Husk Planet
FIEA Capstone Game - 2025
Developed by team "18 Large Rats" in Unreal Engine 5.4
FIEA Capstone Game - 2025
Developed by team "18 Large Rats" in Unreal Engine 5.4
Husk Planet is an 18-person FIEA capstone project centered around deciphering an unknown alien language. As the team's UI Lead and Technical Designer, I was responsible for designing and implementing every user-interface system in the game, from its title screen and settings menus to the diegetic interfaces used throughout its puzzles and environments.
The largest of these systems was a Pokédex-inspired dictionary and notetaking mechanic that allows players to catalogue alien glyphs as they explore. Undiscovered symbols can be scanned directly from objects in the world, recorded in the player's notebook, and assigned custom notes based on what the player believes they mean. Those notes then follow the glyph throughout the environment until its true translation is discovered, at which point every instance updates to display its confirmed definition.
I also designed and implemented several more elaborate diegetic interactions, including inspecting and scanning glyphs from a physical book and operating an intentionally outdated, damaged computer through the player's futuristic handheld device. These sequences combined UI scripting, animation, effects, custom camera choreography, and contributions I directed from other disciplines to make the interfaces feel like believable objects within the world. During production, my responsibilities also expanded to include every fixed camera angle and transition throughout the game's second level.
I created a tool that let us use a data-driven approach to Glyph Management for our Dictionary/Notetaking system. Instead of authoring assets one-by-one, we could write the definition of new alien glyphs and even assign their textures in excel! This video is from very early in development; check the UI showcase to see final graphics!
My Role: UI Lead and Technical Designer
Responsibilities: UI/UX Design • UI Programming • Blueprint Development • C++ Development • Tools Development • Cross-Discipline Collaboration
Title Screen. I was responsible for the layout, shot composition, design, scripting the game begin sequence, and implementing every option.
Sizzle Reel of my favorite UI Contributions: Title Screen, Diegetic Computer UI, Diegetic Book Inspection UI, and Notetaking System
Full Game Playthrough of Husk Planet begins at 10:15