Rift

Date

Feb, 2023

Tools

Photoshop, Illustrator, Figma

Rift

Date

Feb, 2023

Tools

Photoshop, Illustrator, Figma

Rift

Date

Feb, 2023

Tools

Photoshop, Illustrator, Figma

Rift

Date

Feb, 2023

Tools

Photoshop, Illustrator, Figma

Rift

Date

Feb, 2023

Tools

Photoshop, Illustrator, Figma

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.

Project Overview

Rift is a 2023 UI design concept for an adrenaline-fueled FPS set in a dystopian future. Players take on the role of elite operatives battling the authoritarian Eclipse Regime.

I worked across all stages of the UI/UX process, from early art direction and moodboards to wireframes, visual identity, and final UI mockups. The design blends a gritty, high-tech aesthetic with functional clarity to support fast-paced decision-making.

Process highlights: Art Direction, Moodboarding, Wireframes, Visual Identity, Styleguide and Final UI Screens.

3D character sketchfab by @EtienneBeschet, Gun 3D models sketchfab by @Frostoise and @IIF//Munkhjin

Project Overview

Rift is a 2023 UI design concept for an adrenaline-fueled FPS set in a dystopian future. Players take on the role of elite operatives battling the authoritarian Eclipse Regime.

I worked across all stages of the UI/UX process, from early art direction and moodboards to wireframes, visual identity, and final UI mockups. The design blends a gritty, high-tech aesthetic with functional clarity to support fast-paced decision-making.

Process highlights: Art Direction, Moodboarding, Wireframes, Visual Identity, Styleguide and Final UI Screens.

3D character sketchfab by @EtienneBeschet, Gun 3D models sketchfab by @Frostoise and @IIF//Munkhjin

Project Overview

Rift is a 2023 UI design concept for an adrenaline-fueled FPS set in a dystopian future. Players take on the role of elite operatives battling the authoritarian Eclipse Regime.

I worked across all stages of the UI/UX process, from early art direction and moodboards to wireframes, visual identity, and final UI mockups. The design blends a gritty, high-tech aesthetic with functional clarity to support fast-paced decision-making.

Process highlights: Art Direction, Moodboarding, Wireframes, Visual Identity, Styleguide and Final UI Screens.

3D character sketchfab by @EtienneBeschet, Gun 3D models sketchfab by @Frostoise and @IIF//Munkhjin

Project Overview

Rift is a 2023 UI design concept for an adrenaline-fueled FPS set in a dystopian future. Players take on the role of elite operatives battling the authoritarian Eclipse Regime.

I worked across all stages of the UI/UX process, from early art direction and moodboards to wireframes, visual identity, and final UI mockups. The design blends a gritty, high-tech aesthetic with functional clarity to support fast-paced decision-making.

Process highlights: Art Direction, Moodboarding, Wireframes, Visual Identity, Styleguide and Final UI Screens.

3D character sketchfab by @EtienneBeschet, Gun 3D models sketchfab by @Frostoise and @IIF//Munkhjin

Project Overview

Rift is a 2023 UI design concept for an adrenaline-fueled FPS set in a dystopian future. Players take on the role of elite operatives battling the authoritarian Eclipse Regime.

I worked across all stages of the UI/UX process, from early art direction and moodboards to wireframes, visual identity, and final UI mockups. The design blends a gritty, high-tech aesthetic with functional clarity to support fast-paced decision-making.

Process highlights: Art Direction, Moodboarding, Wireframes, Visual Identity, Styleguide and Final UI Screens.

3D character sketchfab by @EtienneBeschet, Gun 3D models sketchfab by @Frostoise and @IIF//Munkhjin

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.
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.

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