MindsEye UI
I’m moving my portfolio to ArtStation, you can find more samples of my work on MindsEye there.
UMG Widget & Marterial Work
While working on MindsEye, I was responsible for implementing and maintaining Unreal Engine 5 widgets for the HUD and several minigames. I also created the Title Screen (designed to simulate a 3D scene) entirely in UMG due to level loading constraints. A key focus of my work was designing and optimizing material shaders to support complex transitions, enhance visual fidelity, and improve performance.
UX Work on Missile Locking
In one of the Mindseye missions, the player pilots a military aircraft equipped with homing missiles. My task was to design the AR markers for lockable targets and the HUD reticle defining the target-lock area. The goal was to achieve a no-nonsense military style while maintaining a near-future aesthetic.
To refine the targeting experience, we conducted focused user research testing various lock-on timings, lock area sizes, and grace periods before a target was lost. We gathered both qualitative feedback, asking players to describe when they felt “locked on” and whether the system felt fair. We also evaluated how quickly players could recognise the reticle’s idle, locking, and locked states under combat pressure. Insights from this testing guided adjustments to lock-on duration, grace period thresholds, lock area size and state transition animations, ensuring the system felt responsive, readable, and satisfying across different skill levels.







