Vinespire is a 3d speed-based platformer with a heavy emphasis on fun movement. I focused on making an engaging and diegetic main menu with an emphasis on vertical movement. It’s a solo project where I designed every aspect of the game from the ground up.
My work
Created project from scratch, learned how to use Unreal Engine
Created title art from scratch using photoshop
Created and implemented all screens in the game
Created animations for each of the button states which included audio
Created a dynamic background with audio to keep players engaged
Links to each section
Prototype
1.0 title screen
1.0 options screen
Evolution
First pass button animations
Final
1.10 title screen
1.10 options screen
Final button animations
Prototype
Created a design document
Created a to-do list of features for the game
Using tutorials, implemented each feature into the game
Stopped development after reaching goals
The original idea behind the game was to help me learn a new game engine while trying to work on something new. It was primarily focused on implementation first, and presentation later.
Reboot
Picked up development after a year of new experience
Completely shifted the core of the game away from level to focus more on UX and UI, especially animations
Tore down the 1.0 starting and pause screens to start from scratch and reimplement a new menu system
Added a new in-engine background scene to better suit the themes of the game
With the new redesign, I focused a lot of my effort to use what I had learned from past projects to improve this one. In particular, I had grown to understand the importance of animations and feedback in UI
Iterations
The various iterations of my title art. this was my first time using photoshop and it taught me a lot I still use to this day.
The various iterations of the options menu, the big lesson here was around my color choice, which initially was unreadable for anyone with red-green color blindness.
The various iterations of the title screen. Initally I had made it with a very spiky set of buttons, but I realized that it didn’t fit the overall theme of the game, and the concept of plants, so I changed it.
Small Details…
to me are very important, its one of my favorite parts about design. To make sure my project felt complete I added camera transitions for all of the menus and gusts of wind to help add some motion to the scene. There is also a not so subtle secret hidden in the vines.
My process
Final Thoughts
Worked on a prototype of the project, where I mostly focused on functionality over presentation. This project was also my first time using Unreal Engine 5
After a year of development, I rebooted the project and changed the project focus to be more about the UX/UI and implemented a full title screen with a background
After implementation, came lots of Iteration, where I cleaned up the overall look and added in animation feedback and audio for all of the buttons and screens.
Features
A fully functional title screen
A custom background scene with dynamic movement
A working options menu
Custom button animations for every button in the game
A credits menu with links to all of the resources I used
Camera transitions for each of the menus to emphasize the upward movement of the game
A fully functional game with 3 levels that was a part of the first draft
Reflections
I had a blast working on this project. It was a perfect starting point for me to get my foot in the door with Unreal Engine 5, which is now my preferred engine of choice for game development.
It was quite interesting to look back and see the journey this project took: from my initial focus on level and systems design to over a year later completely shifting gears to UX/UI design, my new focus. Taking all of the skills I had learned and completely reshaping the game was a wonderful experience that taught me a lot about how I design.