Mutant Arm Studios
Challenge
Take full ownership of the UX design in every aspect of the game, including Head Up Displays (HUDs), in-game communication, lobby areas and menus (including Settings), Leaderboards, and seasonal BattlePass.
Title
Lead UX/UI Designer
Responsibilities
Work with Design Leads and UI Engineers to design, mockup, and build UI Blueprint widgets that allow the player to interact with the game.
Collaborate with contracting companies to help identify and build out desired UX/UI functionalities.
What was accomplished
Collaborated with Design and Engineering leads to dissect core design features, provide detailed mockups, and translate final iterations into polished Unreal Blueprint widgets.
Developed mockups, prototypes, and polished Blueprint widgets for Heads Up Displays (HUD), in-game communication, lobby menu and screens (including Settings), end of game Leaderboards, and seasonal BattlePass.
Created detailed documentation for collaboration with team and consulting groups to identify and fix UX/UI hotspots.
Collaborated with UI Artist to establish and implement a cohesive look and feel to game elements.
Created and maintained character asset sheets, item asset sheets, communication libraries, and VO asset sheets.
Work Samples
HUD Elements
Where it started (June 2020)
Layouts and Features through the years (2020 - 2023)
Starting iteration

Marks, Idols, Relics and a Directional Rune Compass

Showing Luck/Corruption and Beginning of Communication
This was the first iteration of our Communication system. Design really wanted to have all communication on the D-pad - so this restricted what/how we displayed this information. Since communication was contextual/reticle-focus based, the options and center icon would change as players looked around the screen. You can see this in the video below as I target a Borilla.
Top-Down Reorganization
I next attempted a re-organizing the information from a top-down approach. This allowed me to see the general spacing of items and how much space they were taking up/overlapping. It also allows Design to see all major HUD Features and their subsequent requirements.
Updated Health bar
At this point of the design we were able to convince Design that the body-specific trauma wasn't working the way they had hoped. Players didn't like the penalties to the characters and it was decided to we needed something that felt better for our game. Design wanted to stay away from a traditional shooter health bar because they wanted players to think of this more of an adventure game, than a shooter game. I came up with the idea of using hearts, as other traditional adventuring games used this idea as a concept for their health meters. I also moved the teammate's information closer to the personal information to keep all status information together.
We also see a progression of the Communication System, which, when you passive locked on an item/person, you would get additional options of things you could do. Here in passive lock the player is able to both communicate with the person they've locked onto and learn more about their history with that person (Relationship Story panel on right).
First Compass experience attempt
We eventually decided that the Compass was too hard to navigate with as the information it gave was too obtuse. Players would run around a spot for minutes not knowing how close or far they were from an entrance because the compass gave them no information. Players found it hard to coordinate where to go/meet up as the compass didn't have a "north" it just had a beam that shot out. Players also had to make the choice of having a weapon out or using the compass, so they found it annoying to have to consistently pull out the compass in deep jungle where it was easy to get turned around.
The following is our first attempt at moving away from the hand-held compass. Here we put a compass at the top of the screen so that players can easily coordinate directions with one another. This also allowed us to put navigational objectives on the compass so people could start moving in the general direction before getting more specific information. The specific location shown on screen was selected via D-pad, as shown above the player equipment area. The number 3 indicates how many compass locations are available for selection.
Final iteration
Final Implementation
Character Select
Problem: During my time at Mutant Arm there have been various requirements around what information we need to provide about our Characters. At first we had characters that had perma-death, which meant we needed to track a lot more information about each character in our roster. With this perma-death included ideas like "Training" and "Retirement", "Luck" and "Corruption", as well as showing all the Relics/Idols that had been acquired on that character instance.
We eventually moved to a model with no perma-death, thus making the roster sheets much more about the specific character instead of a specific instance of the character. This allowed us to highlight what makes each character unique to push players towards different playing styles.
Process: I started with what was currently in the system for each of the Characters. I asked Design for all the current design ideas and features that made each character in the game. I determined the high-level commonalities between the character and created mockups that reflected this information. As character designs changed and elements were added/removed, I continued to update recruitment page to reflect the critical information when selecting a character to play.
Mockups from May 2019 to Feb 2023
Permadeath Characters
As characters got more involved and had specific requirements for "Retirement", the "Choose your Character" page got more involved. The following is the page where you select a new permadeath character to add to your roster. This was to give high-level/comparable information about each character so that players could make informed decisions.
Once a character has been recruited to the Roster, the players could come see all the miscellaneous information, including how many lives they had left, what marks/relics they had found. The current view is showing the pop-up state when a player selects the "Retirement Information" button.
Here is the next iteration of the initial "Play Game" screen, which allowed players to directly select from their Roster. Here you can see the elements that were added to the game such as Luck/Corruption, Marks/Boons, Rune Compass, Training upgrades, and Retirement information.
I felt like the above screen was overall noisy and there wasn't the ability to put any additional features that we needed on the Main Landing page of the game. I decided that a lot of the upgrade/progress information didn't need to be readily displayed and could be nested in a collapsed tab. This allowed the Main Landing page space to show objectives, build one's party, and also have a large beautiful back-scape image/animation that would only be blocked when players went into to learn more about their adventurer.
Switch over to non-permadeath characters
As Design wanted something that was more "part of the world", I then switch to the below implementation. The numbers under each character are the levels of Fame (individual XP ) they had each reached.
When players select the "Additional Information" button they would be navigated to the sub-pages below that would allow players to learn more about each character. Basic information was the information that was comparable across characters; Backstory was information about how this character did in previous game sessions; Infamy was the tracking of Fame and rewards won by rewards certain thresholds; Closet was the area where players could customize their characters.
Going off the designs from above I decided that the comparable information needed to be surfaced more readily, and so after final discussions on what elements were comparable between characters, I came up with the below design.
Final Implementation
Fly-through Cantina Design
Initial Mockups from Research Gathering
For this MVP - Design, Engineering, and I sat down to talk about the features and functions that we could get into the Cantina. There were elements that Design felt users should have access to prior to Readying Up, and elements that they should have access to once they are in the full Cantina.Cantina Implemented
"Final" 3D Fly Around Menu
Ammo Box Count
Pop-Up Information
Active Slot Information
- there was already room dedicated above the Active Slot because of the special on the Ability Slot
- this design had enough space to show not one, but two types of ammo
- this is a previous a requirement for character weapons
- this could be expanded to other items (such as the health kit) to show players additional information
- also proposed showing a stack on the 2nd example (with the circled 2)
- this is not functionality we currently had in the UI
































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