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That Night

This project had the aim of creating a fully functioning UI system with a focus on diegetic UI to display the key information (October 2021 - may 2022)

Gameplay Demo

Project Brief

I had created my own brief to achieve, my goal was to create a complete user interface system to accompany a post-apocalyptic game with a strong focus on create a diegetic interface to display multiple systems for convenience and immersion.


Tools

The Project

That Night is a zombie survival game made during my final year at university. It was a user interface focused project which used design and technical aspects in order to create the experience. The handling of the characters health, stamina, inventory and skills was all through the diegetic watch interface within the world that could be interacted with the help provide information for the player.

Responsibilities

  • Designing UI systems (Main Menu, Pause, Death Screen, Loading Screen, HUD, Inventory and Skill Tree).


  • Creating functional systems of basic mechanics plus an inventory and skill tree.


  • Creating the UI within Unreal Engine and producing a skin to compliment it.


  • Building a level to assist the UI.


  • Create accompanying art for the UI.

My Role

My main role was to design how the funcionality of the menus and interactable systems would work and then to implement them via blueprints within unreal. After the functionality was set up I began creating the art to further complete the user interface feel to how it was designed and imagined. The design process was a big part and originally didn't include the skills and inventory on the watch interface but they was added as the perfect solution to an issue regarding immersion within the game.

Development

During my development period, I had to make a much smaller level than I had originally designed and planned to create as I focused my main effort on the user interface and wasn't happy where it was so I removed the goal to ensure my user interface looked and handled the best I could create. The issues that occured during this period had swift solutions that didn't break the immersion and feel for the game but allowed me to focus on the most important aspect at that time according to my development plan.

Opinions and Future Plans

From my perspective, this is my most advanced user interface project I have made so far, it gave me some great solutions and uses of the tools within the UMG editor which helped the project progress in a timely manner in time for the deadline. I have thought about returning to create a proper level in the future as I believe this may allow the feel of the game and genre to stand out like I had thought of when designing.

Design Documentation

UI/UX Design plans with some being previous designs before the watch interface became a bigger aspect within the project, i USED THE WIREFRAMES AS A BASE FOR THE REDESIGN WITHIN THE ENGINE

Zombie Survival Mood board with Colour references

IA Chart for the flow of interfaces before changes were made

HUD Wireframe

SKill Tree Wireframe

Inventory Wireframe

mAIN mENU Wireframe

Main Menu - Options WirefrAME

pAUSE wIREFRAME

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