UI Design

This section showcases a collection of UI mockups and interface elements I’ve created, primarily for NEX:OS and various gameplay systems. These assets were designed in Photoshop, then imported into Unreal Engine or Unity for use in building interactive widgets and HUD components.

While I’m not a trained UI designer by trade, interface design has become a vital part of my development workflow. I’ve learned through hands-on implementation—iterating layout structures, building responsive feedback systems, and aligning visual styling with gameplay intent.

These designs reflect practical problem-solving and creative adaptation within the engine environments I work with.


NEX:OS Character & Ability Menus

This section highlights a set of test and final menu mockups designed for NEX:OS, focusing on both character loadout and ability customization.

These interfaces aim to deliver the maximum amount of information in a single view, while maintaining a clean, readable layout that supports quick decision-making.

Character Menu

Players can view and modify:

  • Weapons and armor currently equipped

  • Abilities tied to their loadout

  • Assigned elemental affinities for their skills

This screen acts as a central hub for visualizing a character’s tactical setup—crucial for managing synergy, strategy, and battlefield role.

Ability Menu

The ability screen lets players manage their full skill inventory, including equipped and unlocked powers. It’s divided into three major categories:

  • Singularity & Runes – Passive effects and affinity modifiers

  • Abilities – Active powers usable in combat

  • Class Skills – Core moves unique to each character class

These menus are built with clarity and player control in mind, offering granular customization without overwhelming the user. Mockups were initially created in Photoshop, then translated into interactive widgets inside Unreal Engine or Unity


UI Design Evolution – NEX:OS Menus

Designing intuitive, information-rich menus takes iteration—and this timeline showcases the evolution of the Character and Ability interface for NEX:OS. From early concepts exploring layout structure and color theory to near-final mockups focused on readability and engine integration, each draft reflects lessons learned and refined UX thinking.

This journey highlights a shift from visual experimentation to modular, user-first UI systems ready for real-world gameplay..

Gameplay Icons – Visual Language of NEX:OS

This collection features gameplay and UI icons I designed for NEX:OS, used throughout the HUD, menus, and interface components to reinforce consistency, clarity, and style across all systems.

These icons were created primarily in Photoshop, tailored for implementation in Unreal Engine or Unity widget frameworks. Each symbol reflects a mechanical or narrative purpose—from representing class identity to signposting player actions.


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Level Design