When designing the menus, I started with researching and looking for inspiration for what kind of menus would match the game. As it would be narrative-driven, I wanted the menus to be scaled down with clean fonts. As it where our first Game Project after learning Unreal Engine 5, I was enticed by the idea of a main menu with the game in the background that would seamlessly start the game without transition.


I wanted the fonts to be easy to read, and having an ethereal feel to it. Due to the narrative driven part of the game the fonts would not only be for menus, but also for dialogue as we wanted different fonts to distinguish who is talking. So I wanted two fonts that would fit with each other, but still be distinguishable from each other. After looking into some fonts I ended up with 3 fonts, one main font for the menus and the main character, one for the spirits she'll encounter, and one extra if needed.




When designing the menus, I started with researching and looking for inspiration for what kind of menus would match the game. As it would be narrative-driven, I wanted the menus to be scaled down with clean fonts. As it where our first Game Project after learning Unreal Engine 5, I was enticed by the idea of a main menu with the game in the background that would seamlessly start the game without transition.











I wanted the background for the subtitles to be animated and able to change colours depending on who is talking. To be able to create that effect I made a blue and red "Alpha backplate" in which I could separate the colours from. I imported a material function from Epic's UI Material Lab and created an animated UI material.
I created an Interaction Popup Widget that reads information from a Data Table for what text and images it's going to show. It works both for in game tutorialization and to show the keybinds in the options menu.





Take Aways
Working in a big team of 20+ people can be a challenge, and with our short timeline of 7 weeks to complete a game from scratch, efficient communication became a crucial part. We worked together by utilizing a discord server as our team where spread across three locations in Sweden as well as Warsaw. But as people have different availabilities and our timeframe demanded quick decision making, it became important to know when people where unavailable. I created a calendar in our shared Miroboard where we could update when we were unavailable, which both helped the people working to know when someone where available again, and for anyone being unavailable at the moment not getting messages they can't answer then and there.




















