Nine Iron Realms
Golf-Based Adventure | Team of 7 | 8 Months (Ongoing)
PC | Godot | UI Designer | 3D Modeler
Golf-Based Adventure | Team of 7 | 8 Months (Ongoing)
PC | Godot | UI Designer | 3D Modeler
I went onto this project as a 3D environment modeler and user interface designer. I have since pivoted entirely to UI design to add focus and purpose to my work, and to stop trying to fill the roles of multiple people. I still love 3D modeling, but my passion lies in user interface design. It allows me to scratch my itch for creativity in a unique and valuable way.
Working in Godot on this project has broadened my horizons and helped me build a useful understanding of true object-oriented programming. Scripting does not come easily to me, but that is something I am actively working to improve. Using a new engine has also allowed me to better connect with my teammates, who have more knowledge of various parts of the engine than I do.
If this image looks blurry, it's doing its job.
This pause menu was the first UI element I designed and implemented in Godot, and I'm more than happy with how it turned out. This menu was my first interaction with shaders, and implementing it in-game helped me understand how to properly insert game objects into an established hierarchy.
This is an in-editor shot of the main menu I developed. It uses the same shader background as the pause menu and keeps consistent theming. I plan to use a 3D flyover of the game's current level to add visual intrigue to the menu.
Dialogic is a robust plugin I used as a base for my dialogue programming. It cut the fat off of system creation, and served as a jumping off point for the visual design of the text box.
This UI element exists to solve a problem I found early in playtesting. Players would lose track of which club they had selected, making shots feel confusing, if not frustrating. Adding this simple, reactive visual indicator to the HUD has solved the issue altogether.