A first-person sci-fi horror game where the player fights their way through enemies and solves zero gravity puzzles
Role: UI/UX Programmer and Designer
Developed from August 2023 to December 2024 (Joined the team in August 2024)
11-person interdisciplinary team (Designers, Programmers, Audio)
Made in Unreal Engine 5.2
When I was first brought on to the project, there was already a substantial amount of C++ and blueprint code that I would be using regularly that I had to get used to. I spent a lot of time digging through that code to make the features I worked on.
The feature that I spent the most time iterating on and implementing was the segment display-style worldspace UI that appears throughout the game. The UI:
Appeared when the player was near an interactable object
Followed the player's camera, always staying in line of sight
I changed the aesthetics of the HUD from blue and sharp corners to green and rounded corners.Â
I added an artificial gravity indicator that pops up when the player changes gravity states.
I made a material that curves the widgets based on where they are on screen to give the HUD a more helmet-y look.
In addition to the rest of the HUD overhaul, I changed the health bar completely. To make it more diegetic, I made it into a heartbeat monitor. The monitor changes color and shape upon taking damage. This was done through a material graph that changed various parameters (image, color, speed) based on the player's health.
InfeStation was a lot of firsts for me! I came on to the team for the last four months of development and it was my first time working in Unreal Engine, my first time being more focused on design rather than programming, and my first time focusing on UI design. I worked through blueprints, widgets, and materials. I'm proud of the work that I put into the game, and I learned a lot from the experience.