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.

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

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

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;

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 “Ornaments & Background Fade.” The image shows two material graphs side by side, one generating a soft, cloudy background texture with faded edges, and the other controlling a subtle glowing border around a UI panel. The setups include nodes for color, texture, and opacity blending. The composition highlights the visual result on the left and the node structures on the right. Footer text reads “Material Setup: Ornaments & Background Fade,” 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.

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