Game UI/UX

Designing the Player Experience

Designed and implemented the game's UI/UX end-to-end in Figma and Unreal Engine UMG, spanning HUDs, menus, the Command Center, and core gameplay systems, shaping a playable core loop into an investor-ready demo for fundraising. https://www.electricforgegames.com/

Year :

2026

Industry :

Game

Project Duration :

2 months

Problem :

Electric Forge Games needed a playable core loop investor-ready fast — but the game itself was still being defined. UI/UX had to be designed and built in lockstep with the team as core systems (Command Center, gameplay loop, menus) took shape in meetings, not handed a locked spec to execute against. That meant designing for a moving target: HUDs and menus had to flex as mechanics changed, while still reaching a shippable, demoable bar on both gamepad and keyboard by the fundraising deadline.

Solution :

Working directly with the team through iterative design meetings, I owned UI/UX end-to-end: wireframing, prototyping, and visual design in Figma through implementation in Unreal Engine (UMG/Blueprint), covering HUD design, menu systems, the Command Center, and core gameplay UI (inventory, relic selection, planting/harvesting). I built a scalable, component-based design system (three-tier button system, reusable widget library) so the UI could adapt as mechanics evolved. I handled interaction design and technical implementation myself, including Blueprint logic, widget animation, event-driven UI, and cross-input support for gamepad and keyboard, using Perforce for version control. The result was a polished, playable core loop that held up under live demo conditions, supporting the studio's investor fundraising push.

Challenge :

The game itself was still being defined in real time, so there was no locked spec to design against. Every system (Command Center, core loop, gameplay mechanics) shifted week to week in team meetings, meaning the UI had to be built flexible enough to absorb constant change without breaking or requiring rework. I drove most day-to-day design and implementation decisions independently, and also owned the design-to-engineering handoff, translating Figma work into specs the engineering team could build against. All of it had to reach a polished, demo-ready bar (not prototype quality) on both gamepad and keyboard, in time for the studio's fundraising deadline.

Summary :

I designed and implemented the UI/UX end-to-end for a third-person action roguelike, from Figma through Unreal Engine UMG/Blueprint, covering HUD, menus, the Command Center, and core gameplay systems. With the game still being defined in real-time, I built a flexible design system, drove day-to-day decisions independently, and owned the design-to-engineering handoff, delivering a polished, cross-platform core loop that supported the studio's investor fundraising demo.

Game UI/UX

Designing the Player Experience

Designed and implemented the game's UI/UX end-to-end in Figma and Unreal Engine UMG, spanning HUDs, menus, the Command Center, and core gameplay systems, shaping a playable core loop into an investor-ready demo for fundraising. https://www.electricforgegames.com/

Year :

2026

Industry :

Game

Project Duration :

2 months

Problem :

Electric Forge Games needed a playable core loop investor-ready fast — but the game itself was still being defined. UI/UX had to be designed and built in lockstep with the team as core systems (Command Center, gameplay loop, menus) took shape in meetings, not handed a locked spec to execute against. That meant designing for a moving target: HUDs and menus had to flex as mechanics changed, while still reaching a shippable, demoable bar on both gamepad and keyboard by the fundraising deadline.

Solution :

Working directly with the team through iterative design meetings, I owned UI/UX end-to-end: wireframing, prototyping, and visual design in Figma through implementation in Unreal Engine (UMG/Blueprint), covering HUD design, menu systems, the Command Center, and core gameplay UI (inventory, relic selection, planting/harvesting). I built a scalable, component-based design system (three-tier button system, reusable widget library) so the UI could adapt as mechanics evolved. I handled interaction design and technical implementation myself, including Blueprint logic, widget animation, event-driven UI, and cross-input support for gamepad and keyboard, using Perforce for version control. The result was a polished, playable core loop that held up under live demo conditions, supporting the studio's investor fundraising push.

Challenge :

The game itself was still being defined in real time, so there was no locked spec to design against. Every system (Command Center, core loop, gameplay mechanics) shifted week to week in team meetings, meaning the UI had to be built flexible enough to absorb constant change without breaking or requiring rework. I drove most day-to-day design and implementation decisions independently, and also owned the design-to-engineering handoff, translating Figma work into specs the engineering team could build against. All of it had to reach a polished, demo-ready bar (not prototype quality) on both gamepad and keyboard, in time for the studio's fundraising deadline.

Summary :

I designed and implemented the UI/UX end-to-end for a third-person action roguelike, from Figma through Unreal Engine UMG/Blueprint, covering HUD, menus, the Command Center, and core gameplay systems. With the game still being defined in real-time, I built a flexible design system, drove day-to-day decisions independently, and owned the design-to-engineering handoff, delivering a polished, cross-platform core loop that supported the studio's investor fundraising demo.

Game UI/UX

Designing the Player Experience

Designed and implemented the game's UI/UX end-to-end in Figma and Unreal Engine UMG, spanning HUDs, menus, the Command Center, and core gameplay systems, shaping a playable core loop into an investor-ready demo for fundraising. https://www.electricforgegames.com/

Year :

2026

Industry :

Game

Project Duration :

2 months

Problem :

Electric Forge Games needed a playable core loop investor-ready fast — but the game itself was still being defined. UI/UX had to be designed and built in lockstep with the team as core systems (Command Center, gameplay loop, menus) took shape in meetings, not handed a locked spec to execute against. That meant designing for a moving target: HUDs and menus had to flex as mechanics changed, while still reaching a shippable, demoable bar on both gamepad and keyboard by the fundraising deadline.

Solution :

Working directly with the team through iterative design meetings, I owned UI/UX end-to-end: wireframing, prototyping, and visual design in Figma through implementation in Unreal Engine (UMG/Blueprint), covering HUD design, menu systems, the Command Center, and core gameplay UI (inventory, relic selection, planting/harvesting). I built a scalable, component-based design system (three-tier button system, reusable widget library) so the UI could adapt as mechanics evolved. I handled interaction design and technical implementation myself, including Blueprint logic, widget animation, event-driven UI, and cross-input support for gamepad and keyboard, using Perforce for version control. The result was a polished, playable core loop that held up under live demo conditions, supporting the studio's investor fundraising push.

Challenge :

The game itself was still being defined in real time, so there was no locked spec to design against. Every system (Command Center, core loop, gameplay mechanics) shifted week to week in team meetings, meaning the UI had to be built flexible enough to absorb constant change without breaking or requiring rework. I drove most day-to-day design and implementation decisions independently, and also owned the design-to-engineering handoff, translating Figma work into specs the engineering team could build against. All of it had to reach a polished, demo-ready bar (not prototype quality) on both gamepad and keyboard, in time for the studio's fundraising deadline.

Summary :

I designed and implemented the UI/UX end-to-end for a third-person action roguelike, from Figma through Unreal Engine UMG/Blueprint, covering HUD, menus, the Command Center, and core gameplay systems. With the game still being defined in real-time, I built a flexible design system, drove day-to-day decisions independently, and owned the design-to-engineering handoff, delivering a polished, cross-platform core loop that supported the studio's investor fundraising demo.