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TEMPUS RATTUS

My contributions as UI Lead to a group collab project

Project Details:

  • ​Role: User Interface Lead

  • Medium: Unreal Engine 5, blueprint & UMG

  • Timeframe: 8 weeks

  • Wireframes: Google Slides link

Full Showcase

Our third year of the games course entails the second 20-30 person group project, in which third-years are encouraged to take on more leadership. This is why I opted to do as I did in my previous collab module, leading in the UI/UX department.

My time as UI Lead in my second collaborative university module

I opted for a 3D scene background, and utilised sequencer to alter camera movement. UMG animations were used throughout, and PaperZD sprites were used for the title 'splatter'. I also provided the voice for both the title and death screen audio. Also features credits.

Atmospheric main menu

Features 'bubbles' that indicate the count of healthy, infected, and dead villagers in the level (as the player rat must totally spread their plague). A bubble is also used to display player health. These bubbles use UMG animation to create their 'slimy bounce' effect, and shrink/grow as numbers fall/rise. Ability icons - with usage, cooldown, and 'unavailable' animations - are also present. A 'plague doctor warning' appears with thematic timing and audio to indicate the presence of the antagonistic plague doctors. Also featured is a faded red border around the screen to indicate lowering health.

HUD elements

Other menus

A map menu (for selecting desired level), pause menu, and settings menu. All featuring simple animations and maintaing thematic consistency.

Featuring dark aesthetics in keeping with the game's themes, I was glad to showcase our team's fantastic art of a dead rat for the death screen. Also seen are 'wobbling' animations for these screens' text, which I created to add visual interest. A simple 'stars/skulls' score animation also plays on victory.

Death and victory screens

A cut skill tree

Cut from the final project due to design constraints and scoping, also shown is a work-in-progress skill tree page, to be swapped to from the map on the 'table' menu. Features node logic, with conditional unlocks, and full animation.

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