The Mother

Date

Sep, 2025

Game Engine

Unreal Engine 5

Tools

Photoshop, Illustrator

The Mother

Date

Sep, 2025

Game Engine

Unreal Engine 5

Tools

Photoshop, Illustrator

The Mother

Date

Sep, 2025

Game Engine

Unreal Engine 5

Tools

Photoshop, Illustrator

The Mother

Date

Sep, 2025

Game Engine

Unreal Engine 5

Tools

Photoshop, Illustrator

The Mother

Date

Sep, 2025

Game Engine

Unreal Engine 5

Tools

Photoshop, Illustrator

Overview

I’ve always been drawn to horror films, and for this piece I wanted to explore the world of dark fantasy, something that feels both sacred and disturbing at once. Films like Suspiria, Carrie, and The First Omen inspired me to express that fragile balance between beauty and decay through UI.

When I came across @ZacharyCretegny's artwork and backstory for Mother Leeds, it was like finding the missing piece. His narrative aligned perfectly with the emotional space I was trying to capture through UI. The story of a woman revered for her beauty, ultimately twisted by a pact with a demonic Entity, gave me the ideal framework to root the interface in emotional and visual contrast.

Overview

I’ve always been drawn to horror films, and for this piece I wanted to explore the world of dark fantasy, something that feels both sacred and disturbing at once. Films like Suspiria, Carrie, and The First Omen inspired me to express that fragile balance between beauty and decay through UI.

When I came across @ZacharyCretegny's artwork and backstory for Mother Leeds, it was like finding the missing piece. His narrative aligned perfectly with the emotional space I was trying to capture through UI. The story of a woman revered for her beauty, ultimately twisted by a pact with a demonic Entity, gave me the ideal framework to root the interface in emotional and visual contrast.

Overview

I’ve always been drawn to horror films, and for this piece I wanted to explore the world of dark fantasy, something that feels both sacred and disturbing at once. Films like Suspiria, Carrie, and The First Omen inspired me to express that fragile balance between beauty and decay through UI.

When I came across @ZacharyCretegny's artwork and backstory for Mother Leeds, it was like finding the missing piece. His narrative aligned perfectly with the emotional space I was trying to capture through UI. The story of a woman revered for her beauty, ultimately twisted by a pact with a demonic Entity, gave me the ideal framework to root the interface in emotional and visual contrast.

Overview

I’ve always been drawn to horror films, and for this piece I wanted to explore the world of dark fantasy, something that feels both sacred and disturbing at once. Films like Suspiria, Carrie, and The First Omen inspired me to express that fragile balance between beauty and decay through UI.

When I came across @ZacharyCretegny's artwork and backstory for Mother Leeds, it was like finding the missing piece. His narrative aligned perfectly with the emotional space I was trying to capture through UI. The story of a woman revered for her beauty, ultimately twisted by a pact with a demonic Entity, gave me the ideal framework to root the interface in emotional and visual contrast.

Overview

I’ve always been drawn to horror films, and for this piece I wanted to explore the world of dark fantasy, something that feels both sacred and disturbing at once. Films like Suspiria, Carrie, and The First Omen inspired me to express that fragile balance between beauty and decay through UI.

When I came across @ZacharyCretegny's artwork and backstory for Mother Leeds, it was like finding the missing piece. His narrative aligned perfectly with the emotional space I was trying to capture through UI. The story of a woman revered for her beauty, ultimately twisted by a pact with a demonic Entity, gave me the ideal framework to root the interface in emotional and visual contrast.

Timeline

UI Art Direction Research -> Benchmarking -> Wireframes & Storyboard -> Contact with Zachary -> Final UI & UI Kit -> Integration & Animation

Timeline

UI Art Direction Research -> Benchmarking -> Wireframes & Storyboard -> Contact with Zachary -> Final UI & UI Kit -> Integration & Animation

Timeline

UI Art Direction Research -> Benchmarking -> Wireframes & Storyboard -> Contact with Zachary -> Final UI & UI Kit -> Integration & Animation

Timeline

UI Art Direction Research -> Benchmarking -> Wireframes & Storyboard -> Contact with Zachary -> Final UI & UI Kit -> Integration & Animation

Timeline

UI Art Direction Research -> Benchmarking -> Wireframes & Storyboard -> Contact with Zachary -> Final UI & UI Kit -> Integration & Animation

Final UI Mockup

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 UI by Náthaly Moyano - Characters by Zachary Cretegny.

Project Highlights

• UI Art Direction & Visual Research: Crafted a deep research foundation on medieval perceptions of the sacred and profane, using film, sacred art, and iconography to shape a symbolic and emotionally driven UI language.

• Wireframes & High-Fidelity UI Mockups: Explored multiple visual solutions while considering technical constraints for Unreal integration. Final UI was designed in Photoshop with export-ready components structured for efficient implementation.

• UMG Blockout & Layout Setup: Structured the Bestiary UI directly in Unreal, with a focus on responsiveness and flexible layout behavior across resolutions.

• UI Materials & Timeline Animation: I added subtle motions - mother breathes, her hands shift gently, her medallion catches a soft sheen, and the monster emits a slow, eerie breath.

• Button States & Player Feedback: Finally, I wanted to ensure that everything I envisioned, from concept to interaction, worked in practice. I used a UI plugin to easily and fast test the navigation loop with controller support and integrated button states (cards, tabs, etc) to provide clear, satisfying visual feedback.

Project Highlights

• UI Art Direction & Visual Research: Crafted a deep research foundation on medieval perceptions of the sacred and profane, using film, sacred art, and iconography to shape a symbolic and emotionally driven UI language.

• Wireframes & High-Fidelity UI Mockups: Explored multiple visual solutions while considering technical constraints for Unreal integration. Final UI was designed in Photoshop with export-ready components structured for efficient implementation.

• UMG Blockout & Layout Setup: Structured the Bestiary UI directly in Unreal, with a focus on responsiveness and flexible layout behavior across resolutions.

• UI Materials & Timeline Animation: I added subtle motions - mother breathes, her hands shift gently, her medallion catches a soft sheen, and the monster emits a slow, eerie breath.

• Button States & Player Feedback: Finally, I wanted to ensure that everything I envisioned, from concept to interaction, worked in practice. I used a UI plugin to easily and fast test the navigation loop with controller support and integrated button states (cards, tabs, etc) to provide clear, satisfying visual feedback.

Project Highlights

• UI Art Direction & Visual Research: Crafted a deep research foundation on medieval perceptions of the sacred and profane, using film, sacred art, and iconography to shape a symbolic and emotionally driven UI language.

• Wireframes & High-Fidelity UI Mockups: Explored multiple visual solutions while considering technical constraints for Unreal integration. Final UI was designed in Photoshop with export-ready components structured for efficient implementation.

• UMG Blockout & Layout Setup: Structured the Bestiary UI directly in Unreal, with a focus on responsiveness and flexible layout behavior across resolutions.

• UI Materials & Timeline Animation: I added subtle motions - mother breathes, her hands shift gently, her medallion catches a soft sheen, and the monster emits a slow, eerie breath.

• Button States & Player Feedback: Finally, I wanted to ensure that everything I envisioned, from concept to interaction, worked in practice. I used a UI plugin to easily and fast test the navigation loop with controller support and integrated button states (cards, tabs, etc) to provide clear, satisfying visual feedback.

Project Highlights

• UI Art Direction & Visual Research: Crafted a deep research foundation on medieval perceptions of the sacred and profane, using film, sacred art, and iconography to shape a symbolic and emotionally driven UI language.

• Wireframes & High-Fidelity UI Mockups: Explored multiple visual solutions while considering technical constraints for Unreal integration. Final UI was designed in Photoshop with export-ready components structured for efficient implementation.

• UMG Blockout & Layout Setup: Structured the Bestiary UI directly in Unreal, with a focus on responsiveness and flexible layout behavior across resolutions.

• UI Materials & Timeline Animation: I added subtle motions - mother breathes, her hands shift gently, her medallion catches a soft sheen, and the monster emits a slow, eerie breath.

• Button States & Player Feedback: Finally, I wanted to ensure that everything I envisioned, from concept to interaction, worked in practice. I used a UI plugin to easily and fast test the navigation loop with controller support and integrated button states (cards, tabs, etc) to provide clear, satisfying visual feedback.

Project Highlights

• UI Art Direction & Visual Research: Crafted a deep research foundation on medieval perceptions of the sacred and profane, using film, sacred art, and iconography to shape a symbolic and emotionally driven UI language.

• Wireframes & High-Fidelity UI Mockups: Explored multiple visual solutions while considering technical constraints for Unreal integration. Final UI was designed in Photoshop with export-ready components structured for efficient implementation.

• UMG Blockout & Layout Setup: Structured the Bestiary UI directly in Unreal, with a focus on responsiveness and flexible layout behavior across resolutions.

• UI Materials & Timeline Animation: I added subtle motions - mother breathes, her hands shift gently, her medallion catches a soft sheen, and the monster emits a slow, eerie breath.

• Button States & Player Feedback: Finally, I wanted to ensure that everything I envisioned, from concept to interaction, worked in practice. I used a UI plugin to easily and fast test the navigation loop with controller support and integrated button states (cards, tabs, etc) to provide clear, satisfying visual feedback.

UI Art Direction & Visual Research

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.

Based on a bishop’s account from A.D. 447, reflecting the Church’s perception of the Devil and his behavior.

Research Foundation

My first step in this project was to understand how to visually translate the fragile tension between opposites: purity and corruption, beauty and decay, the divine and the demonic.

I immersed myself in old archives and manuscripts exploring the Church’s historical perception of the Devil. Images, quotes, and every kind of media that could feed the tone of the project became part of my research.

Medieval manuscripts deeply influenced the look and feel of the UI, from decayed textures and symbolic drawings to visual allegories filled with ambiguity and inversion. Elements like curling vines, and monograms helped express how, even when depicting the Devil, people used rich, artistic visuals.

That contradiction, reverence within fear, became the core of the visual identity.

Research Foundation

My first step in this project was to understand how to visually translate the fragile tension between opposites: purity and corruption, beauty and decay, the divine and the demonic.

I immersed myself in old archives and manuscripts exploring the Church’s historical perception of the Devil. Images, quotes, and every kind of media that could feed the tone of the project became part of my research.

Medieval manuscripts deeply influenced the look and feel of the UI, from decayed textures and symbolic drawings to visual allegories filled with ambiguity and inversion. Elements like curling vines, and monograms helped express how, even when depicting the Devil, people used rich, artistic visuals.

That contradiction, reverence within fear, became the core of the visual identity.

Research Foundation

My first step in this project was to understand how to visually translate the fragile tension between opposites: purity and corruption, beauty and decay, the divine and the demonic.

I immersed myself in old archives and manuscripts exploring the Church’s historical perception of the Devil. Images, quotes, and every kind of media that could feed the tone of the project became part of my research.

Medieval manuscripts deeply influenced the look and feel of the UI, from decayed textures and symbolic drawings to visual allegories filled with ambiguity and inversion. Elements like curling vines, and monograms helped express how, even when depicting the Devil, people used rich, artistic visuals.

That contradiction, reverence within fear, became the core of the visual identity.

Research Foundation

My first step in this project was to understand how to visually translate the fragile tension between opposites: purity and corruption, beauty and decay, the divine and the demonic.

I immersed myself in old archives and manuscripts exploring the Church’s historical perception of the Devil. Images, quotes, and every kind of media that could feed the tone of the project became part of my research.

Medieval manuscripts deeply influenced the look and feel of the UI, from decayed textures and symbolic drawings to visual allegories filled with ambiguity and inversion. Elements like curling vines, and monograms helped express how, even when depicting the Devil, people used rich, artistic visuals.

That contradiction, reverence within fear, became the core of the visual identity.

Research Foundation

My first step in this project was to understand how to visually translate the fragile tension between opposites: purity and corruption, beauty and decay, the divine and the demonic.

I immersed myself in old archives and manuscripts exploring the Church’s historical perception of the Devil. Images, quotes, and every kind of media that could feed the tone of the project became part of my research.

Medieval manuscripts deeply influenced the look and feel of the UI, from decayed textures and symbolic drawings to visual allegories filled with ambiguity and inversion. Elements like curling vines, and monograms helped express how, even when depicting the Devil, people used rich, artistic visuals.

That contradiction, reverence within fear, became the core of the visual identity.

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.

The visual research was based on various media, with manuscripts serving as the main source of inspiration.

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.

The two most important pillars I defined and followed throughout the project.

Storyboard & UI Kit

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.

Storyboard showcasing the card’s visual behavior.

Focus on Feedback

Before moving into animation, I mapped out how player feedback should respond across different states. My focus was on making the transitions feel clear and immediately readable, so after integrating the assets in Unreal, I took the opportunity to refine the timings and responsiveness directly in-engine.

Focus on Feedback

Before moving into animation, I mapped out how player feedback should respond across different states. My focus was on making the transitions feel clear and immediately readable, so after integrating the assets in Unreal, I took the opportunity to refine the timings and responsiveness directly in-engine.

Focus on Feedback

Before moving into animation, I mapped out how player feedback should respond across different states. My focus was on making the transitions feel clear and immediately readable, so after integrating the assets in Unreal, I took the opportunity to refine the timings and responsiveness directly in-engine.

Focus on Feedback

Before moving into animation, I mapped out how player feedback should respond across different states. My focus was on making the transitions feel clear and immediately readable, so after integrating the assets in Unreal, I took the opportunity to refine the timings and responsiveness directly in-engine.

Focus on Feedback

Before moving into animation, I mapped out how player feedback should respond across different states. My focus was on making the transitions feel clear and immediately readable, so after integrating the assets in Unreal, I took the opportunity to refine the timings and responsiveness directly in-engine.

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.

Some UI components crafted in Photoshop.

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.
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.

Monogram system crafted in Illustrator and stylized in Photoshop.

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.
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.

Vines crafted in Illustrator and stylized in Photoshop.

UI Exploration

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.

UI Exploration

Defining Structure

After conducting a benchmarking analysis, I began exploring different screen structures, keeping technical considerations in mind. One of my favorite ideas was using a book texture to showcase the creatures, but after reflecting on the balance between clarity and style, I decided to simplify the final mockup.

The cleaner layout allowed the character to stand out while maintaining readability and visual focus across different states.

Defining Structure

After conducting a benchmarking analysis, I began exploring different screen structures, keeping technical considerations in mind. One of my favorite ideas was using a book texture to showcase the creatures, but after reflecting on the balance between clarity and style, I decided to simplify the final mockup.

The cleaner layout allowed the character to stand out while maintaining readability and visual focus across different states.

Defining Structure

After conducting a benchmarking analysis, I began exploring different screen structures, keeping technical considerations in mind. One of my favorite ideas was using a book texture to showcase the creatures, but after reflecting on the balance between clarity and style, I decided to simplify the final mockup.

The cleaner layout allowed the character to stand out while maintaining readability and visual focus across different states.

Defining Structure

After conducting a benchmarking analysis, I began exploring different screen structures, keeping technical considerations in mind. One of my favorite ideas was using a book texture to showcase the creatures, but after reflecting on the balance between clarity and style, I decided to simplify the final mockup.

The cleaner layout allowed the character to stand out while maintaining readability and visual focus across different states.

Defining Structure

After conducting a benchmarking analysis, I began exploring different screen structures, keeping technical considerations in mind. One of my favorite ideas was using a book texture to showcase the creatures, but after reflecting on the balance between clarity and style, I decided to simplify the final mockup.

The cleaner layout allowed the character to stand out while maintaining readability and visual focus across different states.

Timelapse showing the transformation from wireframes to final design.

Bringing Characters to Life

Motion: hand and part of the veil moving, character breathing, and medallion sheen.

Motion: head glow and breath smoke.

Animation Process

Without a hint of shame (🤭), I reached out to Zachary, shared my idea, and asked for his permission to use and animate the characters. He was incredibly kind and supportive, thank you, Zachary! :)

The process behind it is quite simple, yet precise. I separated the parts to animate and built everything in-engine using a mix of UI materials and the timeline to add presence and tension without overwhelming the interface.

Beyond the character animation, I also focused on enhancing the overall atmosphere with an eerie, cohesive mood. Most of the UI Materials were reusable, as they were created as fully customizable instances.

Animation Process

Without a hint of shame (🤭), I reached out to Zachary, shared my idea, and asked for his permission to use and animate the characters. He was incredibly kind and supportive, thank you, Zachary! :)

The process behind it is quite simple, yet precise. I separated the parts to animate and built everything in-engine using a mix of UI materials and the timeline to add presence and tension without overwhelming the interface.

Beyond the character animation, I also focused on enhancing the overall atmosphere with an eerie, cohesive mood. Most of the UI Materials were reusable, as they were created as fully customizable instances.

Animation Process

Without a hint of shame (🤭), I reached out to Zachary, shared my idea, and asked for his permission to use and animate the characters. He was incredibly kind and supportive, thank you, Zachary! :)

The process behind it is quite simple, yet precise. I separated the parts to animate and built everything in-engine using a mix of UI materials and the timeline to add presence and tension without overwhelming the interface.

Beyond the character animation, I also focused on enhancing the overall atmosphere with an eerie, cohesive mood. Most of the UI Materials were reusable, as they were created as fully customizable instances.

Animation Process

Without a hint of shame (🤭), I reached out to Zachary, shared my idea, and asked for his permission to use and animate the characters. He was incredibly kind and supportive, thank you, Zachary! :)

The process behind it is quite simple, yet precise. I separated the parts to animate and built everything in-engine using a mix of UI materials and the timeline to add presence and tension without overwhelming the interface.

Beyond the character animation, I also focused on enhancing the overall atmosphere with an eerie, cohesive mood. Most of the UI Materials were reusable, as they were created as fully customizable instances.

Animation Process

Without a hint of shame (🤭), I reached out to Zachary, shared my idea, and asked for his permission to use and animate the characters. He was incredibly kind and supportive, thank you, Zachary! :)

The process behind it is quite simple, yet precise. I separated the parts to animate and built everything in-engine using a mix of UI materials and the timeline to add presence and tension without overwhelming the interface.

Beyond the character animation, I also focused on enhancing the overall atmosphere with an eerie, cohesive mood. Most of the UI Materials were reusable, as they were created as fully customizable instances.

Final Consideration

Phew, what a journey! 😮‍💨

Bringing a project of this magnitude from concept to integration proved to me (once again) just how crucial it is to design with a technical mind. Defining what you want to achieve, owning your decisions, and bridging art with integration makes the creative process so much stronger.

Thanks for stopping by!

Final Consideration

Phew, what a journey! 😮‍💨

Bringing a project of this magnitude from concept to integration proved to me (once again) just how crucial it is to design with a technical mind. Defining what you want to achieve, owning your decisions, and bridging art with integration makes the creative process so much stronger.

Thanks for stopping by!

Final Consideration

Phew, what a journey! 😮‍💨

Bringing a project of this magnitude from concept to integration proved to me (once again) just how crucial it is to design with a technical mind. Defining what you want to achieve, owning your decisions, and bridging art with integration makes the creative process so much stronger.

Thanks for stopping by!

Final Consideration

Phew, what a journey! 😮‍💨

Bringing a project of this magnitude from concept to integration proved to me (once again) just how crucial it is to design with a technical mind. Defining what you want to achieve, owning your decisions, and bridging art with integration makes the creative process so much stronger.

Thanks for stopping by!

Final Consideration

Phew, what a journey! 😮‍💨

Bringing a project of this magnitude from concept to integration proved to me (once again) just how crucial it is to design with a technical mind. Defining what you want to achieve, owning your decisions, and bridging art with integration makes the creative process so much stronger.

Thanks for stopping by!

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