Untamed Skies (2025)

Level Design

Level Design

Source Control

Source Control

Technical UI/UX Design

Technical UI/UX Design

Genre: Third-Person Dragon Racing | Engine: Unreal Engine 5.5

Mission Brief

A high-speed dragon racing game where players toggle between gliding and dragon-riding mechanics. I served as the Level Designer for the final stage and the Lead UI/UX Designer.

My focus was on establishing a gamepad-centric control scheme and implementing a narrative-driven UI via Blueprints, refining the experience through multiple playtest iterations.

Key Contributions (Role)

  • Level Design: Layout (Gray box to Kitbash), Pacing, Environmental Storytelling.

  • UI/UX: Wireframing, 2D Asset Creation, UMG Implementation, Input Logic (Gamepad).

  • Technical: Gameplay Scripting (Blueprints) for UI states and Level interactions.

  • Source Control: Perforce Repository Management.

Design Process & Challenges (Level Design)

1. Refining the Core Loop (Iteration)

To facilitate rapid iteration and team collaboration on a large-scale map, our team established a Sublevel and Beat-based hierarchy. By compartmentalizing the level into distinct gameplay sections (e.g., 'Glide_Beat2'), team members could work in parallel on specific beats—simultaneously grayboxing and kitbashing—without version control conflicts, ensuring a seamless assembly of the final level.

2. Solving 3D Navigation Constraints

  • The Challenge: Unlike ground racing, aerial movement introduces complex 3D variables (360-degree movement), making it difficult to contain players within the track without breaking immersion.

  • The Solution: I proposed and tested two penalty systems:

    • Option A: Respawn at anchor point (Hard Reset).

    • Option B: Pushback with deceleration (Soft Penalty).

    • Result: We adopted Option B to maintain the "flow state." Consequently, I restructured the level into a clear, linear pathway and designed the collision geometry with glancing angles rather than flat walls. This ensures players graze obstacles and maintain forward momentum instead of coming to a frustrating halt.

3. Audience-Centric Tuning

  • Considering the exhibition audience (primarily teenagers), I balanced the level difficulty and narrative pacing to be accessible yet engaging for an all-ages demographic.

UI/UX Design Strategy

1. Narrative-Driven Interface (Diegetic UI)

  • Concept: To reflect the protagonist’s journey through interdimensional portals, I designed the UI to resemble a hand-written explorer's journal.

  • Visual Style: Utilized ink strokes and paper textures to create a fantasy aesthetic. A dynamic feature was implemented where the "notes" in the journal expand as the player progresses through the level, reinforcing the sense of adventure.


2. Technical Implementation: Gamepad-First UI System

  • The Pivot: Recognizing that the tactile feedback of a controller offers a far superior experience for aerial flight compared to a mouse, I shifted the project's primary input focus to Gamepad.

  • The System: To support this, I architected a modular UMG Navigation System anchored by a Blueprint Function Library. This centralized the logic for Enhanced Input context switching and widget focus states, ensuring that menu navigation is scalable, consistent, and as fluid as the dragon-riding gameplay itself.

3. UX Iteration: The Stamina System

  • Evolution: Originally designed as a standard "Zelda-style" circular bar.

  • Feedback: Playtesters struggled to read the gauge during high-speed flight.

  • Refinement: I iterated the design into discrete "Lightning Bolt" icons. This made resource management more intuitive (countable) and visually impactful, aligning better with the game's energetic tone.

BARRY YAYA BARRY YAYA BARRY YAYA

About

About

Barry Huang

Barry Huang

Game Design

Game Design

© 2025

© 2025

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