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Internship
Get Your Tentacles of my Waifu

Position

UI Design

What I did

Collaborated with a solo indie developer in a mentorship-style internship to assist with in-game UI refinement and technical integration.

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Utilizing Figma, I mapped out and designed fresh UI/UX concepts to modernize the game's interface layout. On the technical side, I developed a custom, code-based system in Unity to procedurally generate dynamic dot-and-line patterns directly onto the button interfaces, gaining valuable experience in runtime graphics generation.

 

Throughout the internship, I worked closely with the lead programmer, gaining direct insights into professional code architectures and production workflows.
 

Developer

Flying Realms

UI/UX Design

Core Layout & Statistical UX Engineering

  • Intuitive Equipment Layouts: Designed a modular Figma concept for the inventory screen, utilizing a centralized character silhouette hub flanked by specialized panels for stat matrices, currency tracking and reactive info windows. 

  • Mission Reward Visualization: Concepted a clean Level info overlay that leverages clean iconography to display unlockable content and completion rewards, improving immediate player feedback before initiating a stage.

  • Dynamic HUD Component Clustering: Formulated a compact player-vitality HUD concept, utilizing organic circular borders and angular progress bars to seamlessly cluster HP, resources and core mechanics around the player icon. 

Visual Metaphors & Emotional Narrative UI

  • Contextual Dialogue States: Iterated on dynamic dialogue box variants to enhance narrative delivery, implementing a jagged, custom silhouette layout to visually telegraph shouting or intense audio cues.

  • Thematic UI Exploration: Experimented with diegetic interface designs, including wing-flanked text boxes and tentacle selection highlights, to reinforce the game's creature-centric world and flying mechanics. 

  • Information-Rich Menus: Structured the main menu concept with boxes that present secondary descriptive windows upon selecting individual buttons to guide navigation.

Technical Constraints & Iterative Alignment

  • Sprite-Sheet Adaption Learning: Used early pause menu concepts to explore stylized, high-fidelity themes, learning to iteratively balance creative ideas with technical constraints to align designs with the developer's sprite-sheet framework. 

  • Visual Interface Iteration: Translated early functional graybox layouts into polished, visually cohesive interface concepts within Figma, establishing clear layout spacing and structuring the presentation of information. 

Programming

Low-Level Procedural UI & Mesh Generation

  • Custom Mesh Population: Scripted custom geometric generation logic by overriding Unity's "OnPopulateMesh" pipeline, utilizing the "VertexHelper" API to programmatically clear, manipulate and pass custom "UIVertex" structures down to the GPU.

  • Vector-Based Layout Math: Engineered a collision-free placement algorithm to populate unique button patterns with non-overlapping, multi-sized procedural circles while handling complex edge-clipping constraints along bounding boxes.

  • Dynamic Line-To-Circle Anchoring: Applied trigonometry and vector math to calculate the closest surface boundaries between adjacent circles, ensuring dynamic UI lines snapped perfectly to outer circumference vectors.

  • Alpha Overlap & Blending Fixes: Debugged rendering anomalies related to additive alpha stacking on intersecting vector lines, restructuring vertex color allignments to enforce stable transparency values across complex, nested layouts. 

© 2024 Moritz Speckmann

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