Created for Advanced Prototyping module at the University of Staffordshire on the course for Computer Games Design MSc.
A modern UI redesign of Deus Ex, created in UE5 over 8 weeks.
The project identified usability and visual design opportunities within the original interface and explored how they could be addressed in a redesign following an agile prototyping workflow, from research and wireframes to final implementation and iteration.
Tools
Unreal Engine 5, Photoshop, Figma, Word, Miro
Duration
8 weeks (Dec 2025 - Feb 2026)
Role
UI Designer
Team Size
Solo
Planned project proposal including MoSCoW analysis, Information Architecture planning to understand scope, and one-sheets for project summary.
Researched into established UI/UX principles and visual design theory to inform the redesign. This included concepts such as Gestalt principles, Gutenberg's Diagram, visual hierarchy, and colour theory, helping guide my design decisions.
I explored several colour palettes and visual styles, drawing on the original Deus Ex UI to establish a direction that felt familiar while introducing a more modern approach. Blues and greys provide a neutral foundation for the interface, while yellow is used as an accent to highlight important information and interactions.
This allowed me to retain the recognisable visual language of the original UI while refining the colour relationships, contrast, and hierarchy for a more contemporary interface.
Created iterations of assets including elements such as buttons, containers, and icons using Figma.
Used Figma to make wireframes, explored layout and user flow before implementing initial UI prototypes in UE5.
Multiple variations of menus were made, and then analysed for pros/cons, and with feedback from peers, chosen designs were taken forward for implementation.
Continued implementation in Unreal Engine 5, making significant revisions to the skill load out screen based on user testing feedback.
Initial testing showed the first design wasn’t functioning effectively for users despite multiple iterations and adjustments, so I restructured it entirely, aiming to improve usability and organisation.
While I would have liked to explore the first design further, and the updated version clearly improved clarity as indicated in testing feedback, I would ideally conduct further play testing to validate whether the new structure fully meets player needs.