Background

JAIKAR
Pothula

Technical UI Designer ✐ / Game UI

ABOUT ME

I am a Technical UI Designer ✦ focused on building real, in-engine UI systems ⚙ for games using Unreal Engine 5 and Unity ✜. Basically, I make systems work beautifully ☜.

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Jaikardevgame@gmail.com

Philosophy

I don’t just design screens ✺ — I design and implement complete UI systems that connect gameplay ♜, narrative ✎, and player interaction.

My work focuses on building modular, scalable UI frameworks inside Unreal Engine 5 and Unity that are production-ready and easy for teams to iterate on. I prioritize clarity, readability, and performance, ensuring UI supports gameplay without breaking immersion. I enjoy working on system-driven experiences where UI plays a critical role in guiding the player especially in horror and narrative-heavy games.

Recently, I worked on The Dark Arrival: Shadows of the Past and Suite 13 as a Technical UI Designer. On The Dark Arrival, I developed a 3D Investigator’s Journal system and implemented core gameplay UI directly inside Unreal Engine using UMG and Blueprint. Across both projects, I focused on structuring UI systems, building reusable frameworks, and aligning interface design with gameplay logic and player experience.

LATEST PROJECTS

Design That Speaks

The Dark Arrival
The Dark Arrival
View Case Study ↗

The Dark Arrival: Shadows of the Past

3D Investigator's Journal / Core UI / UE5

Suite 13
Suite 13
View Case Study ↗

Suite 13

System-driven UI / Gameplay HUD

Customized Angel
Customized Angel
View Case Study ↗

Customized Angel

Timeline UI / Interaction Systems / Unity

Nekurati
Nekurati
View Case Study ↗

Nekurati

UI/UX Design / Fantasy RPG

Tale of Ronin
Tale of Ronin
View Case Study ↗

Tale of Ronin

UI/UX Design / Core Systems

Tollywood Tycoon
Tollywood Tycoon
View Case Study ↗

Tollywood Tycoon

Data-Driven UI / Complex Systems

APPROACH

Ideas into Impact

It’s not just about making UI functional — it’s about making systems meaningful. I bridge the gap between creative vision and scalable technical execution by designing UI that actively supports gameplay, narrative, and player decision-making. ❀

My approach focuses on building systems that are clear under pressure, immersive within the game world, and efficient for teams to develop and iterate on.

— 1 —

System Design

Mapping gameplay systems into structured UI logic that supports player understanding and interaction.

  • Designed loop-based UI systems for Customized Angel, translating complex mechanics like timelines, NPC behavior tracking, and deduction flows into clear, scannable interfaces
  • Structured investigation systems using timelines, evidence boards, and diegetic interaction to reduce cognitive load while maintaining immersion
  • Focus on information hierarchy, player decision clarity, and system readability
— 2 —

Architecture

Building modular, scalable UI frameworks that are production-ready and adaptable.

  • Developed modular UI systems in Unreal Engine 5 using UMG and Blueprint for projects like The Dark Arrival and Suite 13
  • Created reusable UI components, state-driven logic, and scalable menu/HUD systems
  • Designed structured UI systems in Nekurati with reusable layouts, consistent interaction patterns, and clear navigation flows
  • Focus on iteration speed, maintainability, and cross-team collaboration
— 3 —

Implementation

Bringing UI systems to life directly inside the engine with real gameplay integration.

  • Implemented gameplay UI systems directly in Unreal Engine 5 (UMG/Blueprint) and Unity (C#)
  • Built a 3D Investigator’s Journal system integrating narrative, objectives, and gameplay state
  • Designed and implemented data-driven UI for complex systems like Tollywood Tycoon, translating financial and production mechanics into intuitive interfaces
  • Focus on performance, responsiveness, and seamless gameplay integration

Tools & Workflow

Figma · Photoshop · Illustrator · Infinity Painter · Unreal Engine 5 (UMG/Blueprint) · Unity (C#) · After Effects · Premiere Pro · Git

I adapt to different pipelines and workflows, ensuring UI systems are not only visually strong but technically robust and ready for production.

CAREER

Experience

A detailed timeline of my experience, current focus, and professional growth as a Technical UI Designer focused on system-driven and narrative-integrated game UI.

Current Focus at a glance

  • Building scalable UI systems in Unreal Engine 5 using UMG and Blueprint
  • Designing system-driven UI that supports gameplay, narrative, and player decision flows
  • Developing modular UI frameworks for faster iteration and production pipelines
  • Seeking full-time Technical UI / Game UI roles (F-1 OPT / STEM eligible)
Nov 2025 — Present
Remote

UI Systems Designer

Vault Productions Private Limited · Internship

  • Led UI system implementation for two game projects: The Dark Arrival: Shadows of the Past and Suite 13
  • Designed and built a 3D Investigator’s Journal system integrating narrative clues, objectives, and gameplay state
  • Implemented gameplay UI systems directly in Unreal Engine 5 using UMG and Blueprint
  • Developed modular Blueprint UI architecture improving iteration speed and team workflow
  • Balanced performance, readability, and immersion in real-time gameplay UI
  • Collaborated with designers and engineers to align UI with gameplay systems and narrative pacing
  • Presented a live playable build at GDC 2026 to an international audience
Sep 2025 — Dec 2025
San Francisco · Hybrid

Game Development Intern

Academy of Art University · Internship

  • Worked in a cross-functional team to design and implement gameplay systems
  • Translated design concepts into functional in-engine implementations using Unreal Engine
  • Contributed to UI systems, gameplay mechanics, and asset integration
  • Participated in iterative development cycles with structured playtesting and feedback
  • Documented workflows, system logic, and technical implementation
Mar 2025 — Aug 2025
Remote

UI Designer

Freelance

  • Led end-to-end UI/UX design for a fantasy RPG (Nekurati)
  • Designed menu systems, navigation flows, and interaction patterns for gameplay clarity
  • Created custom UI assets aligned with narrative and visual identity
  • Delivered high-fidelity prototypes and production-ready UI for engine implementation
  • Established UI consistency, typography, and interaction standards
Feb 2025 — May 2025
Academic Project

Designer & Programmer

Customized Angel

  • Designed timeline-based UI system for tracking clues and gameplay events
  • Built interaction systems for NPC behavior observation and loop-based gameplay
  • Implemented UI systems in Unity using C# and prefabs
  • Focused on UX clarity, cognitive load, and system-driven interaction design
  • Collaborated in a team environment with iterative feedback cycles
Jan 2022 — Mar 2022
India

3D Animator

Symbiosys Technologies · Internship

  • Created character animations and facial expressions for production content
  • Worked with Maya and Adobe tools for animation and lighting
  • Delivered assets under tight deadlines in a studio pipeline

CORE STRENGTHS

Engine & Code

  • Unreal Engine 5 (UMG)
  • Blueprint Logic
  • Unity (C#)
  • Modular UI Architecture

Implementation

  • HUDs & Menus
  • UI State Logic
  • 3D / Diegetic UI
  • Narrative-driven Interaction

Design Workflow

  • Figma to Engine
  • Bridging Design & Engineering
  • Technical Documentation
  • Rapid Prototyping

DOCUMENTATION

Beyond Design

Download my resume to explore my experience as a Technical UI Designer, including in-engine UI implementation, system architecture, and shipped gameplay UI systems.

Featuring work on The Dark Arrival: Shadows of the Past and Suite 13, along with Unreal Engine 5 and Unity expertise.

Steam
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