3Sci-Fi Tutorial & Quest System
All data driven, using soft references, scalable and following best practices. Quests and tutorial popups (basic movement, ammo refill, and more) are defined entirely through data assets and string tables, with reusable notification and popup widgets — so the client can add or edit content without touching code. More coming...
2Custom Medieval UI
Implemented the portrait, inventory, and tooltip systems following the client's vision. Around 80% of the work was done in C++ to match the client's C++ codebase, with a few changes made in Blueprint for placing UMG widgets — everything else stayed in C++. Fully data-driven, clean, scalable, and easy for the client to maintain and extend.
5Console-Style Home Menu — Smooth Gamepad Navigation
Designed and implemented a smooth PS3-inspired home menu with responsive gamepad navigation and clean animated transitions. The system was built with a modular structure so new menu entries, panels, and future features could be added without rewriting the core flow.
2HUD, Inventory Slot Menu & Ammo Widget
For the same client, I also implemented the in-game HUD and an inventory slot menu with smooth switching animations between weapon slots. I helped create a clean, readable ammo widget — visible in the video — that clearly presents the equipped weapon and its remaining rounds, keeping the presentation consistent with the retro-styled UI direction.
2Broadcast Animation Control System — Data-Driven Unreal UI
Developed a customizable Unreal Engine animation control system for TV and broadcast-style visuals. Built a layered control flow for starting, stopping, and stacking animations, with a central configuration library so new visuals could be adjusted without changing code. The architecture used shared base logic with specialized animation templates, making the system robust, expandable, and suitable for live production needs.
ImageTraversal HUD, Widget Pooling & Modular Inventory UI
Developed gameplay-facing UI for a stylized anime fighting game, including jump-point indicators using dot product logic to highlight the nearest point the player is facing. Recommended and designed widget pooling for better performance, contributed to a modular UI framework for skill trees, inventory, and tooltips, and built a drag-and-drop inventory system supporting swap, add, remove, and contextual item feedback.
3Smartphone Simulation
Designed a modular UI simulating a smartphone with multiple tabs, conversations, and a messaging system supporting different characters. Built a chat interface closely resembling popular messaging apps, including read receipts, message history, and a familiar conversation layout. The IU_Nexus event graph drives the messaging flow — handling received and sent messages, unread counts, typing indicators, and read state — while data assets and data tables let the client configure messages, responses, and branching choices per character without touching code.
2Construction Building Animation — Architecture Visualization
Built a system that gradually reveals a building's construction state through timed animations in Unreal Engine, paired with UI that surfaces the current progress to the viewer. The architecture leans on inheritance so it's easy to redefine how the construction state is retrieved or how the UI updates in response — keeping the behavior extensible and easy to adapt to different visualization needs.