Graduate Game Designer

User Interface
A fully functional user interface, implemented into Unreal Engine using the 'FPS Project' framework as a gameplay basis. I researched, designed and modified blueprints to achieve this product.
Research




Call of Duty, Battlefield, and Helldivers were primary titles to study. Key areas of analysis included Gestalt theory, colour scheme selection, and consistent design trends across these games all of which were essential to understanding effective UI design in the FPS genre.
Darker tones were chosen for backdrops, vibrant colours reserved for key information and then incorporated transparency into selected elements. The diagram shown here illustrates a study of how my chosen colour scheme responds under various conditions. This was conducted primarily to validate the intended use of each tone and to minimise any unexpected issues during the design and implementation phases.

Design




These wireframes served as a practical guideline for developing the UI, allowing me to visualise the structure and flow of information before moving into high-fidelity design. Throughout this process, I drew heavily on the foundational knowledge I had acquired applying key concepts such as spatial hierarchy, user focus, and readability to ensure an intuitive and immersive user experience.
By overlaying high quality UI elements onto gameplay screenshots, I could better assess how the interface would function in context ensuring that visual elements complemented the game environment without obstructing important on-screen action. This step was crucial in refining both the aesthetic and functional aspects of the design.




Implementation
Pre-existing code had to be adapted by myself to implement the UI as desired. Integrating the user interface elements with various gameplay systems proved to be a complex and time-consuming task, spanning approximately three weeks. This process required careful coordination between design and functionality to ensure the UI not only looked cohesive but also responded accurately to in-game events.


