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.

Game inventory screen with a humanoid robotic character on the right. The interface shows item categories such as weapons, armor, consumables, and equipment slots for chest armor, gloves, trousers, boots, and horse gear. The left panels display grids filled with sword icons, representing stored items. At the top, the interface shows inventory weight, currency, and a level indicator with progress toward level 3. The bottom-right corner displays vitality and toxicity stats with progress bars.

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.

Inventory screen from The Witcher 3: Wild Hunt showing Geralt of Rivia standing on the right side in full armor, holding a sword. The interface displays sections for weapons, armor, consumables, and equipment slots for chest armor, gloves, trousers, and boots. On the bottom right, vitality and toxicity bars are visible. The background is dark with subtle fog and muted gold highlights, giving the UI a gritty medieval atmosphere.

Image reference from The Witcher 3, by CD Projekt RED

Unreal Engine material setup demonstrating a “Selected State, Blinking Animation.” On the left, three UI item icons labeled “Gloves” transition from a neutral to a glowing highlighted state. On the right, the material editor shows a connected network of texture, color, and time nodes controlling the blink effect. The bottom text reads “Material Setup: Selected State, Blinking Anim,” with Unreal Engine and The Clone Room logos, and the website nathalymoyano.com.
Unreal Engine material setup titled “Glow for texture assets.” On the left, a circular glowing texture is displayed against a black background. On the right, a detailed material graph connects multiple nodes controlling emission, intensity, and blending to create the glow effect. The layout demonstrates how the material uses mathematical and texture-based parameters to produce a soft, luminous result. Footer text reads “Material Setup: Glow for texture assets,” with Unreal Engine and The Clone Room logos, and the website nathalymoyano.com.
Figma export screen showcasing low-fidelity UI assets prepared for Unreal Engine integration. On the left, a set of white interface icons and textures are displayed on a dark background, including cursors, swords, coins, arrows, and character silhouettes. On the right, part of The Witcher 3 inventory screen appears, showing where these assets will be used. The image demonstrates the transition from design assets to in-engine implementation. Footer text reads “Assets ready to export,” with Figma, The Clone Room, and nathalymoyano.com logos.
Unreal Engine project view showing a structured folder hierarchy used for a UI prototype. The layout displays nested folders labeled “Assets,” “MouseCursor,” and “WBP,” expanding into subfolders such as “WBP_Header,” “WBP_Inventory,” and “WBP_Tab.” On the right, several widget blueprints are listed, including “WBP_TW3_Capacity,” “WBP_TW3_Close_Btn,” and “WBP_TW3_Header_Title.” The image illustrates a clean and consistent naming convention for Unreal project organization. Footer text reads “Folder organization example,” with Unreal Engine and The Clone Room logos, and the website nathalymoyano.com.