Deliquium

UI Design - 2025

DELIVERABLES
UI Design
Production

TOOLS
Figma
Unreal Engine 5.5.1

TEAM
Melanie Hicks 
Dylan Defreitas
Sean Fong 
Jayleen Hong 
Ayon Mukherjee

Introduction

Deliquium is a tactical shooter game set in a post-apocalyptic world. Players must navigate derelict environments, exterminating waves of mutants while trying to stay alive.

The Team

Melanie Hicks - UI Designer / Producer
Dylan Defreitas - UI Programmer 
Sean Fong - Creative Director / Level Designer
Jayleen Hong - Concept Artists
Ayon Mukherjee - Graphic Designer

Problem

When I joined the Deliquium team as the Lead UI Designer, I was tasked with creating a user interface that was not only visually stunning but also intuitive and accessible for players. The project faced several challenges, the UI lacked consistency across screens, with no prior established style guide assets in place. The workflow between design and development was inefficient, causing delays in implementation, and accessibility considerations were overlooked, potentially alienating a portion of the player base. These issues risked creating a frustrating experience for players, as well as slowing down the team’s progress.


 

HUD Components

 

Solution

To address these challenges, I took a hands-on approach to design and implementation. I created key UI screens, including the title screen, menu screen, player HUDs, settings modals, and game status screens, ensuring each element aligned with the game’s aesthetic and functional goals. To bring consistency and efficiency to the process, I developed and published a comprehensive design system that established clear standards for typography, colour palettes, and reusable components. This system became the foundation for all UI work, ensuring consistency across the game and speeding up the design process.

Key Contributions

  • Developed and published a design system to standardize components.
  • Collaborated closely with programmers to integrate UI assets into UE 5.5
  • Advocated for accessibility improvements in navigation.
  • Streamlined workflow processes, accelerating iteration cycles.

 

 

HUD screen mock up

 

Results

The results of these efforts were transformative. The UI became a cohesive and polished part of the game, enhancing the overall player experience. The design system reduced ambiguity and improved collaboration between designers and developers, saving time and resources. Accessibility improvements ensured the game was less cluttered and minimal, aligning with the team’s vision in creating an game with killer appeal.


 

 

Using Format