Nearly 9 years of hands-on design experience, including 5+ years specializing in UI/UX.
Living in Montréal, QC
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Nearly 9 years of hands-on design experience, including 5+ years specializing in UI/UX.
Living in Montréal, QC
Navigate
Contact
Dragon Age The Veilguard - Button Reconstruction
Date
Jun, 2025
Game Engine
Unreal Engine 5
Tools
Photoshop, Illustrator
Topics
UI Materials
Dragon Age The Veilguard - Button Reconstruction
Date
Jun, 2025
Game Engine
Unreal Engine 5
Tools
Photoshop, Illustrator
Topics
UI Materials
Dragon Age The Veilguard - Button Reconstruction
Date
Jun, 2025
Game Engine
Unreal Engine 5
Tools
Photoshop, Illustrator
Topics
UI Materials
Dragon Age The Veilguard - Button Reconstruction
Date
Jun, 2025
Game Engine
Unreal Engine 5
Tools
Photoshop, Illustrator
Topics
UI Materials
Dragon Age The Veilguard - Button Reconstruction
Date
Jun, 2025
Game Engine
Unreal Engine 5
Tools
Photoshop, Illustrator
Topics
UI Materials
Project Overview
"The Clone Room" is a safe space where I reverse-engineer iconic game UI in Unreal Engine and share my approach to recreating results close to the original designs.
In this second entry, I explored a UI reconstruction from Dragon Age: The Veilguard. I’ve been playing it on PS5 lately (…and trying to clean up Solas’ mess xD), and I’m completely drawn to its magical atmosphere.
Credits go to BioWare.
Project Overview
"The Clone Room" is a safe space where I reverse-engineer iconic game UI in Unreal Engine and share my approach to recreating results close to the original designs.
In this second entry, I explored a UI reconstruction from Dragon Age: The Veilguard. I’ve been playing it on PS5 lately (…and trying to clean up Solas’ mess xD), and I’m completely drawn to its magical atmosphere.
Credits go to BioWare.
Project Overview
"The Clone Room" is a safe space where I reverse-engineer iconic game UI in Unreal Engine and share my approach to recreating results close to the original designs.
In this second entry, I explored a UI reconstruction from Dragon Age: The Veilguard. I’ve been playing it on PS5 lately (…and trying to clean up Solas’ mess xD), and I’m completely drawn to its magical atmosphere.
Credits go to BioWare.
Project Overview
"The Clone Room" is a safe space where I reverse-engineer iconic game UI in Unreal Engine and share my approach to recreating results close to the original designs.
In this second entry, I explored a UI reconstruction from Dragon Age: The Veilguard. I’ve been playing it on PS5 lately (…and trying to clean up Solas’ mess xD), and I’m completely drawn to its magical atmosphere.
Credits go to BioWare.
Project Overview
"The Clone Room" is a safe space where I reverse-engineer iconic game UI in Unreal Engine and share my approach to recreating results close to the original designs.
In this second entry, I explored a UI reconstruction from Dragon Age: The Veilguard. I’ve been playing it on PS5 lately (…and trying to clean up Solas’ mess xD), and I’m completely drawn to its magical atmosphere.
Credits go to BioWare.

Final Result in UMG
Main Takeaways
• Created a button system with layered material-driven animations, fully customizable through parameters, enabling fast visual adjustments from a single control point.
• Implemented real-time state logic for button behavior and added a custom function to offset flare particle timing for smoother sequencing.
• All texture assets were handcrafted by me, using Dragon Age: The Veilguard as visual reference.
• Entirely built within Unreal Engine using UMG, Blueprint logic (no timelines), and custom materials, no third-party tools involved.
Main Takeaways
• Created a button system with layered material-driven animations, fully customizable through parameters, enabling fast visual adjustments from a single control point.
• Implemented real-time state logic for button behavior and added a custom function to offset flare particle timing for smoother sequencing.
• All texture assets were handcrafted by me, using Dragon Age: The Veilguard as visual reference.
• Entirely built within Unreal Engine using UMG, Blueprint logic (no timelines), and custom materials, no third-party tools involved.
Main Takeaways
• Created a button system with layered material-driven animations, fully customizable through parameters, enabling fast visual adjustments from a single control point.
• Implemented real-time state logic for button behavior and added a custom function to offset flare particle timing for smoother sequencing.
• All texture assets were handcrafted by me, using Dragon Age: The Veilguard as visual reference.
• Entirely built within Unreal Engine using UMG, Blueprint logic (no timelines), and custom materials, no third-party tools involved.
Main Takeaways
• Created a button system with layered material-driven animations, fully customizable through parameters, enabling fast visual adjustments from a single control point.
• Implemented real-time state logic for button behavior and added a custom function to offset flare particle timing for smoother sequencing.
• All texture assets were handcrafted by me, using Dragon Age: The Veilguard as visual reference.
• Entirely built within Unreal Engine using UMG, Blueprint logic (no timelines), and custom materials, no third-party tools involved.
Main Takeaways
• Created a button system with layered material-driven animations, fully customizable through parameters, enabling fast visual adjustments from a single control point.
• Implemented real-time state logic for button behavior and added a custom function to offset flare particle timing for smoother sequencing.
• All texture assets were handcrafted by me, using Dragon Age: The Veilguard as visual reference.
• Entirely built within Unreal Engine using UMG, Blueprint logic (no timelines), and custom materials, no third-party tools involved.

Image reference from The Witcher 3, by CD Projekt RED




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