Dynamic UI Design for
enhanced player experience
enhanced player experience
Created as my Final Year Project for my undergraduate at the University of Staffordshire.
I designed and developed a responsive UI focused on clarity, usability, and immersion within a first-person shooter. My approach followed a user-centred and iterative design process, starting from wireframes through to final implementation.
I implemented and created all UI assets, ensuring consistency in visual hierarchy and readability across all aspects of UI.
Tools
Unreal Engine 5, Photoshop, After Effects, Word, Excel, Miro
Duration
18 Weeks (Oct 2024 - Feb 2025)
Role
UI/UX Designer
Team Size
Solo
First, in order to identify usability issues and strengths, I researched core UI/UX principles to establish a clear direction for readability, hierarchy, and player experience.
UI draw-overs were made to analyse existing UI and understand the underlying principles that could be applied to my own designs.
Using Photoshop, developed UI art and created visual style sheets to define guidelines. Icon design is informed by the context in which they appear; shooter gameplay requires simpler iconography to maintain clarity during gameplay scenarios.
Colour is applied thoughtfully to UI elements to ensure attention is drawn to key places. Blue making up the majority of the palette acts as the base colour for UI, with yellow and red used to draw attention to important buttons, or important UI elements such as quests.
Based on understandings from the research conducted, I created wireframes to explore layout, navigation flow, and UI structure before committing to final visuals. Multiple wireframe variations were explored to ensure that the layout was as optimal as possible.
Built the UI in Unreal Engine 5, translating wireframes and visual design into functional GUI while maintaining original design intent from the planning stages.
Testing the UI through playtests, and applying user feedback where necessary, I refined the UI through an iterative process. At this stage I also created animations using UMG to ensure the UI appeared fluidly and with intent.
Demo video for UI during gameplay.