Game UI
Knotline combat HUD
Readability passes for combat and objective HUDs on a shipped multiplayer title.
Shipped on live seasons
Game UI designer
I design HUDs and menus that stay readable when the fight is loud. Early career, deliberate about the craft under fire.
Featuring
2024 - present
HUDs, menus, and live-season flows.
2023
Inventory and loadout flows; playtests.
2021 - present
Menus and HUDs under weekend constraints.
Craft departments
I design game HUDs, menus, and in-match feedback for multiplayer titles.
Known for
Current focus
Selected productions
Game UI
Readability passes for combat and objective HUDs on a shipped multiplayer title.
Shipped on live seasons
Menus
Menu and reward flows for live seasons without a tutorial rewrite each time.
Live at Knotline
Freelance
Menus, HUDs, and pause flows for a dozen student and indie jams.
12+ jams shipped
With distinction
Knotline Games
Tether intern
12+ jams
A note from the production
UT Austin BFA, a dozen freelance jams, a Tether internship, then Knotline Games. The work is whether a player can still read the interface when the screen is noise.
Commentary
A HUD that only works in a quiet mock fails the product. Playtest combat and panic.
Production notes
Distribution
Credits·shown with a fictional demo record
See it on your record →