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What matters ?

🖌️

Working with UI/UX requires an in-depth knowledge of graphic rules and techniques, in order to obtain a final product that will hold the attention of the customer/player.

 

📐

It's very important to take into account every space on the screen, and even more so the empty spaces. Laying out visual elements according to the information they contain and their importance is a matter of real strategy and reflection.

🔍

Finally, especially in games, the user interface has a cost on performance, so we need to worry about framerates, ticks, texture rendering and anything else that might affect drawcalls.

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UI Features

Rubber

In Rubber, I had to integrate all the UI functionality into Unreal Engine 5's UMG. We made a first mock-up of the main menu, then decided to change our designs in full production, which was a huge experience to kill UI features and produce new ones in a short period of time. It was a real challenge to be confronted with new problems and solve them.

Arcopa

In this project, I had to design and integrate all the UI functionality into Unity. I made a mock-up with Figma and Photoshop of the HUD, then I programmed UI features like changing luminosity, switching language, changing volumes, show subtitles, an inventory, and alot of lore consulting assets.

La Bête du Gévaudan

This mobile serious game recquired a full attention on screen resolution and responsive UI. I made a mock-up of all the user experience. At first, this game was supposed to implement AR features, but in only two months of production, we had to cut it. Here the main challenge was to create a compass and alot of coordination between audio and UI.

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Graphic Charter

I had to create a logo project about Game Design, that would represent each level of a game design school program from entry level to graduation. I chose to combine big figures of the video game industry (Spyro and Lara Croft) with a 4 elements base (Fire, Water, Air and Earth). I then made mockups of byproducts that would hold the brand logo.

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