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Emmanuel Peterson
UI/UX Design
Potion Seller
This is a 2.5D sidescroller game that me and my team worked on for three months. The purpose of the game is to defeat demons on your way to the kingdom to liberate it from the demon king known as the "General".
Tools Used
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Unreal Engine 5.2
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Jira
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Trello
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GitHub
Duration
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3 Months
Team Size
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7
Role
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Create and design main menu that flows into gameplay
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Create and design UI for gameplay
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Create and design pause menu
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Create and design options menu that changes settings in game
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Create and design credits screen
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Create and design Level Select

For the main menu, I wanted to go for the aesthetic of royalty but also give the perspective of what the player has to handle. It shows them as outcasts outside of the castle but also shows the state that the kingdom is currently in. Giving the player an understanding of what is occurring in the game immediately. The purple and gold color palette was made to match the royal aesthetic and bounce nicely off the gold castle.
Responsibilities
Main Menu
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UI/UX Designer
Level Select
For the level selection, each level is unlocked when you have defeated the last level. The player can also go back to previous levels for replayability. The level select is controlled with arrow keys or WASD and the level is selected when "Enter" key is pressed.
Gameplay UI
The gameplay UI shows the hearts that take form of health and the three cooldowns for the potions.
Design
The look of the game UI went through many iterations but I ended with something simple that showed all the information the player needed without taking up too much screen space.


Hearts
The hearts are contained inside a wrap box that displays the full hearts and every time the player is hit, one heart is replaced with a dead heart inside of the wrap box.
Potion Cooldowns
The cooldowns are activated whenever a player uses one of the potions. The timers vary depending on what potion it may be. The purpose of these timers is so the cooldowns will go around the diamond-shaped material that I used to make the game UI as simple and intuitive as possible.

Pause Menu
The Pause Menu consists of the Options and Credits Menu
Design
The pause menu was meant to follow the aesthetic of the gameplay while also standing out. I didn't want to take the player out of the emersion of gameplay so I made it as simple and understandable as possible.


Settings
The settings menu consists of a window mode that changes the screen from windowed to fullscreen. Buttons to change the resolution of gameplay. A slider that changes the brightness of the game. Volume settings that change SFX and music sound.
Credits
The credits menu fades in all the participants who worked on this project.
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