Emota - Game Jam UI in Unreal Engine
At a glance
0
Full jam length, engine unfamiliar going in
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Person team, sole UI owner
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Screens shipped: menu, credits, end
The 30-Second Version
A quick note before you keep scrolling
In a 48-hour game jam, I taught myself Unreal Engine's UI framework and built Emota's main menu directly inside the engine. No static mockups, no developer handoff: the UI I designed was the UI that shipped.
I Owned
- UMG construction for the menu, How to Play, and Credits panels
- Blueprint logic for navigation, Play, and Exit
- Blueprint logic for UI states and transitions
- Syncing menu logic to backend game state
Built Alongside
- Programmers on the gameplay systems and game flow
- Artists on the visual direction
The challenge
Emota is an atmospheric Global Game Jam 2024 entry exploring emotional restoration and identity. As the team's only UI person, I needed a main menu that read as calm and emotionally weighted on sight, built inside Unreal's UMG and Blueprint system, which I had never used before. I spent the opening hours studying documentation and consulting technical artists on widget optimization before building anything. With 48 hours for the entire game and no time for a traditional mockup to handoff pipeline, every screen I designed had to be the shipping screen.
Key decisions
Fade to black before opening the level
- Problem
- Play needed to hand off from a UI heavy menu screen into gameplay without a jarring cut.
- Evidence
- the Play button's logic sets input mode to game only, hides the mouse cursor, starts a one second camera fade to black, waits 1.5 seconds, then opens the gameplay level.
- Decision
- Fade the camera out and hold before loading the level, instead of cutting straight from menu to gameplay.
- Trade-off
- Costs roughly 2.5 seconds of load adjacent wait time the player can't skip.
- Result
- A controlled handoff from menu to game that reads as intentional rather than abrupt.
Designing the menu
Recreated from the widget blueprint screenshots, not exported game assets.
Three screens, one tone: the main menu sets it against the stone archway backdrop shared with the game world, How to Play states the control scheme, and Credits carries the team credit and a thanks line, both returning to the menu the same way.
Building the UI
One Widget Blueprint, not a stack of separate screens: a canvas panel holds the background and title, a Widget Switcher holds three panels, and three small Blueprint stories make it interactive.
How to Play and Credits each set the Widget Switcher's active index (1 and 2); each panel's own Back button returns it to the main menu at index 0. One switcher, no separate widgets to show or hide.
Sets input mode to game only, hides the mouse cursor, fades the camera to black over 1 second, holds for 1.5 seconds, then opens the gameplay level.
Calls Quit Game directly on the owning player controller.
Outcome
Thanks for checking out my work ✨
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