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Rework of Subnautica's Builder Tool UI

Project Type: School Project at Futuregames under guidance of Ahmed Salama, Associate UI/Ux @ Ubisoft

Team: 2 Designers

Assignment Summary:

We where to identify a UI that we though had something lacking in Design/UX and present a proposal for a solution.

 

We chose the builder tool from Subnautica as it we felt it lacking in multiple areas. It's non diegetic, lock some controls while in use and missing vital information of resources.

For the proposed solution see
Link: SubnauticaToolUX.pdf

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Skylar & Plux
School Assignment

Project Type: School Project at Futuregames

My Roles: Level Design, Set Dressing, Lighting

Platform: PC
Engine:  Unreal Engine 4

Genre: 3D-Person Platformer
Assignment Time:  2 Weeks

Assignment Summary:

Create a side-quest adventure level for the game Skylar & Plux, by RightNiceGames, using a branch of their original project repository and lead by Kevin Martinez, CEO of RightNiceGames.

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Slime Ahoy

Project Type: School Project at Futuregames

My Roles: Gameplay Design, Blueprint Scripting

Platform: PC
Engine:  Unreal Engine 4

Genre: Local Multiplayer Party Game

Development Team: 3 Designers, 3 Artists
Development Time:  2 Weeks

Assignment Summary:

Slime Ahoy is a 2-4 player local multiplayer party game. Be the last one standing by knocking the other players out of the platform using your chargeable cannon, with the kicker that the player firing is also knocked back by the force of the cannon.

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Arcade Flight System

Project Type: Private Experiment

Summary:

I was originally inspired by the flight style of the small and agile planes in Red Bull Air Race and had never tried my hand on flight controls so was curious to how to make them responsive interesting.

The end results leaned closer to a fast paced, free flying Star Fox 64 than the Red Bull Air Race but still felt good to quickly zigzag around sharp corners with the camera chasing after trying to keep up.

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Rhythmic Action Sidescroller

Project Type: Private Experiment

Summary:

Crypt of the Necrodancer meets Hollow Knight, or something a long those lines.

 

Here I made a battle system where the player have to attack, dash and perform special actions to the beat of the music while regular movement and jumping can be done freely.

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