Revenge

Date

Jun - Dec, 2024

Game Engine

Unreal Engine 5

Tools

Photoshop, Illustrator, Figma

Platforms

PC

Company

Everreach

View Game

Revenge

Date

Jun - Dec, 2024

Game Engine

Unreal Engine 5

Tools

Photoshop, Illustrator, Figma

Platforms

PC

Company

Everreach

View Game

Revenge

Date

Jun - Dec, 2024

Game Engine

Unreal Engine 5

Tools

Photoshop, Illustrator, Figma

Platforms

PC

Company

Everreach

View Game

Revenge

Date

Jun - Dec, 2024

Game Engine

Unreal Engine 5

Tools

Photoshop, Illustrator, Figma

Platforms

PC

Company

Everreach

View Game

Revenge

Date

Jun - Dec, 2024

Game Engine

Unreal Engine 5

Tools

Photoshop, Illustrator, Figma

Platforms

PC

Company

Everreach

View Game

Project Overview

REVENGE is a co-op PvE shooter for PC where players and spectators join forces against MARA, a sentient virus invading The Everreach.


I collaborated with another UI/UX Designer to support and expand the game's user flow design throughout the project. Over several months, I contributed to key features and, in the final phase, took on full responsibility as the sole designer. I handled all design tasks, ran review meetings, and ensured a consistent, high-quality user experience.


All screens and assets shown in this post were created by me.


Company: Everreach Labs

UI/UX Director: Damian Volantino

Sr. UI/UX Designer: Rupert Bastos

Sr. UI/UX Designer: Náthaly Moyano

Project Overview

REVENGE is a co-op PvE shooter for PC where players and spectators join forces against MARA, a sentient virus invading The Everreach.


I collaborated with another UI/UX Designer to support and expand the game's user flow design throughout the project. Over several months, I contributed to key features and, in the final phase, took on full responsibility as the sole designer. I handled all design tasks, ran review meetings, and ensured a consistent, high-quality user experience.


All screens and assets shown in this post were created by me.


Company: Everreach Labs

UI/UX Director: Damian Volantino

Sr. UI/UX Designer: Rupert Bastos

Sr. UI/UX Designer: Náthaly Moyano

Project Overview

REVENGE is a co-op PvE shooter for PC where players and spectators join forces against MARA, a sentient virus invading The Everreach.


I collaborated with another UI/UX Designer to support and expand the game's user flow design throughout the project. Over several months, I contributed to key features and, in the final phase, took on full responsibility as the sole designer. I handled all design tasks, ran review meetings, and ensured a consistent, high-quality user experience.


All screens and assets shown in this post were created by me.


Company: Everreach Labs

UI/UX Director: Damian Volantino

Sr. UI/UX Designer: Rupert Bastos

Sr. UI/UX Designer: Náthaly Moyano

Project Overview

REVENGE is a co-op PvE shooter for PC where players and spectators join forces against MARA, a sentient virus invading The Everreach.


I collaborated with another UI/UX Designer to support and expand the game's user flow design throughout the project. Over several months, I contributed to key features and, in the final phase, took on full responsibility as the sole designer. I handled all design tasks, ran review meetings, and ensured a consistent, high-quality user experience.


All screens and assets shown in this post were created by me.


Company: Everreach Labs

UI/UX Director: Damian Volantino

Sr. UI/UX Designer: Rupert Bastos

Sr. UI/UX Designer: Náthaly Moyano

Project Overview

REVENGE is a co-op PvE shooter for PC where players and spectators join forces against MARA, a sentient virus invading The Everreach.


I collaborated with another UI/UX Designer to support and expand the game's user flow design throughout the project. Over several months, I contributed to key features and, in the final phase, took on full responsibility as the sole designer. I handled all design tasks, ran review meetings, and ensured a consistent, high-quality user experience.


All screens and assets shown in this post were created by me.


Company: Everreach Labs

UI/UX Director: Damian Volantino

Sr. UI/UX Designer: Rupert Bastos

Sr. UI/UX Designer: Náthaly Moyano

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.

Main Menu

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.

Role Selection

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.

Lobby

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.

Store

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.

Collection

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.

Register

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.
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.
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.
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.
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.
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.
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.
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.
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.