Nearly 9 years of hands-on design experience, including 5+ years specializing in UI/UX.
Living in Montréal, QC
Navigate
Contact
Nearly 9 years of hands-on design experience, including 5+ years specializing in UI/UX.
Living in Montréal, QC
Navigate
Contact
The Witcher 3 - Inventory UI Reconstruction
Date
Jun, 2025
Game Engine
Unreal Engine 5
Tools
Photoshop
Topics
UMG Layout, UI Materials
The Witcher 3 - Inventory UI Reconstruction
Date
Jun, 2025
Game Engine
Unreal Engine 5
Tools
Photoshop
Topics
UMG Layout, UI Materials
The Witcher 3 - Inventory UI Reconstruction
Date
Jun, 2025
Game Engine
Unreal Engine 5
Tools
Photoshop
Topics
UMG Layout, UI Materials
The Witcher 3 - Inventory UI Reconstruction
Date
Jun, 2025
Game Engine
Unreal Engine 5
Tools
Photoshop
Topics
UMG Layout, UI Materials
The Witcher 3 - Inventory UI Reconstruction
Date
Jun, 2025
Game Engine
Unreal Engine 5
Tools
Photoshop
Topics
UMG Layout, 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.
The first game I'm using as a reference to start this series is, of course, one that brought me a lot of joy playing. The Witcher 3 has amazing gameplay, and its UI is no less impressive, bringing a unique visual style tailored to create an immersive roleplay experience.
That being said, I've always been fascinated and intrigued by the complexity of items, slots and information displayed in the inventory screen. Rebuilding that structure inside the engine, while keeping things functional and organized is definitely a challenge on its own and that’s exactly what I was looking forward to.
Credits go to CD Project Red.
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.
The first game I'm using as a reference to start this series is, of course, one that brought me a lot of joy playing. The Witcher 3 has amazing gameplay, and its UI is no less impressive, bringing a unique visual style tailored to create an immersive roleplay experience.
That being said, I've always been fascinated and intrigued by the complexity of items, slots and information displayed in the inventory screen. Rebuilding that structure inside the engine, while keeping things functional and organized is definitely a challenge on its own and that’s exactly what I was looking forward to.
Credits go to CD Project Red.
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.
The first game I'm using as a reference to start this series is, of course, one that brought me a lot of joy playing. The Witcher 3 has amazing gameplay, and its UI is no less impressive, bringing a unique visual style tailored to create an immersive roleplay experience.
That being said, I've always been fascinated and intrigued by the complexity of items, slots and information displayed in the inventory screen. Rebuilding that structure inside the engine, while keeping things functional and organized is definitely a challenge on its own and that’s exactly what I was looking forward to.
Credits go to CD Project Red.
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.
The first game I'm using as a reference to start this series is, of course, one that brought me a lot of joy playing. The Witcher 3 has amazing gameplay, and its UI is no less impressive, bringing a unique visual style tailored to create an immersive roleplay experience.
That being said, I've always been fascinated and intrigued by the complexity of items, slots and information displayed in the inventory screen. Rebuilding that structure inside the engine, while keeping things functional and organized is definitely a challenge on its own and that’s exactly what I was looking forward to.
Credits go to CD Project Red.
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.
The first game I'm using as a reference to start this series is, of course, one that brought me a lot of joy playing. The Witcher 3 has amazing gameplay, and its UI is no less impressive, bringing a unique visual style tailored to create an immersive roleplay experience.
That being said, I've always been fascinated and intrigued by the complexity of items, slots and information displayed in the inventory screen. Rebuilding that structure inside the engine, while keeping things functional and organized is definitely a challenge on its own and that’s exactly what I was looking forward to.
Credits go to CD Project Red.

Final Result in UMG

Image reference from The Witcher 3, by CD Projekt RED
Main Takeaways
• First of all, and probably the most important aspect for this project: I built a modular screen architecture for easy scalability;
• Ensured performance-driven UMG asset decisions and interactions, following Unreal's best practices, and had a lot of fun recreating functional button states & inventory slot behavior;
• Used this as a chance to build and tweak UI materials for better control over the visuals, these materials allowed me to quickly, easily, and consistently customize assets I had to reuse throughout the project;
• Since I only had one weekend, I decided to focus on functionality over visuals, and went with a wireframe style;
Main Takeaways
• First of all, and probably the most important aspect for this project: I built a modular screen architecture for easy scalability;
• Ensured performance-driven UMG asset decisions and interactions, following Unreal's best practices, and had a lot of fun recreating functional button states & inventory slot behavior;
• Used this as a chance to build and tweak UI materials for better control over the visuals, these materials allowed me to quickly, easily, and consistently customize assets I had to reuse throughout the project;
• Since I only had one weekend, I decided to focus on functionality over visuals, and went with a wireframe style;
Main Takeaways
• First of all, and probably the most important aspect for this project: I built a modular screen architecture for easy scalability;
• Ensured performance-driven UMG asset decisions and interactions, following Unreal's best practices, and had a lot of fun recreating functional button states & inventory slot behavior;
• Used this as a chance to build and tweak UI materials for better control over the visuals, these materials allowed me to quickly, easily, and consistently customize assets I had to reuse throughout the project;
• Since I only had one weekend, I decided to focus on functionality over visuals, and went with a wireframe style;
Main Takeaways
• First of all, and probably the most important aspect for this project: I built a modular screen architecture for easy scalability;
• Ensured performance-driven UMG asset decisions and interactions, following Unreal's best practices, and had a lot of fun recreating functional button states & inventory slot behavior;
• Used this as a chance to build and tweak UI materials for better control over the visuals, these materials allowed me to quickly, easily, and consistently customize assets I had to reuse throughout the project;
• Since I only had one weekend, I decided to focus on functionality over visuals, and went with a wireframe style;
Main Takeaways
• First of all, and probably the most important aspect for this project: I built a modular screen architecture for easy scalability;
• Ensured performance-driven UMG asset decisions and interactions, following Unreal's best practices, and had a lot of fun recreating functional button states & inventory slot behavior;
• Used this as a chance to build and tweak UI materials for better control over the visuals, these materials allowed me to quickly, easily, and consistently customize assets I had to reuse throughout the project;
• Since I only had one weekend, I decided to focus on functionality over visuals, and went with a wireframe style;





VIEW MORE PROJECTS







