SKIP TO GUESTBOOK WALL
Jaikar PothulaTechnical UI Designer

I design UIthat people depend on.

I design player- and user-facing systems that ship — from game HUDs and diegetic interfaces in UE5 to production-ready product flows in Figma.

03+
YEARS
SHIPPING UI
02
LIVE
TITLES
UE5
UMG &
BLUEPRINTS

Now showing case study 1 of 8: THE DARK ARRIVAL

01 / SELECTED WORK — 8 TITLES

Operate the work.

OPEN PREVIEW PAGE ↗
SELECT01
THE DARK ARRIVAL interface
TITLE 01 / 08PC GAME UI
STEAM · LIVE

THE DARK ARRIVAL

CASE FILE

An interactive 3D Investigator Journal that turns narrative evidence into gameplay decisions through diegetic UI.

PROBLEM
Narrative evidence was scattered across the game, so players lost track of what they had found and why it mattered.
DECISION
Designed the evidence layer as a diegetic 3D Investigator Journal and architected it as modular UMG / Blueprint widgets instead of a flat menu.
OUTCOME
Evidence review became a gameplay decision: players connect clues in-world while menus, HUD, and journal share one component system.
PROOF
  • Shipped on Steam — The Dark Arrival: Shadows of the Past
  • Production UI in the GDC 2026 playable build
  • Figma source + full case-study PDF available below
  • UE5 / UMG
  • BLUEPRINTS
  • DIEGETIC UI
LINKS
04 · IMPACT
SHIPPED
STEAMThe Dark Arrival: Shadows of the Past, live on Steam
SHOWN AT
GDC 2026Production UI running in the playable build
UI SYSTEM
1 KITMenus, HUD and journal share one UMG component system
05 · METRICS
DISCIPLINE
PC GAME UI
PLATFORM
PC · Steam
STACK
UE5 / UMG
STATE
STEAM · LIVE
PROOF POINTS
3
OPENABLE ARTIFACTS
3
  • PROOF POINTS3
  • ARTIFACTS3
  • DISCIPLINES3

Counts are verifiable artifacts attached to this case file — playable builds, store pages, Figma sources and PDFs — not estimated figures.

06 · PIPELINE
  1. 01 · SYSTEM DESIGN

    Translate mechanics and product requirements into clear, decision-driven interfaces. — Mechanics & flows.

  2. 02 · ARCHITECTURE

    Build modular frameworks that scale cleanly across screens, states, and teams. — UMG / Blueprint systems.

  3. 03 · IMPLEMENTATION

    Ship responsive interfaces in-engine and in product builds under real constraints. — UE5 & Unity.

06 · REEL1 CLIPS · 5 SCREENS

01 / 06 · MAIN MENU · MOTION PASS

07 · SCREENS
08 · DETAILS
ROLE
Technical UI Designer
SCOPE
Diegetic 3D Investigator Journal, HUD, menus
ENGINE / TOOLS
Unreal Engine 5 · UMG · Blueprints
CONTEXT
Game team — UI design and implementation owned end to end
  • Designed the evidence layer as an in-world 3D journal instead of a flat menu
  • Built modular UMG widgets driven by Blueprint logic
  • Documented the component system in Figma for handoff
02 / Visual showcase — 9 frames

Systems in motion.

UI motion, menu prototypes, layout structures, and in-engine implementations. Tap any frame to view it full size.

Astra UI · Interaction reel

Interface in motion

Astra UI was designed as a focused, cinematic menu system where motion communicates hierarchy and state. Transitions establish context, feedback confirms player input, and the restrained visual language keeps navigation readable without breaking immersion.

WHYReadable navigation with cinematic pacing
DESIGNEDMenus, states, focus feedback, transitions
SOFTWAREFigma · Photoshop · After Effects · Unity
OUTPUTUI screens · HUD language · motion prototype
UE5 · UMG

DARK ARRIVAL MAIN MENU

Cinematic horror navigation, state feedback, and production-ready Unreal implementation.

HUD · MOTION

SUITE 13 INTERFACE

Minimal thriller UI shaped around tension, timing, and clear player feedback.

PRODUCT UX

SMART GUARDIAN

Health and emergency flows designed for fast comprehension and confident action.

ArtStation archive

UI / UX + 3D
explorations

A broader archive of game UI, mobile systems, Unreal and Unity work, plus earlier 3D studies.

Open ArtStation profile ↗
ArtStation game UI project preview
Dark Arrival ArtStation case study preview
Mobile UI ArtStation project preview
Find the Octopus ArtStation case study preview
Find the Dog ArtStation project preview
Unreal Engine ArtStation project preview
04 / Documentation

Beyond design

A deeper look at in-engine UI, system architecture, and scalable interfaces supporting real-time gameplay.

The Dark Arrival in-engine main menu system running in build
In-engine output

The interface
running live.

The in-engine main menu system previewed exactly as it plays in-build.

View Steam page ↗
03 / Capabilities

What I bring

I work across the full UI pipeline—from player journeys and wireframes to animated, reusable systems running inside the engine.

01

DESIGNING THE PLAYER’S PATH

I turn mechanics and requirements into understandable journeys, then test the structure before visual polish begins.

  • User flows
  • Information architecture
  • Wireframes
  • Interactive prototypes
  • Onboarding
  • Accessibility
Daily toolkit
FIGMAUNREAL ENGINE 5UNITYPHOTOSHOPILLUSTRATORAFTER EFFECTSGITPERFORCEFIGMAUNREAL ENGINE 5UNITYPHOTOSHOPILLUSTRATORAFTER EFFECTSGITPERFORCEFIGMAUNREAL ENGINE 5UNITYPHOTOSHOPILLUSTRATORAFTER EFFECTSGITPERFORCE
DESIGN
  • Figma · Sketch
  • Photoshop · Illustrator
  • After Effects · Adobe Suite
ENGINE
  • UE5 UMG · Blueprint
  • Common UI · Unity C#
PIPELINE
  • Git · Perforce
  • Jira · Confluence
EXPERIENCE
  • 3+ years
  • shipping UI
02 / How I work

Design that holds up

I stay close to implementation. That means fewer handoff surprises, clearer component logic, and motion that supports what the player is doing.

01

SYSTEM DESIGN

Translate mechanics and product requirements into clear, decision-driven interfaces.

  • Mechanics & flows
  • Information hierarchy
  • Player decision paths
02

ARCHITECTURE

Build modular frameworks that scale cleanly across screens, states, and teams.

  • UMG / Blueprint systems
  • Reusable components
  • Design tokens
03

IMPLEMENTATION

Ship responsive interfaces in-engine and in product builds under real constraints.

  • UE5 & Unity
  • Motion & feedback
  • Performance testing
Core loadout
FIGMAUE5 UMGBLUEPRINTUNITY C#AFTER EFFECTSPERFORCEFIGMAUE5 UMGBLUEPRINTUNITY C#AFTER EFFECTSPERFORCEFIGMAUE5 UMGBLUEPRINTUNITY C#AFTER EFFECTSPERFORCEFIGMAUE5 UMGBLUEPRINTUNITY C#AFTER EFFECTSPERFORCE
06 / Experience

Where I’ve worked

3+ years designing and shipping UI across games and digital products — bridging design thinking with technical execution.

Open to hire

Current focus

UI/UX Designer with 2+ years designing interfaces across games and digital products — from Smart Guardian's health-monitoring UX to shipped UI on Steam and Google Play. Open to full-time Product Design, Technical UI, or Game UI roles.

Owned UI/UX design across shipped games and digital-product experiences, moving from user flows and reusable Figma systems to production-ready implementation.

  • Built a 3D Investigator Journal driving narrative and gameplay decisions
  • Architected modular UMG / Blueprint frameworks for menus, HUDs, and diegetic systems
  • Designed casual live-service UI for Find the Octopus - level progression, rewards, and VIP monetization
  • Created product UI flows, wireframes, interactive prototypes, and reusable Figma components with a focus on clarity, accessibility, and scalable handoff
  • Applied shared design-system thinking across game and product interfaces, defining hierarchy, interaction states, responsive behavior, and developer-ready specifications
  • Shipped production UI for The Dark Arrival on Steam (GDC 2026 playable build)
View on Steam ↗
05 / MANIFESTO0% READ
CLARITYSYSTEMSHIERARCHYPRESSURE

I design UI systems that guide decisions - whether the user is a player in a game or someone using a product.

Hello — 08 / Get in touch

Let’s design something meaningful.

Available for full-time Technical UI, Game UI, and Product Design roles — remote or on-site in the SF Bay Area.

© 2026 Jaikar Pothula — Technical UI DesignerBack to top ↑
10

Guestbook stamps

Your mark is on the wall.

0 VISITOR STAMPS

TAP A STAMP · OR ARROW KEYS TO WALK THE WALL

READING THE WALL…

SELECT A STAMP TO READ ITS NOTE
INK YOUR STAMP
YOU20.08.2616:14 GMT
DIE SHAPE
INK

WALL SETTINGS
STAMP COLOUR
BACKGROUND PATTERN
NOTE TEXT STYLE
ATTENTION

NO STAMP ENGAGEMENT RECORDED YET

CHANGELOG