Utomah was in development from Sep 2016 - May 2017 during my sophomore year at DigiPen. The first four months was essentially pre-production in Unity and the second half was production in the team's custom built engine. All parts of the engine were custom except for Wwise.
Working with a team of 12 in a 2D engine we built ourselves came with a lot of challenges and hats to wear. My contributions include: menus, HUD , level gameplay programming, producing, and cinematic sequences.
Video showing the UI work I did. Displays main menu, pause menu, and small HUD work. This was my first experience creating a fully functional + robust 2D menu system/design in C++.
The main menu design is simplistic while showing off the character to provide movement and make it feel more dynamic. There are light shafts phasing in and out to also achieve this effect. It is nice view into the world before the player begins their journey. The functionality of the menus has everything a menu should have. Check boxes, bind-able controls, tabs, sub menus, multiple layers of navigation, and more! All done with a custom UI system in C++.
Since this project was worked on during my sophomore year, it was still early on in my UI design. for that reason some of the menus seem a lot more cluttered then they should be both including gamepad/keyboard instructions at the same time. However, the main highlight of these menus is both the main title page and the functionality.