HUD
Leveraging the custom UI system, I developed the in-game Heads-Up Display. This involved translating design concepts into a fully functional and responsive interface element. Key tasks included:
Responsive Layout: Engineering the layout to dynamically adapt and scale correctly across a wide range of screen resolutions and aspect ratios, ensuring a consistent player experience.
Data Binding: Integrating HUD elements with the engine's scripting system to accurately reflect real-time game state (e.g., player health, ammo, interactables) through data bindings.
Collaboration & Iteration: Working closely with the designated UI designer and incorporating feedback gathered from team/volunteer playtesting sessions to iteratively refine the HUD's appearance and usability.
Creating art assets for the HUD: due to our lack of artists I took it upon myself to make all the art assets for the HUD.
Responsive Animations: to make the HUD feel dynamic and to convey the information to the player in a satisfying way I developed a simple tween system and leveraged it to create smooth transitions for the UI elements.
Examples of dynamically driven elements in the HUD
The player can see that status of our "dash charges" on the HUD. when the charge is ready it has a shimmer effect.

when the player picks up health a little green icon along with a green glow around the border lights up.

Dynamic Text rendering
Directional damage indicator
Hit marker