top of page
Picture1.jpg

Hive Dive (WIP PAGE)

"Hive Dive is an on-rail shooter with roguelike gameplay elements, where you send out drones to defeat mutated insect colonies to save the earth" 

​

The project had just emerged out of concepting when I joined. As the UI/UX Designer I was to set up most basic UI elements and develop the skilltree.

clock.png

8 weeks
(Nov '23- Jan '24)

group.png
unreal-engine-2749375-2284765.png

12 People

Unreal Engine 5

ui-design.png

UI/UX Designer

Project Overview

My Role
  • UI/UX Designer

  • UI/UX Programmer

  • User Researcher

Goal
  • Set up the base HUD elements in a way that is representative of the final product.

  • Take on and design the most complicated UI element of the game, the meta progression screen

  • Develop user personas in order to help focus the project's priorities.

Tools Used
unreal-engine-2749375-2284765_edited_edi

Unreal Engine 5

figma logo.png

Figma

perforce.png

Perforce

JiraFocus.png

Jira​

miro.png

Miro

Developing Personas

WIP TEXT

Researched personas. Based on our time and the priority of this task, kept it at proto user personas, not rooted in research. Made purposefully imperfect target audience members.

​

Made a cast of 9, presented to team to help decide who we are aiming for.

Persona On-Rail Reia.jpg
User Personas collective.jpg

Cast of developed proto-personas that the team could vote on

The persona that became representative of our primary audience member. Secondary came Juicy Juilio and tertiary came Roguelike Raymond.

Developing UI Animations

WIP TEXT

 

Prototyped some basic animations, some in engine, some in figma.

​

Get a feel of what we are going for. At this point, no artists effectively on-board.​

​

Expansion Menu.gif

Rough prototype of how some of the elements could appear onscreen.

Quicksave icon set up in the project

Combined ability chargebar and aiming reticle

Implementing the basics

WIP TEXT

​​

Set up almost everything related to the showcasing of information to the player in this menu and the HUD.

​

Everything is set up to be as modular, non-destructive, and automated as possible. Setup guides provided.

functionality set up of the front-end of the different upgrades in the skilltree, including state switching, displaying of player resources, and displaying skill details.

HP bar set up to indicate low health too using an audiocue and flashing.

Stat display widget that appears when temporary upgrades are picked up during gameplay.

Retrospection

Reflection

Placeholder

Takeaways

Placeholder

End Results

Results

Placeholder

Get in Touch

Thank you for checking out my Portfolio. If you're interested in my work, if you want to know more or just have any questions in general fill in my submission form, or find me online at:

  • alt.text.label.Twitter
  • alt.text.label.LinkedIn

Thanks for reaching out!

bottom of page