
Contributed to MagnaAxel/RuinFromThePast by building and refining the game’s UI asset pipeline, focusing on scalable asset integration and consistent visual branding. Established a structured UI asset library using Unreal Engine Blueprints, organizing fonts, buttons, and menus for main, game over, and pause states. Enhanced inventory management and menu navigation, introducing new item icons and a RingIcon for improved user experience. Led a comprehensive branding overhaul, updating logos, splash screens, and credits to unify the game’s visual identity. Demonstrated skills in UI/UX design, asset management, and Unreal Engine asset workflows, enabling faster iteration and cohesive user interfaces across releases.
June 2025 – MagnaAxel/RuinFromThePast: Delivered two major UI-focused features with a strong emphasis on UX polish, visual consistency, and branding across the game. 1) Inventory and UI Asset Enhancements: revamp of inventory management UX, streamlined menu navigation, new item icons and UI assets, and RingIcon for menu buttons. 2) UI Branding and Credits overhaul: comprehensive branding pass including game over screen, updated logo/icon, splash screens, and credits assets. No critical defects reported in this period; in-sprint fixes addressed minor UI navigation and health bar alignment to ensure consistent UX across scenes. Impact: Enhanced player onboarding and navigation, more polished and cohesive visuals, and stronger brand recognition across menus, screens, and credits. This work lays the groundwork for faster iteration cycles and future UI improvements. Technologies/skills demonstrated: UI/UX design, iconography and asset creation, UI integration and state management, branding workflows, and asset pipeline coordination.
June 2025 – MagnaAxel/RuinFromThePast: Delivered two major UI-focused features with a strong emphasis on UX polish, visual consistency, and branding across the game. 1) Inventory and UI Asset Enhancements: revamp of inventory management UX, streamlined menu navigation, new item icons and UI assets, and RingIcon for menu buttons. 2) UI Branding and Credits overhaul: comprehensive branding pass including game over screen, updated logo/icon, splash screens, and credits assets. No critical defects reported in this period; in-sprint fixes addressed minor UI navigation and health bar alignment to ensure consistent UX across scenes. Impact: Enhanced player onboarding and navigation, more polished and cohesive visuals, and stronger brand recognition across menus, screens, and credits. This work lays the groundwork for faster iteration cycles and future UI improvements. Technologies/skills demonstrated: UI/UX design, iconography and asset creation, UI integration and state management, branding workflows, and asset pipeline coordination.
May 2025 — MagnaAxel/RuinFromThePast: UI Asset Library Initialization and Organization completed. Established a scalable UI asset pipeline by adding and organizing fonts, buttons, menus for main/gameover/pause, plus in-game UI elements; finished cleanup and organization pass. Changes focused on the UI layer with clear asset governance and naming conventions, enabling faster iteration and consistent visuals across game states.
May 2025 — MagnaAxel/RuinFromThePast: UI Asset Library Initialization and Organization completed. Established a scalable UI asset pipeline by adding and organizing fonts, buttons, menus for main/gameover/pause, plus in-game UI elements; finished cleanup and organization pass. Changes focused on the UI layer with clear asset governance and naming conventions, enabling faster iteration and consistent visuals across game states.

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