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Reaper Actual
Project Shoot City
Fusion Point
2025
Embedded full stack UI development
Extensive UI work as embedded UI/UX specialist with this client team for 18 months.
Highlights:
Inventory screen
Implementation
Data design
Modular reuse in crafting, weapon customization, trading, etc.
Responsive layout
Crafting
Options Menu
Cartograph - World Map
Flag pointing system
Save data organization
UI Materials
CASE STUDIES

Materials in the UI
CASE STUDY
Developed Unreal materials for in-world edge highlighting and interface displays.
GALLERY
Edge material demo reel
Responsive layout changes across resolutions
Flags: 2D and 3D
Flag system that connects a 2D text flag to an actor. When that actor is in view of the player, then draw a 2D line to that deprojected location.
Intended usage was going to be for customizing weapons. The flags would each be a slot, and the 3D point locations would be tagged on each weapon model. So when you rotated the model in a photobooth screen, the pointers would follow the 3D to give a cool digital AR effect.
Intended usage was going to be for customizing weapons. The flags would each be a slot, and the 3D point locations would be tagged on each weapon model. So when you rotated the model in a photobooth screen, the pointers would follow the 3D to give a cool digital AR effect.

Drag and drop inventory system
Containers and items are separate, and any item can be dropped on any container. The container will request the item move to game core, then UI responds to data update and shows that item "dropped" into the placed location if approved, or reverted back to origin if denied.

Inventory Context Menu and Tooltip System

Material graph for edge glow

Material graph for dynamic UI borders
Additional graphs / function added corner ornamentation, optional deco for larger panels.
Designed with and managed programming intern.
Designed with and managed programming intern.

Material graph for dynamic fill pattern
Fun with Materials
Interlace and glitch material effect over the entire UI. Very intense here for demonstration purposes.

Glitch effect material graph
Edge material demo reel
Responsive layout changes across resolutions
Flags: 2D and 3D
Flag system that connects a 2D text flag to an actor. When that actor is in view of the player, then draw a 2D line to that deprojected location.
Intended usage was going to be for customizing weapons. The flags would each be a slot, and the 3D point locations would be tagged on each weapon model. So when you rotated the model in a photobooth screen, the pointers would follow the 3D to give a cool digital AR effect.
Intended usage was going to be for customizing weapons. The flags would each be a slot, and the 3D point locations would be tagged on each weapon model. So when you rotated the model in a photobooth screen, the pointers would follow the 3D to give a cool digital AR effect.

Drag and drop inventory system
Containers and items are separate, and any item can be dropped on any container. The container will request the item move to game core, then UI responds to data update and shows that item "dropped" into the placed location if approved, or reverted back to origin if denied.

Inventory Context Menu and Tooltip System

Material graph for edge glow

Material graph for dynamic UI borders
Additional graphs / function added corner ornamentation, optional deco for larger panels.
Designed with and managed programming intern.
Designed with and managed programming intern.

Material graph for dynamic fill pattern
Fun with Materials
Interlace and glitch material effect over the entire UI. Very intense here for demonstration purposes.

Glitch effect material graph
Edge material demo reel
Responsive layout changes across resolutions
Flags: 2D and 3D
Flag system that connects a 2D text flag to an actor. When that actor is in view of the player, then draw a 2D line to that deprojected location.
Intended usage was going to be for customizing weapons. The flags would each be a slot, and the 3D point locations would be tagged on each weapon model. So when you rotated the model in a photobooth screen, the pointers would follow the 3D to give a cool digital AR effect.
Intended usage was going to be for customizing weapons. The flags would each be a slot, and the 3D point locations would be tagged on each weapon model. So when you rotated the model in a photobooth screen, the pointers would follow the 3D to give a cool digital AR effect.

Drag and drop inventory system
Containers and items are separate, and any item can be dropped on any container. The container will request the item move to game core, then UI responds to data update and shows that item "dropped" into the placed location if approved, or reverted back to origin if denied.

Inventory Context Menu and Tooltip System

Material graph for edge glow

Material graph for dynamic UI borders
Additional graphs / function added corner ornamentation, optional deco for larger panels.
Designed with and managed programming intern.
Designed with and managed programming intern.

Material graph for dynamic fill pattern
Fun with Materials
Interlace and glitch material effect over the entire UI. Very intense here for demonstration purposes.

Glitch effect material graph
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