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Undead Onslaught UI Design
Undead Onslaught is a solo reimagining of S.M.G.V.B.S.S.H.F., a wave-based zombie survival shooter originally developed during my time at university. I rebuilt the entire game from the ground up in Unreal Engine 5 to enhance the original concept using more advanced tools and systems. The primary goal of the project was to deepen my understanding of Unreal’s engine architecture while demonstrating my ability to design and implement complex gameplay mechanics, AI behaviors, and combat systems independently.
Role
Lead Developer
team size
1 person
development time
on-going
Game Engine
Unity
Genre
First Person Shooter
Technologies used
Unreal Engine 5
C#
GIT
Photoshop
Trello
Core UI Systems Overview
Crusade’s UI architecture is built as a Modular Framework, allowing each UI element (health, stamina, round counter, point system and ammo counter) to operate as an independent component while being managed centrally through the PlayerUIManager.
Key Systems:
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Player gameplay variables (Health, Stamina, Poise, etc.)
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UI widgets (Progress Bars, Text Blocks, or custom icons)​
It is responsible for:
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Listening for changes in player attributes
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Calculating percentage values for UI display​
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Updating the progress bars and text fields in real time
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Handling visual effects such as flashing, pulsing, or color fades on hit or low health
UI Design & Feedback Systems
Gameplay UI Analysis
HUD (Heads-Up Display)
Health and Stamina Bars:
Positioned at the top-left corner, clean, minimal, and readable. These bars and number update dynamically during combat and exploration.

UI Manager / Controller
Technical Challenges & Solutions
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