Diegetic Nintendo UI

Full UI Demo

UI Menu Mock-ups

UI Menu Mock-ups

These are all the exported sprites needed to create the Nintendo screen UI. The only exceptions are the two larger paper sprites and about three alpha sprites needed for the button shaders.

These are all the exported sprites needed to create the Nintendo screen UI. The only exceptions are the two larger paper sprites and about three alpha sprites needed for the button shaders.

To achieve the desired shader effect for the banners and button hover states, I created a parent material and made editable material instances from it.

Overview of the parent material.

Overview of the parent material.

To create the larger menu widgets, I broke down the UI elements into smaller widgets with editable variables. the smaller widgets can be customized with text, variable corresponding to a menu index, shapes, and colors based on the selected theme.

To create the larger menu widgets, I broke down the UI elements into smaller widgets with editable variables. the smaller widgets can be customized with text, variable corresponding to a menu index, shapes, and colors based on the selected theme.

To make the UI blend better with the Nintendo Ds I made the screen and lights editable via a material instance.

Wireframe and tris count for the Nintendo Ds.

Wireframe and tris count for the Nintendo Ds.

Most of the environmental props I created in order to populate the environment.

Most of the environmental props I created in order to populate the environment.

Composition Progress

For my second project, I created a diegetic UI menu in Unreal Engine. My focus was on utilizing many of Unreal's tools and functions to incorporate more shaders and interactivity in the menus. This was probably my favorite project in my portfolio, as it relied heavily on what I learned during the project while also allowing me the time to implement and make use of previously gained knowledge on how to better structure and work with widgets in Unreal. The project spanned four weeks of half-time, and I would like to give extra appreciation to Christos Kalanidis for creating the music used in this project.