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Project — Fenris Creations · Mar 2025 — Now

Project — Fenris Creations · Mar 2025 — Now

EVE:
VANGUARD

EVE:
VANGUARD

EVE:
VANGUARD

UX Design · Unreal implementation

UX Design · Unreal implementation

the most hands-on role yet — full features designed, implemented, released.

the most hands-on role yet — full features designed, implemented, released.

the most hands-on role yet — full features designed, implemented, released.

Role

Senior UI/UX Designer

Studio

Fenris Creations

Game

EVE: Vanguard — in Alpha

Status

Alpha

Scroll

Scroll

04 sections

04 sections

01

Hands-on from week one

Designed and built, in engine

Designed and built, in engine

Designed and built, in engine

I approached this role determined to be as hands-on as possible — not just designing features, but building them. My first build submit went in within my first week: directional waypoint markers, designed and implemented in Unreal.

That set the tone for everything since — every feature on this page was both designed and implemented by me, in engine.

I’ve also grown into a second-in-command role on the team — stepping in as Lead when ours is unavailable, including standing in through a complex planning process — and I’m continuing to build my leadership and management skills.

02

New player journey

Owning the first hour

Owning the first hour

Owning the first hour

For the Project Nemesis playtest I owned the New Player Journey — the tutorial experience that determines whether a new player’s first hour lands. I maintained the State Trees driving the flow, and built an entire system from scratch that tracks on-screen UI widgets and points to them at the right moments in the tutorial.

A player going through the New Player Journey during the playtest

03

Crafting, remade

The radial wheel

The radial wheel

The radial wheel

I remade the game’s crafting system, centered on a complex radial wheel. Getting the wheel right meant going deeper into the engine than UI work usually does — I taught myself Unreal Materials to build it. Exactly the kind of problem I love: a design that only works if you’re willing to learn the tech underneath it.

The wheel in motion

04

Frontend redesign

Same bones, better flow

Same bones, better flow

Same bones, better flow

I led a full redesign of the Frontend — from a complex Figma prototype through to implementation in engine. I maintained the bones of the original while improving usability and flow. Design and build, end to end: the same screens players see when they launch the game today.

Before — the old Frontend in Operation Nemesis

After — the redesigned Frontend

IGN showing pieces of the improved Frontend

Press arrow keys to reposition, or drag with mouse. Shift plus arrow keys for larger movement.