A selection of user interface engineering across shipped and in-development games.
CommonUI Refactor — Focus, Navigation & Layer Architecture
Led the refactor of a fragmented UMG/CommonUI codebase into a cleaner, scalable UI architecture. Fixed recurring controller focus, navigation, and layer-stack issues by standardizing CommonUI patterns such as CommonActivatableWidget, Desired Focus, refresh focus workflows, and reliable input routing.
Legacy UI Modernization — Main Menu, Settings & History
Refactored and modernized legacy UI systems into a more scalable and maintainable architecture aligned with Unreal Engine best practices. Focused on improving long-term readability, reducing technical debt, and making menus easier to extend, debug, and maintain during production.
UI Settings — Input Remapping & General Settings
Implemented a scalable and modular UI settings system, making it possible to create and add new setting entries in seconds — replacing a legacy workflow where similar additions could take days. Built a robust input remapping page with conflict handling, clear user feedback, and an improved rebinding flow. The system was designed to support production needs across keyboard, mouse, and gamepad while keeping the UI understandable, maintainable, and easy to extend.
Dynamic Input Display — Rebound & Simplified Action Prompts
Built UI logic to display current action bindings after remapping, converting raw input data into readable player-facing prompts. Context-sensitive prompts adapt to the item and situation — from multi-action interactions on picked-up objects, to dial rotation on the compass, drawer interaction and lighting mode swaps, and binocular controls. Focused on keeping controls clear after rebinding while supporting simplified display for cleaner HUD and menu presentation.
Tutorial Popup System — Gameplay-Driven Player Guidance
Implemented custom tutorial widgets for Otherskin using Unreal Engine 5, UMG, and CommonUI. The system was built to present clear gameplay instructions at the right moment, with reusable widgets, clean UI flow, and stable input behavior across controller, keyboard, and mouse.
Upgrade Menu — Progression UI Built for Clarity
Built the upgrade menu UI and connected it cleanly with gameplay progression systems. Focused on readable layout, responsive feedback, reusable widget structure, and maintainable Blueprint/UI architecture suitable for production iteration.
Main Menu, Options & Save Slot Flow
Implemented major frontend UI flows for Otherskin, including the main menu, options, and save-slot selection. Used CommonUI and custom UMG widgets to create a consistent menu structure with reliable navigation, clean focus handling, and production-friendly page organization.
Map Spot Showcase — Interactive Location Reveal
Developed an interactive map showcase widget used to reveal and present location information clearly to the player. The work focused on reusable UI composition, smooth presentation, and a clean connection between gameplay state and visual feedback.
Sandbox UI — Simulation Controls & Management Flow
Contributed to shipped gameplay and UI systems for Park Beyond using C++ and the studio’s internal UI framework. Work included sandbox and management flows connected to ride placement, visitors’ needs, economy, object placement, and designer-facing mission logic.
Floating Text using Pooling
Implemented floating text feedback (money gains, rewards, and status changes) backed by an object pooling system. Reusing a pool of text instances instead of spawning and destroying widgets each time keeps the display memory-efficient and smooth even when many values pop at once during busy park moments.
Sci-Fi Tutorial & Quest System
All data driven, using soft references, scalable and following best practices. More coming...
Custom Medieval UI
Implemented the portrait, inventory, and tooltip systems following the client's vision. Focused on keeping the code clean, scalable, and performant using soft references, list views, and a data-driven approach.
Console-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.
HUD, 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.
Broadcast 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.
Traversal 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.
Smartphone 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.
Complete Game UI — Menus, HUD & Debug Tools
Solo indie project where I created the entire UI from the ground up: main menu, credits, settings, and in-game popups. Built a gameplay HUD featuring a smooth chronometer alongside clear death and coin indicators, plus an in-game debug menu used to speed up programming and testing. The whole flow was designed to be cohesive, readable, and easy to iterate on during development.