SHIN AND THE GUARDIANS OF SPIRITS
Shin and the Guardians of Spirits is a boss rush game where players must defeat the Spirit Guardians who have become corrupted and forsaken their duties to guide spirits from the mortal realm to the afterlife.
I've been co-leading development on this game, and it will be released at the end of October! My responsibility has been overseeing the visual and technical design/implementation of UI features as well as systems/tools to allow other devs and designers to easily implement UI elements.
More about the features highlighted
Configurable Targeting System
An actor component that handles creation of in-world widgets and attaches them to the root of an object or a specified bone in a skeletal mesh. It comes with options for enabling a floating health bar and positioning it where desired. This component is then used to determine what is "targetable" and locks the camera to focus on the target.
Combat HUD
Displays health and magic levels, leveraging the Viewmodel Plugin to decouple data from presentation and facilitate event-driven updates.
UI Subsystem
A class that derives from GameInstanceSubsystem, managing multiple CommonUI Widget Stacks that act as different layers (main menu, pause menu, HUD, modal). CommonUI handles input management, menu navigation and widget focus while the UI Subsystem class provides global access to widget layers, decoupling the act of creating and pushing widgets from the systems that utilize it.
Other UI concepts explored include reusable widget templates, custom UI materials, and cinematic menu transitions.
While we move towards our release date, future efforts will focus on a dialogue system, and updating placeholder UI elements with stylized art elements.