USER INTERFACE

User interfaces must be player-centric, developer friendly, and defined by design rules. To accomplish this, I design flows, build interaction interfaces, program inputs, and create feedback systems. I Develop my interfaces to be as modular as possible, utilizing child classes, decoupled functions, and external data and styles.

BY PROJECT

[2026] Sacrisigil | Game

Settings menu

HUD

Graphics, HUD and settings demo

Designs (Iteration 2)

Focus areas

  • Fast, scalable UI (Child classes, text styles, data tables, decoupled functions)
  • Production (Flow graphs, component design, layers/stacks, in-engine implementation)
  • Style (Post process rendering, fonts, sliders)
  • Feeback systems (Navigation markers, hitmarkers, health, ability indicators)

[2025] Angel Cleaver | Game

Game HUD

Game HUD in context

Video tutorials

Focus areas

  • Masked materials
  • Gradient fills
  • Hybrid vector-raster style
  • Video tutorials
Credits

Nyx Cydot | Design
Connor Mackenzie | Design
Bradley Keddie | Programming
Sergio Warda | Character Art
Bailey Annetts | Level Art
Lucas Velasquez | Animation and VFX

[2025] Book ‘n’ Cook | App Design

Interactive app mock-up

Focus areas

  • Interactive mockups
  • User experience testing
  • Affinity mapping
Credits

Nyx Cydot | Design
Harsheel Singh | Design
Tobias Mark | Design

Future goals in UI

In the future, I aim to

  • Create complex widget interactions
  • Develop data visualization widgets
  • Support more input devices and platforms
  • Utilize atlases for cheaper drawcalls