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Vampyr

UI Team Specs

TEAM SIZE
 


DURATION

PLATFORM

TECHNOLOGIES

2-3 Programmers, 1 Artist,
1 UI/UX Designer, 1 Producer

I worked 1 year on it

PC, PS4, xBox One

Unreal Engine 4

WHAT IS VAMPYR

Vampyr is a narrative RPG based in London in 1918. A fever has been plaguing the city and some people are experiencing some disturbing changes in their own bodies. You play Jonathan, a doctor that was just turned into a Vampire. You will need to figure out what's happening to you while surviving in this hostile environment and fighting your way through. Choices and interactions with the different citizens of London are key to your surviving and dictate how you evolve.

WHAT I WORKED ON

I worked on this project for about a year as a UI Programmer. I had the chance to implement lots of gameplay systems into the UI to provide the best possible user experience. Performance and UX were key to succeeding in this mission.This is a non-exhaustive list of what I've had the chance to work on (on the UI side of things): 

 

  - Inventory system (everything from displaying an object, filling containers, pagination system on containers and so on...) - Compass and marker system 

  - Crafting system 

  - Tooltip system (which was rather big in an RPG and more specifically Vampyr that has a Tooltip for almost anything on screen during the menus) 

  - and much more...

WHAT I LEARNED FROM IT

This was an extremely educational experience. I've learned a lot. First of all, being in a team of that size (around 50 people in the project in total) was very interesting. Communication was key and keeping a clean workflow with the different disciplines was essential. There was also a lot going on every day so I had to be aware of everything.


Aside from the more "human" aspects of the projects, I learned a lot in the programming side of things. I had the chance to read lots of code from lots of talented people and also practice how to implement complex systems and optimize parts of the code (I had to optimize the Compass HUD for example because it was very performance sensitive).

 

This was also my first time developing for consoles. Although I didn't spend too much time on console dev, I had the chance to work a little bit on PS4 and xBox One Devkits and understand the basics of how they work.

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