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