JAIKAR.UI
JAIKAR POTHULATECHNICAL UI DESIGNER

I DESIGN UI
THAT PEOPLE DEPEND ON.

I design player- and user-facing systems that ship — from game HUDs and diegetic interfaces in UE5 to production-ready product flows in Figma.

03+YEARS
SHIPPING UI
02LIVE
TITLES
UE5UMG &
BLUEPRINTS
NOW SHIPPINGTHE DARK ARRIVALVIEW ON STEAM ↗
SCROLL TO EXPLORE
JP
PHILOSOPHY

UI SYSTEMS THAT
GUIDE DECISIONS.

I design UI systems that guide decisions - whether the user is a player in a game or someone using a product.

My craft spans game UI and product design: modular systems in Unreal Engine 5 and Unity, and clear flows and design systems in Figma - always built to ship.

I prioritize clarity, hierarchy, and performance. Interfaces should reduce friction, support real decisions, and stay readable under pressure - in a thriller HUD or a product dashboard.

01 / SELECTED WORK

GAME &
PRODUCT UI

A selection of shipped and in-development work. Each project shows how I move from interaction problem to visual system and working implementation.

PC GAME UIIN DEVELOPMENT

SUITE 13

A system-driven thriller HUD built around audio-visual cues, restrained screen clutter, and tension-first feedback.

  • UE5 / UMG
  • HUD LOGIC
  • MOTION
OPEN CASE FILE
SMART GUARDIAN
All systems normalContinuous safety monitoring
72BPM98O₂
PRODUCT DESIGNHEALTH & SAFETY

SMART
GUARDIAN

AI-assisted elder safety UX for fall detection, health monitoring, and emergency response — designed for clarity when every second matters.

  • FIGMA
  • USER FLOWS
  • PROTOTYPING
01 / 04
COMPLETE PROJECT LIBRARY

EVERY PROJECT,
ONE PLACE.

Browse the full collection. Hover for context, then open the source, store page, or detailed case study.

02 / HOW I WORK

DESIGN THAT
HOLDS UP

I stay close to implementation. That means fewer handoff surprises, clearer component logic, and motion that supports what the player is doing.

01

SYSTEM DESIGN

Translate mechanics and product requirements into clear, decision-driven interfaces.

  • Mechanics & flows
  • Information hierarchy
  • Player decision paths
02

ARCHITECTURE

Build modular frameworks that scale cleanly across screens, states, and teams.

  • UMG / Blueprint systems
  • Reusable components
  • Design tokens
03

IMPLEMENTATION

Ship responsive interfaces in-engine and in product builds under real constraints.

  • UE5 & Unity
  • Motion & feedback
  • Performance testing
CORE LOADOUT
FIGMA
UE5 UMG
BLUEPRINT
UNITY C#
AFTER EFFECTS
PERFORCE
03 / CAPABILITIES

WHAT I
BRING

I work across the full UI pipeline—from player journeys and wireframes to animated, reusable systems running inside the engine.

01

DESIGNING THE
PLAYER’S PATH

I turn mechanics and requirements into understandable journeys, then test the structure before visual polish begins.

User flowsInformation architectureWireframesInteractive prototypesOnboardingAccessibility
02

BUILDING A
VISUAL LANGUAGE

I create interfaces that belong to the world while preserving hierarchy, legibility, and consistency across every state.

HUD designMenusDesign systemsIconography2D game artResponsive UI
03

FROM FIGMA
INTO ENGINE

I build modular UI, connect states and inputs, and collaborate with engineers so the final experience matches the design intent.

UE5 UMGWidget BlueprintsCommon UIUnity uGUIC#State machines
04

FEEDBACK PLAYERS
CAN FEEL

Motion communicates hierarchy, confirms actions, teaches behaviors, and adds character without slowing the player down.

UI animationMicro-interactionsTransitionsAfter EffectsAudio-visual cuesMotion specs
DAILY TOOLKIT
FIGMA
UNREAL ENGINE 5
UNITY
PHOTOSHOP
ILLUSTRATOR
AFTER EFFECTS
GIT
PERFORCE
DESIGNFigma · Sketch
Photoshop · Illustrator
After Effects · Adobe Suite
ENGINEUE5 UMG · Blueprint
Common UI · Unity C#
PIPELINEGit · Perforce
Jira · Confluence
EXPERIENCE3+ years
shipping UI
04 / DOCUMENTATION

BEYOND
DESIGN

A deeper look at in-engine UI, system architecture, and scalable interfaces supporting real-time gameplay.

IN-ENGINE OUTPUT

THE INTERFACE
RUNNING LIVE.

The in-engine main menu system previewed exactly as it plays in-build.

VIEW STEAM PAGE ↗
05 / VISUAL SHOWCASE

SYSTEMS
IN MOTION

A curated collection of UI motion, menu prototypes, layout structures, and in-engine implementations.

OPTIONS UX
Small game capsule
CAPSULE
Gameplay loop timeline
TIMELINE HUD
Tale of Ronin visual theme
RONIN VISUAL DIRECTION
Customized Angel interface
CUSTOMIZED ANGEL UI
Dark Arrival Steam artwork
DARK ARRIVAL · STEAM
Tale of Ronin mood board
MOOD BOARD
ASTRA UI · INTERACTION REEL
05A / ASTRA UI

INTERFACE
IN MOTION

Astra UI was designed as a focused, cinematic menu system where motion communicates hierarchy and state. Transitions establish context, feedback confirms player input, and the restrained visual language keeps navigation readable without breaking immersion.

WHYReadable navigation with cinematic pacing
DESIGNEDMenus, states, focus feedback, transitions
SOFTWAREFigma · Photoshop · After Effects · Unity
OUTPUTUI screens · HUD language · motion prototype
UE5 · UMG

DARK ARRIVAL MAIN MENU

Cinematic horror navigation, state feedback, and production-ready Unreal implementation.

HUD · MOTION

SUITE 13 INTERFACE

Minimal thriller UI shaped around tension, timing, and clear player feedback.

PRODUCT UX

SMART GUARDIAN

Health and emergency flows designed for fast comprehension and confident action.

UI SCREENS · HUDS · SYSTEMS

MORE WORK.
LESS TALK.

Dark Arrival in-engine investigator interface
DARK ARRIVAL · IN-ENGINE UI
Find the Octopus mobile UI screens
OCTOPUS · LIVE OPS UI
Find the Dog mobile game interface
FIND THE DOG · MOBILE UI
Game UI capsule design
GAME UI CAPSULE
Animated gameplay timeline HUD
ANIMATED HUD LOGIC
Tale of Ronin UI mood board
RONIN · ART DIRECTION
ARTSTATION ARCHIVE

UI / UX + 3D
EXPLORATIONS

A broader archive of game UI, mobile systems, Unreal and Unity work, plus earlier 3D studies.

VIEW 142+ ARTWORKS ON ARTSTATION ↗
ArtStation game UI project preview Dark Arrival ArtStation case study preview Mobile UI ArtStation project preview Find the Octopus ArtStation case study preview Find the Dog ArtStation project preview Unreal Engine ArtStation project preview
06 / EXPERIENCE

WHERE I’VE
WORKED

3+ years designing and shipping UI across games and digital products — bridging design thinking with technical execution.

OPEN TO HIRE

CURRENT FOCUS

UI/UX Designer with 2+ years designing interfaces across games and digital products — from Smart Guardian's health-monitoring UX to shipped UI on Steam and Google Play. Open to full-time Product Design, Technical UI, or Game UI roles.

Owned UI/UX design across shipped games and digital-product experiences, moving from user flows and reusable Figma systems to production-ready implementation.

  • Built a 3D Investigator Journal driving narrative and gameplay decisions
  • Architected modular UMG / Blueprint frameworks for menus, HUDs, and diegetic systems
  • Designed casual live-service UI for Find the Octopus - level progression, rewards, and VIP monetization
  • Created product UI flows, wireframes, interactive prototypes, and reusable Figma components with a focus on clarity, accessibility, and scalable handoff
  • Applied shared design-system thinking across game and product interfaces, defining hierarchy, interaction states, responsive behavior, and developer-ready specifications
  • Shipped production UI for The Dark Arrival on Steam (GDC 2026 playable build) - View on Steam ↗
  • Collaborated within a cross-functional student team to design and implement core gameplay systems using Unreal Engine and ZBrush
  • Contributed to gameplay mechanics prototyping, asset integration, and iterative refinement through bi-weekly milestone cycles
  • Developed product-oriented user flows, wireframes, interface concepts, and interactive prototypes in Figma
  • Applied UX principles across game and product contexts, including information hierarchy, accessibility, usability, and clear interaction feedback
  • Translated design concepts into functional in-engine implementations and production-ready UI specifications, balancing technical constraints with user clarity
  • Documented workflows, system logic, and design decisions; presented iterative builds, prototypes, and technical breakdowns
  • Incorporated playtest and usability feedback into gameplay adjustments and product UX improvements
  • Led end-to-end UI/UX design for Nekurati, defining menu architecture, interaction patterns, and visual identity
  • Designed main menu systems, interactive controls, and navigation flows to reduce player friction
  • Developed fantasy-themed crystal, dragon, and ornamental UI assets
  • Built high-fidelity Figma prototypes and translated assets into engine-ready UI
  • Established typography standards and button interaction states
  • Collaborated with a five-person international team to design and develop a 2D game prototype
  • Worked as Designer & Programmer on UI systems and interactive mechanics
  • Created visual branding and UI animations using Adobe Creative Suite and Unity
  • Coordinated weekly team reviews to maintain consistent creative delivery
07 / WRITING

WRITING &
INSIGHTS

Notes on intuition, artistic intent, player experience, and narrative interface design.

08 / GET IN TOUCH

LET’S DESIGN
SOMETHING MEANINGFUL.

Available for full-time Technical UI, Game UI, and Product Design roles — remote or on-site in the SF Bay Area.

JAIKARDEVGAME@GMAIL.COM