signifiers & Feedback
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Feedback Arc: series of feedback that increases in intensity alongside engagement levels
PLANNING

I created User Stories to represent the desires of my target audience and guide design decisions
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Primary Stories define primary information
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"As a Tank, I want to know who my enemies are attacking so that I can protect them."
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These guide my UX decisions in development; I treat the stories as checklist requirements
User Stories for a Tank, made in Confluence
In Figma, I wireframed my ideas to quickly make prototypes to see how they work together
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Frames and Layers let me craft a HUD and see how it looks over a gameplay screenshot
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Components make it easy to iterate
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As I iterate, I add text notes near my frames as notes to myself during implementation

An early wireframe of the HUD when combat starts
UX ITERATION: FEEDBACK ARC
Climax: An ultimate attack that ends combat
I created a Feedback Arc for an encounter, showcasing a Setup, a Climax, and a Resolution.
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I used UE's Enhanced Input System to prototype a basic combo attack system
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I make a Setup phase to create and enforce expectations for players
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VFX particles appear after input
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A Climax is a convergence of all feedback
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VFX particles disappear and spawn a lot of VFX + new feedback (camera shake)
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Resolutions fade out climactic feedback and foreshadow the next feedback arc
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In a full game, this could be the end of one combat encounter
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I used Niagara Systems to prototype VFX, learning how to talk with VFX artists on my team.
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Pendulum,
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Vector Field,
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Burst,
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Blowing Particle
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Beam emitters
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Properties of each of these
Multiple directions of Bursts create this explosion effect




Playtesting taught me about qualitative and quantitative changes throughout a feedback arc.
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Qualitative changes: something new or a drastic change in something familiar
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communicates a signficant state change
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like recharging an ultimate ability
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Quantitative changes: new amount or higher intensity of something familiar
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signifies incremental progression
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gaining mana or dealing more damage
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Qualitative: The orb gets bigger & gets a trail
Quantitative: Attack feedback changes color & last longer
UI ITERATION: HUD
Using Primary Stories, I define Primary Information
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Primary Information gets the highest contrast & most involved animations
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Tanks uniquely care about who enemies are targeting, so I added an icon to show this info
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I learned generative UI to create Enemy Information on demand and through code

Animation: Enemy Information appears from the right
Secondary Information varies in importance, so I implement it in a context-sensitive ways.
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A Tank cares about quest progression, but only when determining where to go next
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Widget Animations draw the player's eye when an objective is completed,
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Information leaves when it's not important
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Animation: Quest progress appears from the top

Pause menu with buttons (left) and preview window (right)
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Tertiary Information is only important when players determine it is (through input)
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Pause menus, Inventory, Options, etc.
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I used Widget Blueprints(WBP) that spawn ​other WBP
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Window in Pause menu previews information depending on which button is hovered
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Blueprints I made to create the preview window
UI ITERATION: MENUS & TITLE
I implement player-focused UI by pairing generative UI and customization
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Generating UI through code allows me to create UI that can be adjusted by users
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This project taught me about elegance
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Adding complexity to UI while avoiding overloading the player
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Blueprints I use to generate a castbar for each attack

Button assets that inherit from the Widget: "Button"
I took advantage of Inheritance in Widget Blueprints to quickly update and iterate on assets
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Rapid Prototyping many assets opens up my time for more playtesting
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Inheritance shortens my iteration time and allows me to easily keep a consistent style​
I created a Title Screen, with a prototype animation to communicate with artists.
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I used the Golden Ratio to place buttons and text on the screen
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I avoid focal points artists will want to use
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I used Widget Animations to prototype the game's title startup sequence
Title Sequence prototyped using Widget Animations