Project Overview
This project was developed over two months by a team of nine.The first two weeks focused on concept ideation and system definition, followed by six weeks of full production.I was solely responsible for UI/UX design, in-game puzzles, and narrative drafting, collaborating closely with the developer and level designers.
Game Summary
A brilliant coder digs too deep into alien signals—and gets abducted aboard a research ship harvesting human emotion fluid. During extraction, a mistake links her mind to the ship’s circuitry, turning her into a ghost in the machine. Possess cameras, a small drone, and a humanoid robot to scout, hack systems, and manipulate the environment. Study alien routines and stage “accidents” that eliminate threats without exposing yourself. Survive the loop, outsmart the ship, and reach the escape pod before your consciousness is erased.
Game Trailer
Main Menu UI




Cursor & Interaction System


Drone

Drone

Magnetic Ability

Humanoid

Humanoid
Robot Stance & Icon Exploration


Final Possession Icons






Room & Environment Icons

Computer Room

Storage

Armory

Security

Laboratory
Navigation & Directional Icons
Universal Interaction







Information Cards & UI Panels







Puzzle UI – Sequence Hack





A memory-based hacking puzzle where players identify environmental clues and input the correct sequence through the UI.
Puzzle UI – Timing Hack

















A rhythm-based hacking interaction requiring precise input timing as a moving indicator aligns with target nodes.
PROCESS
Shape Language & Visual Inspiration
Shape language is inspired by how aliens perceive and code reality using dots, lines, and interconnected shapes instead of written syntax




Typography & Color System
Environment’s lighting and materials

Ui Colors

Exploration Process
Extensive sketching and experimentation were conducted with hand-drawn icons and Google Gemeni refining to explore layout, hierarchy, and motion, iterating rapidly before locking the final visual system.







View-Based HUD Breakdown
A comparative layout showing how the HUD adapts across Humanoid, Drone, and Camera perspectives to support different gameplay needs.




Unreal Engine UI Implementation
Screenshots from Unreal Engine showing widget blueprints, puzzle logic, and HUD integration during development and testing.



Main Menu In-Engine Setup
The final menu implemented using video materials as background planes, camera framing for reflections, and layered UI elements for depth and atmosphere.
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