[ Portfolio of Zsolt Kaszanyicki ]

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Video Horror Society game UI hero — asymmetric multiplayer menus and HUD in Unreal Engine

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

Tools

  • Figma logo

    Figma

  • After Effects logo

    After Effects

  • Illustrator logo

    Illustrator

  • Photoshop logo

    Photoshop

  • Unreal Engine logo

    Unreal Engine

  • Blender logo

    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.

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.

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.

Conclusion

Unlike designing for a fixed release, live-service development required continuously expanding the interface while preserving familiarity. Every new feature needed to fit naturally into an ecosystem that players already understood.