Cartoony 3D Platformer

UI Designer

Tech Designer

Timeframe

Apr 2024

-

Jun 2024

(

8 weeks

)

Tools

Unreal Engine 5

Figma

Jira

Perforce

Adobe CC

Statistics

14.000+ downloads on Steam and itch.io

Rated 'Very Positive' on Steam, with 100+ reviews shared between Steam and itch.io

Awards

Best Dutch Student Game 2024 (Nominee)

BUas Y2 Best Overall Game

BUas Y2 Best Design

BUas Y2 Best Tech

BUas Y2 Best Art

Roles

UI Designer

Tech Designer

Team Size

18

people

Responsibilities

  • Designed, implemented, and animated all UI elements for the game.

  • Tested and iterated upon the game to ensure the game followed the desired player experience.

  • Created the Itch.io store page with HTML/CSS.

About the game

As a pizza chef, master your pizza to traverse a corporation-ridden city and make a delivery to those in need in this cartoony 3D platformer!

It feels like the world has forgotten about the joys of authentic, handmade pizza, but one pizza chef is determined to deliver rich, traditional Italian cuisine in spite of the oppressive Pizza Corps.

UI screenshots & videos

My way through the project

Getting Started

Getting started with a project like this was pretty big challenge. Although the game had some prototypes, everything was only now being started on. This meant that I had no idea what the visual direction of the UI was going to be.

To tackle this, the first thing I did was make a flowchart of the UI menus. I wanted to know where certain menus or other UI elements were needed in the game. Where would the player see what? This allowed me to already start to work on the UI without needing any visual direction.

When the visual direction did start to take form, I started to make some greybox designs in Figma for some menus, to get some ideas regarding layout out. I did this with one artist, to get multiple creative perspectives and to talk about feasibility for artists.

Out of some discussions with that artist came the realization that there was no real possibility to have a dedicated UI artist next to me. This meant that UI had to be simple, containing only basicshapes that don't require that many art assets.

I wanted to leave a lot of white space for both the main menu and pause menu, because I was envisioning a 3D environment for the main menu, and a blurred out version of gameplay for the pause menu.

Victory Screen

As the game was themed around a pizza delivery man, I wanted to reflect this delivery aspect in the victory screen, by showing a receipt with the final scores on top of it, and a randomly picked customer review somewhere in the design as well.

Animating the UI was also very fun, as I wanted the user to interact with the receipt like they do in real life. The game shows the receipt partially at first, after which it moves upwards by user input. By doing this I managed to create an immersive feeling interface that still keeps the joy of the pizza delivery even after gameplay.

This idea of bringing the game into the UI was a fun creative challenge that I really enjoyed, as it required me to think in different ways I never had before.

Lo-Fi 1

Lo-Fi 2

Final

Lo-Fi 1

Lo-Fi 2

Final Design

Lo-Fi 1

Lo-Fi 2

Final

HUD

When gameplay design was figured out, I started to work on designs for the HUD. Designers had given me a list of everything that would need to be displayed on the HUD, and so I got to work and made multiple ideas. This was then run by the leads who approved it. This is where implementation started.

Later on, an FPS counter got added, which was easy to add in-engine because of the modularity I had created when implementing the UI.

Animations were pretty simple here, as only a transition to and from the pause menu was required.

Idea 1

Idea 2

Final

Idea 1

Idea 2

Final

Idea 1

Idea 2

Final

Settings Menu

The fun thing about making settings menus is that it's a combination of designing UI, and doing technical UI implementation. This mix made it incredibly exciting for me to work on this.

The settings menu had to be very modular, which is something I strived for. By doing this, adding different types of settings was mostly copy-pasting work. This saved me a lot of time, which allowed me to spend more time on bugfixing.

Because I saw that the settings menus were often neglected in student games like this, I wanted to take the polish to the next level. Therefore, I made sure to put all sorts of small animations in the settings menu, to make the game feel just that little bit more satisfying.

Greybox

Design

In-Game

Greybox

Design

In-Game

Greybox

Design

In-Game

Main Menu and Pause Menu

One of the main things I wanted to achieve with the main menu and pause menu was 'less is more'. I wanted the information behind the UI to be visible. For the main menu this was because we were going to have a 3D background that would be the main attraction on the screen. For the pause menu, I found it important to show the paused gameplay, to give the player some feed-forward for when they would un-pause.

This simplicity made the menus quite standard when compared to other games, which was okay. Again, for the main menu, the 3D environment was the main attraction, so I did not see anything to worry about. I did use animations to make the menu more alive, both when there were transitions and when idle.

On the right you can see a few early designs in Figma of the main menu (top) and pause menu (bottom).

What I learned

  • Make things modular to quickly make changes and add new elements, and to free up time for other work.

  • Working between disciplines is crucial to make your work of higher quality, way quicker.

  • Look for things to do when you think there is a roadblock. There is always something to do to help the team and the project.