Diamond Games project
Role
Ux/Ui Designer
Genre
Shooter
Tool
Figma/UE5
Development Time
In progress
All the details below are general descriptions of my process and design choices. Specific layouts, colors, and original game assets are omitted out of respect for the non-disclosure agreement.

Main Menu and Onboarding
I designed a linear flow that brings the player either to his first match or to one of the panels in 3 or fewer clicks. The reason for this choice was to reduce the number of clicks the player needs to access what they need and to avoid overloading them with too much information, making navigation easier.
In-game HUD
The HUD was designed to give the players all the information they need during a fight, while avoiding overloading and minimizing eye movement. For this reason, alerting players of (for example) health or ammo running low, a sound, or further visual effects have been implemented so they can keep the action going without needing to look away from where the action is.
Highlights
Low and medium fidelity wireframes
Created the in-game HUD
Created the menus' Ui
User flows
Main Menu and Onboarding
I designed a linear flow that brings the player either to his first match or to one of the panels in 3 or fewer clicks. The reason for this choice was to reduce the number of clicks the player needs to access what they need and to avoid overloading them with too much information, making navigation easier.
In-game HUD
The HUD was designed to give the players all the information they need during a fight, while avoiding overloading and minimizing eye movement. For this reason, alerting players of (for example) health or ammo running low, a sound, or further visual effects have been implemented so they can keep the action going without needing to look away from where the action is.
Main Menu and Onboarding
I designed a linear flow that brings the player either to his first match or to one of the panels in 3 or fewer clicks. The reason for this choice was to reduce the number of clicks the player needs to access what they need and to avoid overloading them with too much information, making navigation easier.
In-game HUD
The HUD was designed to give the players all the information they need during a fight, while avoiding overloading and minimizing eye movement. For this reason, alerting players of (for example) health or ammo running low, a sound, or further visual effects have been implemented so they can keep the action going without needing to look away from where the action is.


