Video Horror Society
Game UI for an asymmetric horror game built in Unreal Engine.
I worked across the full UI pipeline from UX and visual design through Unreal Engine implementation
and testing, collaborating with the broader development team to integrate new systems into the live game.
Roles
- [ Senior UI Designer ]
- [ Game UI ]
- [ Accessibility ]
- [ Multiplayer UX ]
Overview
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Year
2022
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Platform
PC
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Team
~50
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Engine
Unreal Engine
Tools
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Figma
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After Effects
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Illustrator
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Photoshop
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Unreal Engine
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Blender
Responsibilities
- [ Game UI ]
- [ Accessibility ]
- [ Multiplayer UX ]
- [ Player Onboarding ]
- [ Game HUD ]
- [ Menu UI ]
- [ Season Pass UI ]
- [ UI Animations ]
- [ Unreal Engine implementation ]
- [ UI Testing ]
- [ Editorial Design ]
Challenges
Video Horror Society evolved continuously throughout development, introducing new gameplay systems, seasonal content, accessibility improvements, and onboarding features. My role was to ensure these additions integrated naturally into the existing interface while maintaining clarity and consistency for both new and returning players.
Scaling the interface
As new systems were introduced (including Season Passes, limited-time Movies, Prize Boxes, matchmaking modes and notifications) the existing interface needed to accommodate new functionality without becoming fragmented or overwhelming.
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Season pass - An in-game flippable magazine with all the earnable items.
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Editorial design made for Season Pass 1 - Each Season Pass was imagined as a magazine.
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Unlockable characters had a special double page feature set in the Issue.
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Players could earn stars by playing the game and completing in-game challenges to unlock items in the Issue.
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A separate page added to the in-game store page to showcase the Issue items.
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A new Season Pass box have been added to the main menu so players could buy the issue directly from there. Later on if the issue is bought we would show progress in the same box.
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Prize boxes UI have been updated and simplified. The old design wasn't branded and it was left behind from an older design.
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Prize boxes rewards UI have been updated and simplified. Previous design didn't allow for continous openings and rewards were lacking animations.
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The introduction of limited movies required a section to be added to the Store page of the main menu.
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The introduction of limited movies also required a place where users can see their "collection" - this was a very branded idea to have a storeshelf.
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Frontend game mode menu reworked.
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Dynamic notification system.
Turning progression into an in-world object
Rather than presenting the Season Pass as a conventional rewards interface, we treated it as an in-game magazine. The metaphor gave the progression system a strong identity while providing a flexible structure for characters, rewards and seasonal content.
Creating a collection experience
The introduction of limited Movies created two new problems: players needed to discover and acquire them, and they needed a place to understand what they had collected. I extended the existing Store while introducing a branded "shelf" metaphor for the collection.
Menu upgrades
As new game modes have been added to the game we needed to introduce a screen to help players with matchmaking in the right mode. We also introduced a new notification system to help players get notified of new content and maintence and downtimes.
Onboarding
Asymmetric multiplayer games introduce multiple mechanics, objectives, and roles from the first match. I contributed to onboarding flows that introduced systems progressively, helping reduce confusion while allowing players to learn through play.
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Besides a tutorial level we introduced a hint system to help first time players understand the game faster.
HUD design
The newly released character required a custom HUD. It was a killing robot character, the dynamic HUD is reacting to player states, for example assault mode, vehicle mode, scanning, etc.