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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

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Unreal Engine 5

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C#

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GIT

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Photoshop

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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:

  • Player gameplay variables (Health, Stamina, Poise, etc.)

  • UI widgets (Progress Bars, Text Blocks, or custom icons)​

It is responsible for:

  • Listening for changes in player attributes

  • Calculating percentage values for UI display​

  • Updating the progress bars and text fields in real time

  • 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.

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UI Manager / Controller

Technical Challenges & Solutions

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