ROLE
Lead UI Artist - Distinct Possibility Studios
GENRE
Open World FPS
STATUS
Early Access shipped on Steam
RESPONSIBILITIES
UI look and feel, UI art production pipelines, mentorship
Lead UI Artist - Distinct Possibility Studios
GENRE
Open World FPS
STATUS
Early Access shipped on Steam
RESPONSIBILITIES
UI look and feel, UI art production pipelines, mentorship
For Reaper Actual, I helped define the visual language for a complex open-world FPS UI. Working from UX wireframes and high-level direction, I translated evolving game systems into polished Figma mockups, reusable components, and a pipeline that could move cleanly into UE5. A big part of the challenge was balancing freshness with familiarity. The UI needed to feel distinct, but still make sense to FPS players immediately. Because the design was evolving quickly, I focused on modular building blocks: Figma libraries, reusable GUI components, and a material-driven UI approach in UE5 so the look could evolve without rebuilding every screen from scratch. I also helped mentor, giving art feedback, tasking support, and helping onboard the team into the Figma workflow.
SCOPE OF WORK
UI look and feel - Figma boards, components, and GUI libraries - Visual mockups from UX wireframes - Pipeline from Figma to UE5 implementation - Modular UI/material system direction - Art feedback and mentorship
Reusable Figma components and UE5-facing UI libraries built to support an evolving FPS design while maintaining visual consistency.