THE DARK
ARRIVAL
An interactive 3D Investigator Journal that turns narrative evidence into gameplay decisions through diegetic UI.
- UE5 / UMG
- BLUEPRINTS
- DIEGETIC UI
I design player- and user-facing systems that ship — from game HUDs and diegetic interfaces in UE5 to production-ready product flows in Figma.
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.
A selection of shipped and in-development work. Each project shows how I move from interaction problem to visual system and working implementation.
An interactive 3D Investigator Journal that turns narrative evidence into gameplay decisions through diegetic UI.
A system-driven thriller HUD built around audio-visual cues, restrained screen clutter, and tension-first feedback.

Timeline-based UI systems for tracking layered gameplay events and logical deductions.

A bright live-service system for progression, timed power-ups, mission rewards, and VIP monetization.
A product UI/UX case study for a coffee discovery and ordering experience, developed from user flows and wireframes through visual design and interactive prototyping.
AI-assisted elder safety UX for fall detection, health monitoring, and emergency response — designed for clarity when every second matters.
Browse the full collection. Hover for context, then open the source, store page, or detailed case study.
3D Investigator Journal, menus, and diegetic gameplay systems.
VIEW ON STEAM ↗Minimal thriller HUD with tension-led audio and visual feedback.
OPEN FIGMA ↗
Timeline tracking, deduction logic, branding, and animated UI.
PLAY ON ITCH.IO ↗
Interaction systems shaped around a restrained sumi-e art direction.
VIEW / DOWNLOAD CASE STUDY PDF ↓
Readable menus and modular casual-game progression on small screens.
VIEW / DOWNLOAD CASE STUDY PDF ↓
Progression, power-ups, mission rewards, VIP systems, and 2D art.
PLAY STORE ↗
User flows, wireframes, visual design, and an interactive Figma prototype.
OPEN FIGMA CASE STUDY ↗Fall detection, health monitoring, and emergency-response flows.
OPEN FIGMA FILE ↗I stay close to implementation. That means fewer handoff surprises, clearer component logic, and motion that supports what the player is doing.
Translate mechanics and product requirements into clear, decision-driven interfaces.
Build modular frameworks that scale cleanly across screens, states, and teams.
Ship responsive interfaces in-engine and in product builds under real constraints.
I work across the full UI pipeline—from player journeys and wireframes to animated, reusable systems running inside the engine.
I turn mechanics and requirements into understandable journeys, then test the structure before visual polish begins.
I create interfaces that belong to the world while preserving hierarchy, legibility, and consistency across every state.
I build modular UI, connect states and inputs, and collaborate with engineers so the final experience matches the design intent.
Motion communicates hierarchy, confirms actions, teaches behaviors, and adds character without slowing the player down.
A deeper look at in-engine UI, system architecture, and scalable interfaces supporting real-time gameplay.
The in-engine main menu system previewed exactly as it plays in-build.
VIEW STEAM PAGE ↗Two focus areas, one designer — pick the résumé that fits the role you're hiring for.
A curated collection of UI motion, menu prototypes, layout structures, and in-engine implementations.






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.
Cinematic horror navigation, state feedback, and production-ready Unreal implementation.
Minimal thriller UI shaped around tension, timing, and clear player feedback.
Health and emergency flows designed for fast comprehension and confident action.






A broader archive of game UI, mobile systems, Unreal and Unity work, plus earlier 3D studies.
VIEW 142+ ARTWORKS ON ARTSTATION ↗
3+ years designing and shipping UI across games and digital products — bridging design thinking with technical execution.
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.
Notes on intuition, artistic intent, player experience, and narrative interface design.
How intuition and artistic intent shape immersive UI and player experience.
READ ARTICLE ↗INSIGHT · MEDIUMA reflection on UI as the player's primary connection to gameplay.
READ ARTICLE ↗INSIGHT · LINKEDINHow interface design supports storytelling, diegesis, and immersion.
READ ARTICLE ↗Available for full-time Technical UI, Game UI, and Product Design roles — remote or on-site in the SF Bay Area.
JAIKARDEVGAME@GMAIL.COM↗