Frogart
Game UI Design
Tools: Unreal Engine | Photoshop | Figma | Illustrator
Widget Blueprint
Used Widget Blueprint to create visual feedback for the “Continue” button. Pressed and Released events change text color and opacity, while Hovered and Unhovered events change the font style, making the UI interactive and responsive.

Inventory / Chest
Larger inventory for extensive management (Frogart's mobile shop and storage of collected items).
Chest as a temporary container (transfer between players/chests).
Weight bar highlighted to communicate limit and impact on gameplay (movement/penalty).
Quick filters (Name, Sort).

Gameplay
The gameplay HUD was structured to deliver essential information efficiently, maintaining clarity and balance with the game’s visual environment.
Player stats: Contains the player status module, including health, mana, and experience bars, as well as a level indicator.
Mini-map: The mini-map supports navigation by showing nearby structures and the player’s current position.
Magical abilities: Displays three elemental abilities — ice, earth, and ether —mapped to quick-access keys (Q, E, R). The color coding helps with immediate visual identification during combat.
Inventory shortcut: The inventory shortcut bar allows fast access to usable items, such as potions and resources.
Currency and crystal count: Economic information
The HUD design focuses on readability, minimal visual noise, and functional hierarchy, ensuring players can process key information at a glance while staying immersed in the game world.

Character Status System (Health, Mana, and Stamina)
In this project, a the character status system was developed to manage the primary attributes - health, mana, and stamina - ensuring that their changes are updated in real-time both in the game logic and in the user interface (UI).
Each attribute has current and maximum values (e.g., Current Health and Max Health), which are manipulated through specific increase and decrease functions. These functions control the behavior of each status according to player actions, such as taking damage, using abilities, or resting.
The logic is similar for all three attributes:
Limit Check: Before any modification, the system checks whether the current value has already reached the minimum or maximum allowed.
Value Update: If possible, the attribute is adjusted (increased or decreased) based on the executed action.
UI Synchronization: Immediately after updating, the new value is converted into a percentage and sent to the main widget (HUD), where the corresponding bar - health, mana, or stamina - is visually updated via the Set Percent node.
Overflow Correction: The system ensures that values never exceed the defined limits, maintaining the consistency of the character’s data.
For testing and debugging purposes, I configured a dedicated key that allows the bars to increase or decrease, enabling quick visual checks of the system’s behavior in real-time.

Next Steps/Planned Improvements
Implement rich tooltips (rarity, description, price, shop use) with 3D micro-visualizations of items.
Dynamic minimap via Scene Capture + masks to reveal explored areas
Crafting system/shop interface (buy/sell UI with confirmation and transaction history).
Usability testing with users (observing how they find items/inventory organization) to iterate on organization and filters.



Frogart — HUD & Menus (UI + Unreal UMG Prototype)
Frogart is a personal UI/UX project + practical implementation in Unreal Engine: a HUD and menus for a light fantasy game created to practice HUD and widget design. I developed the entire visual language, designed an interface kit (buttons, slots, bars, minimap), and built a functional prototype using UMG and Blueprints. The focus was on balancing personality (magical, organic, golden) with usability: highlighting essential information, modular menus, and clear feedback.


Frogart — HUD & Menus (UI + Unreal UMG Prototype)
Frogart is a personal UI/UX project + practical implementation in Unreal Engine: a HUD and menus for a light fantasy game created to practice HUD and widget design. I developed the entire visual language, designed an interface kit (buttons, slots, bars, minimap), and built a functional prototype using UMG and Blueprints. The focus was on balancing personality (magical, organic, golden) with usability: highlighting essential information, modular menus, and clear feedback.


Main deliverables: interface style guide, menu and HUD mockups, reusable UMG widgets (buttons, item slots, stat bars), inventory prototype with drag & drop and dynamic weight bar.

Main Menu and Pause
I tested two versions of the main menu: one designed for game startup and another adapted as a pause menu during gameplay. Technically, each version uses separate widget states managed by Blueprint logic—one initialized before the game world loads and the other overlayed on top of the active HUD with pause functionality. This allowed me to explore UI layering, input management, and smooth transitions between gameplay and menu states.






Widget Blueprint
Used Widget Blueprint to create visual feedback for the “Continue” button. Pressed and Released events change text color and opacity, while Hovered and Unhovered events change the font style, making the UI interactive and responsive.

Inventory / Chest
Larger inventory for extensive management (Frogart's mobile shop and storage of collected items).
Chest as a temporary container (transfer between players/chests).
Weight bar highlighted to communicate limit and impact on gameplay (movement/penalty).
Quick filters (Name, Sort).

Gameplay
The gameplay HUD was structured to deliver essential information efficiently, maintaining clarity and balance with the game’s visual environment.
Player stats: Contains the player status module, including health, mana, and experience bars, as well as a level indicator.
Mini-map: The mini-map supports navigation by showing nearby structures and the player’s current position.
Magical abilities: Displays three elemental abilities — ice, earth, and ether —mapped to quick-access keys (Q, E, R). The color coding helps with immediate visual identification during combat.
Inventory shortcut: The inventory shortcut bar allows fast access to usable items, such as potions and resources.
Currency and crystal count: Economic information
The HUD design focuses on readability, minimal visual noise, and functional hierarchy, ensuring players can process key information at a glance while staying immersed in the game world.

Character Status System (Health, Mana, and Stamina)
In this project, a the character status system was developed to manage the primary attributes - health, mana, and stamina - ensuring that their changes are updated in real-time both in the game logic and in the user interface (UI).
Each attribute has current and maximum values (e.g., Current Health and Max Health), which are manipulated through specific increase and decrease functions. These functions control the behavior of each status according to player actions, such as taking damage, using abilities, or resting.
The logic is similar for all three attributes:
Limit Check: Before any modification, the system checks whether the current value has already reached the minimum or maximum allowed.
Value Update: If possible, the attribute is adjusted (increased or decreased) based on the executed action.
UI Synchronization: Immediately after updating, the new value is converted into a percentage and sent to the main widget (HUD), where the corresponding bar - health, mana, or stamina - is visually updated via the Set Percent node.
Overflow Correction: The system ensures that values never exceed the defined limits, maintaining the consistency of the character’s data.
For testing and debugging purposes, I configured a dedicated key that allows the bars to increase or decrease, enabling quick visual checks of the system’s behavior in real-time.

Next Steps/Planned Improvements
Implement rich tooltips (rarity, description, price, shop use) with 3D micro-visualizations of items.
Dynamic minimap via Scene Capture + masks to reveal explored areas
Crafting system/shop interface (buy/sell UI with confirmation and transaction history).
Usability testing with users (observing how they find items/inventory organization) to iterate on organization and filters.
Widget Blueprint
Used Widget Blueprint to create visual feedback for the “Continue” button. Pressed and Released events change text color and opacity, while Hovered and Unhovered events change the font style, making the UI interactive and responsive.

Inventory / Chest
Larger inventory for extensive management (Frogart's mobile shop and storage of collected items).
Chest as a temporary container (transfer between players/chests).
Weight bar highlighted to communicate limit and impact on gameplay (movement/penalty).
Quick filters (Name, Sort).

Gameplay
The gameplay HUD was structured to deliver essential information efficiently, maintaining clarity and balance with the game’s visual environment.
Player stats: Contains the player status module, including health, mana, and experience bars, as well as a level indicator.
Mini-map: The mini-map supports navigation by showing nearby structures and the player’s current position.
Magical abilities: Displays three elemental abilities — ice, earth, and ether —mapped to quick-access keys (Q, E, R). The color coding helps with immediate visual identification during combat.
Inventory shortcut: The inventory shortcut bar allows fast access to usable items, such as potions and resources.
Currency and crystal count: Economic information
The HUD design focuses on readability, minimal visual noise, and functional hierarchy, ensuring players can process key information at a glance while staying immersed in the game world.

Character Status System (Health, Mana, and Stamina)
In this project, a the character status system was developed to manage the primary attributes - health, mana, and stamina - ensuring that their changes are updated in real-time both in the game logic and in the user interface (UI).
Each attribute has current and maximum values (e.g., Current Health and Max Health), which are manipulated through specific increase and decrease functions. These functions control the behavior of each status according to player actions, such as taking damage, using abilities, or resting.
The logic is similar for all three attributes:
Limit Check: Before any modification, the system checks whether the current value has already reached the minimum or maximum allowed.
Value Update: If possible, the attribute is adjusted (increased or decreased) based on the executed action.
UI Synchronization: Immediately after updating, the new value is converted into a percentage and sent to the main widget (HUD), where the corresponding bar - health, mana, or stamina - is visually updated via the Set Percent node.
Overflow Correction: The system ensures that values never exceed the defined limits, maintaining the consistency of the character’s data.
For testing and debugging purposes, I configured a dedicated key that allows the bars to increase or decrease, enabling quick visual checks of the system’s behavior in real-time.

Next Steps/Planned Improvements
Implement rich tooltips (rarity, description, price, shop use) with 3D micro-visualizations of items.
Dynamic minimap via Scene Capture + masks to reveal explored areas
Crafting system/shop interface (buy/sell UI with confirmation and transaction history).
Usability testing with users (observing how they find items/inventory organization) to iterate on organization and filters.



