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.
Now showing case study 1 of 8: THE DARK ARRIVAL
Operate the work.

THE DARK ARRIVAL
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.
- 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
- 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
- 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.
- 01 · SYSTEM DESIGN
Translate mechanics and product requirements into clear, decision-driven interfaces. — Mechanics & flows.
- 02 · ARCHITECTURE
Build modular frameworks that scale cleanly across screens, states, and teams. — UMG / Blueprint systems.
- 03 · IMPLEMENTATION
Ship responsive interfaces in-engine and in product builds under real constraints. — UE5 & Unity.
01 / 06 · MAIN MENU · MOTION PASS
- 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
Systems in motion.
UI motion, menu prototypes, layout structures, and in-engine implementations. Tap any frame to view it full size.
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.
DARK ARRIVAL MAIN MENU
Cinematic horror navigation, state feedback, and production-ready Unreal implementation.
SUITE 13 INTERFACE
Minimal thriller UI shaped around tension, timing, and clear player feedback.
SMART GUARDIAN
Health and emergency flows designed for fast comprehension and confident action.
UI / UX + 3D
explorations
A broader archive of game UI, mobile systems, Unreal and Unity work, plus earlier 3D studies.
Open ArtStation profile ↗Beyond design
A deeper look at in-engine UI, system architecture, and scalable interfaces supporting real-time gameplay.

The interface
running live.
The in-engine main menu system previewed exactly as it plays in-build.
Choose the right profile.
Two focus areas, one designer — pick the résumé that fits the role you're hiring for.
What I bring
I work across the full UI pipeline—from player journeys and wireframes to animated, reusable systems running inside the engine.
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
- Figma · Sketch
- Photoshop · Illustrator
- After Effects · Adobe Suite
- UE5 UMG · Blueprint
- Common UI · Unity C#
- Git · Perforce
- Jira · Confluence
- 3+ years
- shipping UI
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.
SYSTEM DESIGN
Translate mechanics and product requirements into clear, decision-driven interfaces.
- Mechanics & flows
- Information hierarchy
- Player decision paths
ARCHITECTURE
Build modular frameworks that scale cleanly across screens, states, and teams.
- UMG / Blueprint systems
- Reusable components
- Design tokens
IMPLEMENTATION
Ship responsive interfaces in-engine and in product builds under real constraints.
- UE5 & Unity
- Motion & feedback
- Performance testing
Where I’ve worked
3+ years designing and shipping UI across games and digital products — bridging design thinking with technical execution.
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)
I design UI systems that guide decisions - whether the user is a player in a game or someone using a product.
Writing & insights
Notes on intuition, artistic intent, player experience, and narrative interface design.
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.
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