• UI/UX Lead

  • Unreal Engine 5

  • Isometric, Horde Shooter, Roguelike

  • 2025



Overview

Developed in Unreal Engine 5 by a team of ~20 people over the course of 6 months, CRYSTAL CHAOS pits you against an endless horde within a vast, abandoned mineshaft. Level up, unlock new weapons, and grow in power as you explore the unique ecosystems found in the caves.

I oversaw the UI/UX elements of this project, being responsible for the concepting, development and iteration of the games menus and player facing UI. Collaborating with 4 other designers, I also worked on other areas during development, such as assisting with documentation and player progression systems.

Development Contributions

The rest of this page goes over the various features I contributed to this project, for a more detailed look, including documentation of my process and design goals, please look at my associated game design document here

Visit wiki documentation

As the UI/UX lead, my duties included:

  • Being the designer/vision holder of most of the UI elements seen in game.

  • Designing & implementing UI wireframes

  • Scripting animations and UI elements

  • Ensuring all menus were functional and smoothly integrated

  • Collaborating closely with programmers, artists, and other designers

  • Overseeing and iterating on feedback recieved by testers

  • Documentation of all UI related designs and considerations

  • Iterating and getting the menus and interface publish ready for 2 separate 12 week deadlines

My biggest contribution to the project was the games menu systems, which I primarily was in charge of designing and implementing with some occasional assistance from the wonderful tech team. This included all of the games various player facing menus (Start, Pause, Settings, etc.…) as well transitional screens such as the games loading and game over screens, as well as the games upgrade cards, which I was in charge of getting publish ready ahead of launch.

I also designed and implemented the initial wireframe of the players HUD seen in game, before handing it over to another designer to build on while I focused on the menu systems, though I aimed to help where I could through QA testing and occasional assistance with some elements such as animations.

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