RocketJump is a mix between a platformer and a first-person shooter where the objective is to defeat the boss and escape a sewer. The game was made in 6 months using Unity for an assignment from AUAS.
We were working in a team of four people and I was responsible for the UI, more specifically:
The first of my responsibilities was to create a HUD for the player, so that they receive information regarding their current session, such as their or the boss' remaining amount of HP, or when a certain power can be activated, etc.
I also wrote a code responsible for creating, processing and hiding UI elements of the HUD. Here is a fragment of a code to give you an idea of how it looks like in the code.
Next up I have written the code for each state of the game (Title screen, pause, game over, etc) and for switching between these states. I also created a menu for each game state (with the exception of the power menu). All assets for the UI (backgrounds and fonts for instance) are also either made or imported by me. Here are the screenshots of how it looks in the game:
Originally, all of the UI was processed in one big code file, but later I wrote a script for each of the game states. Those scripts are responsible for the functionality of the UI elements and for switching between game states. I call those scripts "UI-Managers". Each of those managers is a subclass of an abstract class "UIManager", which has functions to enable and disable UI elements during the switching of game states.
The UI in the final game is actually not the first version of the UI that was used. The visual representation of the UI changed drastically over the course of the development cycle. Sometimes it was the result of me adding new assets to the project and other times the whole design of the UI was changed. Below is how the UI looked compared to now.
Lastly, I participated in the playtest of our UI. Namely, I created the prototypes of three different versions of UI using Figma: the default style (comic inspired), retro (inspired by games from the old consoles, such as NES) and Hybride (a mix between previous two). Here are the screenshots of how these styles looked.
Then we created forms and sent them to the playtesters, so they can have a glimpse at the UI and choose what they thought was the best one. Many preferred the retro style (I personally preferred the default style), but because this playtest was performed late in the development of the game, we didn't have enough time to implement the changes to the UI.
This was the first full game made in Unity that I worked on and it's my favorite game in this portfolio. If you look at the documentation of the game and look at how the UI changed over the course of the development of the game, you can clearly see how I and my team grew as both game designers and developers.