
SPECTRAL MOVERS
My contributions as UI Lead to a group collab project
Project Details:
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​Role: User Interface Lead
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Medium: Unreal Engine 5, blueprint & UMG
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Timeframe: 8 weeks
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Slide deck: PowerPoint download
Full Showcase
Highly recommended to check out the PowerPoint linked above, as it showcases all elements in more detail.
In our second and third years of our course, games students take part in 20-30 person collaborative group projects, over 8 weeks. I opted to handle the UI of our project, almost singlehandedly.
My time as UI Lead as a junior member of a collab group
Note the sparse nature of the game in the showcase video. This was due to development issues, largely separate from my role as UI designer.
Issues with game development
Features sequencer usage to create a cutscene of 'entering' a haunted house set behind the main menu, in a 3D environment. Also thematic selection of single or two-player modes using hanging portraits in the house.
An immersive main menu
Gameplay would involve extracting haunted furniture from the house, and score would accumulate through value of extracted items. A held item would display its value on the progress bar as a projection of score if held item is extracted. Bar is also animated as score/money increases.
A 'money count progress bar' to track current and projected score
Holding a button to expand the HUD
A player could opt for a more informative view of the HUD through holding an input. This expands most on-screen UI elements during the hold.
Other elements
Featuring status effect indicators, tool indicators, objectives list, written 'reviews' results page, and pause menu.