// Designing Gameplay-Driven UI JAIKAR POTHULA
Technical UI Designer | Product Design | UE5 | Unity
// ABOUT ME
I am a Game UI Artist and Product Designer focused on crafting clear, responsive, and visually polished interfaces for gameplay-driven and functional experiences.
I design HUDs, menus, and in-game UI systems that maintain clarity under pressure, as well as interactive mobile & web applications that solve real-world problems.
Experienced in Unreal Engine 5 and Unity, I build UI directly in engine and collaborate across disciplines to deliver production-ready results.
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Jaikardevgame@gmail.com// PHILOSOPHY
I design and implement UI systems that connect gameplay, narrative, and player interaction.
My work focuses on building modular, scalable UI frameworks in Unreal Engine 5 and Unity that are production-ready and easy to iterate on.
I prioritize clarity, readability, and performance—ensuring UI supports gameplay without breaking immersion. I focus on systems where UI plays a critical role in guiding the player experience.
Recently, I worked on The Dark Arrival: Shadows of the Past and Suite 13, designing and implementing gameplay-driven UI systems.
I developed a 3D Investigator Journal and core interface systems in Unreal Engine using UMG and Blueprint, focusing on structure, reusability, and alignment with gameplay logic and player experience.
// LATEST PROJECTS
Interfaces That
Drive Gameplay
Find the Dog
Designed a high-contrast visual hierarchy and modular menu system for a mobile live-service game, ensuring readability on small screens without frustrating the casual player.
Find the Octopus
A cute, vibrant hidden-object puzzle built around a baby-octopus mascot. Designed the full casual live-service UI — level progression, timed power-ups, mission rewards and VIP monetization — keeping every screen readable and friendly on small displays.
The Dark Arrival
Designed an interactive 3D Investigator Journal system that impacts gameplay decisions directly through diegetic UI interfaces.
Suite 13
Designed and implemented a system-driven gameplay HUD that relies on audio-visual cues and minimal screen clutter to heighten tension.
Customized Angel
Programmed and designed timeline-based UI systems for tracking complex gameplay events and logical deductions.
Tale of Ronin
Designed core interaction systems and visual layout frameworks matching a delicate, sumi-e painted art style.
Smart Guardian
An AI-driven elder safety application featuring fall detection, health monitoring, and an interactive emergency response system.
// APPROACH
Ideas into
Impact
I design UI systems that connect creative vision with scalable technical execution supporting gameplay, narrative, and player decision making.
My approach focuses on clarity under pressure, immersion within the game world, and systems that are efficient to build, iterate, and scale.
System Design
Translating gameplay systems into clear, structured UI that supports player understanding and interaction.
- > Complex Mechanics to UI
- > Timelines & Evidence Boards
- > Information Hierarchy
Architecture
Building modular, scalable UI frameworks that are production-ready and adaptable.
- > UMG & Blueprint Frameworks
- > Reusable Components
- > Cross-Team Scalability
Implementation
Bringing UI systems to life directly in-engine with real gameplay integration.
- > UE5 & Unity Integration
- > Diegetic Interface Logic
- > Performance & Responsiveness
Tools & Flow
// CAREER LOG
Experience
> CURRENT FOCUS
Designing scalable UI systems in Unreal Engine 5 using UMG and Blueprint. Building modular UI frameworks for fast iteration and production pipelines. Actively seeking full-time UI Artist / Game UI roles.
Vault Productions
UI Artist / Tech UI- > Led UI system implementation across The Dark Arrival and Suite 13
- > Designed and built a 3D Investigator Journal
- > Implemented gameplay UI directly in Unreal Engine 5 using UMG
- > Presented a live playable build at GDC 2026
Academy of Art
Game Dev Intern- > Worked in a cross-functional team to design systems
- > Translated concepts into in-engine UI and features
- > Iterated on UI/UX through playtesting cycles
Remote
UI Designer- > Designed end-to-end UI/UX for a fantasy RPG
- > Built structured navigation and interaction patterns
- > Delivered high-fidelity UI ready for in-engine implementation
Customized Angel
Designer & Programmer- > Designed timeline-based UI systems for tracking gameplay events
- > Built interaction systems supporting NPC behavior
- > Implemented UI systems in Unity using C#
// Core Strengths
Engine & Systems
- > Unreal Engine 5 (UMG)
- > Blueprint Logic
- > Unity (C#)
- > Modular UI Architecture
UI Implementation
- > HUDs & Menus
- > UI State Logic
- > 3D / Diegetic UI
- > Narrative Interaction
Workflow
- > Figma to Engine
- > Cross-discipline Collab
- > Technical Docs
- > Rapid Iteration
// DOCUMENTATION
Beyond Design
A deeper look into my work designing and implementing gameplay-driven UI systems across Unreal Engine 5. Focused on in-engine UI, system architecture, and building scalable interfaces that support real-time gameplay.
Live Source Files
Access the raw UI architecture, blueprints, and interactive prototypes directly via Figma.
// VISUAL SHOWCASE
JAIKAR INTERACTIVE
Systems Gallery
A curated collection of UI motion, menu prototypes, layout structures, and in-engine implementations across my recent projects.
// THOUGHTS
Writing &
Insights
Mind & Art Human Touch in Game UI
Exploring how intuition and artistic intent shape immersive UI and player experience.
Designing the Lens UI as Player Experience
A reflection on designing UI as the player’s primary connection to gameplay.
Shift: Last Fare UI & Narrative Design
Examining how UI supports storytelling through diegetic design and immersion.