Personal Project

Emota - Game Jam UI in Unreal Engine

RoleUnreal Engine UI Implementer
IndustryGaming
Date2024
OutcomeBuilt and shipped UI directly in-engine

At a glance

0

Full jam length, engine unfamiliar going in

0

Person team, sole UI owner

0

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.

Screenshot layout slide 1

Key decisions

Build directly in engine from hour one

Problem
No prior experience with Unreal's UI framework, 48 hours total.
Decision
Built every screen directly in UMG and Blueprints from the start, rather than prototyping elsewhere first.
Trade-off
Slower first hours learning the framework, no early visual polish to show the team.
Result
No design to dev handoff at any point; every layout choice was already a working, scripted screen.

Build directly in engine from hour one

Problem
No prior experience with Unreal's UI framework, 48 hours total.
Decision
Built every screen directly in UMG and Blueprints from the start, rather than prototyping elsewhere first.
Trade-off
Slower first hours learning the framework, no early visual polish to show the team.
Result
No design to dev handoff at any point; every layout choice was already a working, scripted screen.

Build directly in engine from hour one

Problem
No prior experience with Unreal's UI framework, 48 hours total.
Decision
Built every screen directly in UMG and Blueprints from the start, rather than prototyping elsewhere first.
Trade-off
Slower first hours learning the framework, no early visual polish to show the team.
Result
No design to dev handoff at any point; every layout choice was already a working, scripted screen.

Build directly in engine from hour one

Problem
No prior experience with Unreal's UI framework, 48 hours total.
Decision
Built every screen directly in UMG and Blueprints from the start, rather than prototyping elsewhere first.
Trade-off
Slower first hours learning the framework, no early visual polish to show the team.
Result
No design to dev handoff at any point; every layout choice was already a working, scripted screen.

Build directly in engine from hour one

Problem
No prior experience with Unreal's UI framework, 48 hours total.
Decision
Built every screen directly in UMG and Blueprints from the start, rather than prototyping elsewhere first.
Trade-off
Slower first hours learning the framework, no early visual polish to show the team.
Result
No design to dev handoff at any point; every layout choice was already a working, scripted screen.

Prioritize hierarchy over decoration

Problem
Limited time for iteration meant little room to test or revise secondary visual elements.
Decision
Kept the menu focused on the title and primary navigation rather than adding secondary visual elements that would compete with the game's atmosphere.
Result
A readable, uncluttered menu that stayed legible under a tight public showcase deadline.

Prioritize hierarchy over decoration

Problem
Limited time for iteration meant little room to test or revise secondary visual elements.
Decision
Kept the menu focused on the title and primary navigation rather than adding secondary visual elements that would compete with the game's atmosphere.
Result
A readable, uncluttered menu that stayed legible under a tight public showcase deadline.

Prioritize hierarchy over decoration

Problem
Limited time for iteration meant little room to test or revise secondary visual elements.
Decision
Kept the menu focused on the title and primary navigation rather than adding secondary visual elements that would compete with the game's atmosphere.
Result
A readable, uncluttered menu that stayed legible under a tight public showcase deadline.

Prioritize hierarchy over decoration

Problem
Limited time for iteration meant little room to test or revise secondary visual elements.
Decision
Kept the menu focused on the title and primary navigation rather than adding secondary visual elements that would compete with the game's atmosphere.
Result
A readable, uncluttered menu that stayed legible under a tight public showcase deadline.

Prioritize hierarchy over decoration

Problem
Limited time for iteration meant little room to test or revise secondary visual elements.
Decision
Kept the menu focused on the title and primary navigation rather than adding secondary visual elements that would compete with the game's atmosphere.
Result
A readable, uncluttered menu that stayed legible under a tight public showcase deadline.

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.

Screenshot layout slide 1Screenshot layout slide 2

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.

Screenshot layout slide 1

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.

Outcome

Capability

Learned UMG and Blueprint UI under production constraints, with no prior Unreal UI experience.

Ownership

Sole UI owner across design and implementation, from the main menu through credits.

Delivery

Shipped the functional menu as part of Emota's public Global Game Jam 2024 build.

Collaboration

Worked alongside programmers and artists, with no separate UI handoff step.

Capability

Learned UMG and Blueprint UI under production constraints, with no prior Unreal UI experience.

Ownership

Sole UI owner across design and implementation, from the main menu through credits.

Delivery

Shipped the functional menu as part of Emota's public Global Game Jam 2024 build.

Collaboration

Worked alongside programmers and artists, with no separate UI handoff step.

Capability

Learned UMG and Blueprint UI under production constraints, with no prior Unreal UI experience.

Delivery

Shipped the functional menu as part of Emota's public Global Game Jam 2024 build.

Ownership

Sole UI owner across design and implementation, from the main menu through credits.

Collaboration

Worked alongside programmers and artists, with no separate UI handoff step.

Capability

Learned UMG and Blueprint UI under production constraints, with no prior Unreal UI experience.

Delivery

Shipped the functional menu as part of Emota's public Global Game Jam 2024 build.

Ownership

Sole UI owner across design and implementation, from the main menu through credits.

Collaboration

Worked alongside programmers and artists, with no separate UI handoff step.

Reflection

Building UI directly in Blueprints meant there was no fallback to a static mockup when something didn't work. Every layout decision also had to be a working state.

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