Game Designer
Robert Åselid
Unannounced Project
ROLE
UI/UX Designer
DESCRIPTION
Unannounced project where my biggest responsibilities laid within the UI/UX department.
But I did also have the pleasure of working with the overall design of some features as well as doing some concept testing prototypes relating to gameplay.
YEAR
2023
GENRE
NDA
PLATFORM
NDA
Engine
Unreal Engine 5

UI work
The thing I can show is 2 menus both made early in development.
Upgrade menu.
The things that I have made is the overall layout, videos playing, and with some help from more experienced programmers the underlaying logic on how to move around in the menu and handling of the "upgrade points" and "upgrade info" update.
Art is made by: Rebecka Timper.
https://www.artstation.com/rebeckatimper
https://www.linkedin.com/in/rebecka-timper-0587531b3/
Logic for menu interactions to later also have an effect in the game, allowing testing of the effects these upgrades would have on the game was made by: Pantelis Tsoukalas.

A menu holding a variety of information.
The logic and systems made to populate this menu was done by me in a quick and dirty fashion and there are a lot of thing I would change under the hood of this menu. But the functionality was there in a good enough state to get valuable feedback from playtesting.


Encounter & Enemy Design
I made a prototype of an enemy encounter in the game with the main goal of trying out a concept and of an enemy we thought could be cool.
I had full ownership of this encounter and got the chance to try out different scenarios, attacks and environments.

I implemented and tested a total of 7 different attacks following placeholder animations after getting some help creating a temporary rig for the enemy in question. After testing 6 of the attacks remained as one of them showed to be prone to to many edge cases that we wouldn't have time to fix.
During the encounter the enemy would pick between the attacks that were off cooldown prioritizing the one with the longest cooldown.
(In the blueprint shown bellow there are only 5 attacks as the 6th one was implemented after this blueprint was saved unfortunately).
Code
Some attacks would spawn temporary or permanent hazards that the player would like to avoid. This forces the player to pay attention to where they where going, adding another dimension of complexity and interest to the encounter.
And as the attacks would be directed at the player, each encounter would have a different looking environment to adapt to.
Environment Before encounter

After Player 1 encounter

After Player 2 encounter
