Outlier was in development from Sep 2017 - May 2018 during my junior year at DigiPen. The first four months was pre-production in Unreal and the second half was production in the team's custom built engine. All parts of the game are custom with the exclusion of using Wwise and PhysX.
Working with a team of 20 in a 3D engine we built ourselves came with a lot of challenges and hats to wear. My contributions include: menus, HUD , entirety of gameplay programming, game design, producing, cinematics, and prototyping.
The main menu features a custom menu system that I created in C#. The main purpose was to echo the main theme and gameplay. Outlier features cinematic cameras, Render to Texture based mechanic, and most importantly the feeling of being small in a dangerous world. My main menu design with the TV stack motif is meant to really instill this feeling into the player getting them ready for gameplay and the world we created for them.
I was in charge of the entire creation of the main menu from concepting, programming, and putting everything together. I did not make the art/sound assets but I touched everything else about it. In a custom engine, we managed to get 2D graphics fairly late so this menu was created in 2-3 weeks along with the rest of the UI I developed in the game. The idea came when I found an unused TV asset one of our artists made!
Video showing the final full gameplay of the game. I worked on the prototyping, game design, gameplay scripting, world design, UI, UX, controller, and cameras. All in C# the only thing I did not touch was enemy AI.
A lot of research went into finding old technology menus and symbols to use for the pause screen. Unfortunately due to time constraints the menu still has issues such as simple graphics and just visual communication. It also is not very expandable for future options but given the 2-3 weeks to develop all the UI design + programming in a custom engine I am proud of what was produced!
Within a few weeks I created Outlier's simple yet robust UI system used for in-game menus + HUD. The pause menu was carefully designed to focus on the user experience and tailor toward the low-fi tech aesthetic the team and I worked hard to set up in the rest of the game.