
UX/UI DESIGN
Examples of different types of UI/UX systems I helped build or created all by myself..
Wreckin' Racoon






nDreams - VR - UX/UI/3D
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For WR, a high-energy raccoon-themed adventure game, I designed a fully diegetic UI system to maintain player immersion. To cater to the target demographic (ages 8–15), we utilised a mobile phone interface as the central navigation hub, leveraging a familiar real-world object to ensure intuitive UX.
​I also created the icons, onomatopoeia text, notifications, and emotive thought bubbles.
Key Responsibilities:
UX/UI Architecture: Designed and implemented the end-to-end UX/UI for all in-game systems.
Visual Effects & Motion: Developed dynamic UI animations and VFX to enhance feedback and tactile feel.
3D Integration: Designed and constructed custom 3D assets to house the UI within the game world, ensuring a seamless blend between menus and gameplay.
Asset Implementation: Managed the full pipeline for building and integrating UI assets into the engine.
Motion Graphics & Video: Produced and edited video content, including the design and animation of the game’s intro sequence from initial concepts.
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Vendetta Forever



nDreams - VR - UX/UI/3D
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Project Overview
Collaborated with a solo developer to design and build the game’s "Main Hub," a central 3D environment that serves as the player's primary navigation point. The core concept is based on an "Editing Suite" where each playable level represents a different film genre.
Design Strategy
Diegetic Navigation: Developed a fully immersive, diegetic 3D space, removing traditional 2D menu overlays to keep players grounded in the game world.
Narrative Framework: Aligned the hub’s visual design with the game’s premise, serving as a functional "teleportation" anchor where players arrive and depart from various movie-themed levels.
Spatial UX: Engineered the layout to facilitate intuitive level selection while reinforcing the cinematic theme through environmental storytelling.
Key Contributions
Concept & Design: Conceptualized the "Editing Suite" hub to unify disparate level genres under a cohesive narrative umbrella.
Technical Implementation: Built the 3D assets and integrated the UI mechanics to ensure seamless travel between the hub and mission areas.
Comic Horror UI Concept
nDreams - VR -
Principal Artist - UX/UI/3D
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Project Overview: Dynamic Interface System
I developed a custom UI designed to move beyond traditional "highlight and hold" mechanics. By utilizing dynamic scaling and color-fill transitions, I created a responsive and tactile experience for player interactions.
The style had to fit the comic aesthetic of the main game but adding some of the horror aspect with the dynamic splatter background that changes over time.
The system leverages UI animations and material shaders driven by Blueprints, to define distinct interaction states.
Key Responsibilities:
Design & Prototyping: high-fidelity UI mockups, and visual animatics for diagetic menus in VR.
Technical Implementation: Developed interactive UI Blueprints and material shaders to handle real-time state changes.
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STAR WARS: HUNTERS






​BossaAlien/Zynga - Mobile - UX/UI
Principal UI Artist
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Project Overview
Squad Based Third Person Shooter,
Collaborated with LucasArts to deliver a fresh aesthetic for the Star Wars franchise, specifically focusing on vibrant, high-energy visuals for a mobile-first game show and event experience.
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Principal UI Artist
As the lead UI Implementation artist, and was responsible for maintaining visual consistency across all screens, UI elements, and user interactions once the UI coders had finished.
Key Responsibilities
UX/UI Design: Architected comprehensive UX wireframes and high-fidelity UI mockups tailored for mobile engagement.
Motion Design:
Developed visual animatics to define the flow and energy of the user experience.
Implementation: Visualized core gameplay features and integrated all approved assets into the final build.
DECKSPLASH






​Bossa - PC/Consoles - UX/UI/VFX
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DeckSplash is a vibrant multiplayer team game where players perform skateboard tricks to trigger "paint explosions." The larger the combo, the greater the coverage; the team that paints the most territory wins.
Role & Objective
I designed a clean, energetic UI that captures the game’s arcade-inspired aesthetic. The creative brief focused on a "90s SEGA" visual style, blending nostalgia with modern functionality.
Key Contributions
UI/UX Design: Developed full UX wireframes and high-fidelity UI mockups.
Motion & Implementation: Created visual animatics and implemented slick, polished menu transitions.
3D & VFX
Produced all in-game VFX and integrated stylized 3D assets into the menus to enhance the dynamic feel.
Featured Work
3D Lobby Scene: I designed and animated a seamless, looping lobby environment using level assets. The scene features a custom-modeled "paint splash" created in Blender, with skateboards arranged in a circular formation.
Gameplay Demo: The accompanying video showcases the final UI integration and real-time VFX in action.
Motherland
​Bossa - PC/Consoles - UX/UI/VFX
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Project Overview
Alternate History FPS RPG, set in an alternate-past Russia, this first-person shooter tasks players with constructing a companion protector to survive the "blackout wastelands" of a war-torn landscape.
Design Aesthetic
The UI features a distinct monochrome palette, blending 1970s analog aesthetics with modern computer interface designs to ground the player in the game's unique historical setting.
Key Responsibilities
UX Design: Architected comprehensive wireframes to map the player journey and crafting systems.
UI Design: Produced high-fidelity mockups that defined the retro-futuristic visual style.
Motion Design: Developed visual animatics to establish the feel of the interface and transition sequences.






MOBILE COVER SHOOTER
Space Ape - Mobile - UX/UI/VFX
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Project Overview
Designed the comprehensive UI/UX for a mobile-first shooter, focusing on a responsive and intuitive user experience.
Key Responsibilities
Art Direction: Established the visual "look and feel" for the primary menus and in-game HUD.
VFX Design:
Created and integrated visual effects to enhance combat feedback and player immersion.
Interface Design:
Developed the layout and interaction flow for all screens to ensure clarity during high-intensity gameplay.




TRANSFORMERS: EARTH WARS
Space Ape - Mobile - UX/UI/VFX
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Project Overview
Mobile RTS, collaborated closely with Hasbro to define the game’s visual identity, blending the nostalgic aesthetic of 1980s toy packaging with modern UI/GUI accents. My work culminated in integrating UI, VFX, and 3D elements directly into the game build.
Key Responsibilities
UX/UI Design: Architected comprehensive wireframes and high-fidelity mockups optimized for mobile engagement.
Motion & Prototyping:
Developed visual animatics to define interaction flows and implemented all approved designs.
Technical Art & VFX:
Created custom VFX for all core game systems to enhance feedback and immersion.
Featured Work: The Space Bridge
I spearheaded the development of the "Space Bridge" (the primary loot-collection system), coordinating across audio, environment, and design teams.
My work included:
Designing and building the full 3D environment.
Developing the bespoke VFX and integrated menu systems for the sequence.
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RIVAL KINGDOMS
Space Ape - Mobile - UX/UI/VFX
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Project Overview
Mobile RTS, to align with the game's core-gamer aesthetic, I was responsible for evolving the visual identity of the menus and HUD. The primary objective was to transition the UI framework from static assets to a more immersive, by bringing 3D elements into a traditional 2D setup .
Key Contributions
3D UI Integration: Spearheaded the replacement of static 2D assets with animated 3D models integrated directly into the UI.
VFX Enhancement: Developed bespoke visual effects for these 3D elements to add depth, impact, and high-end polish to the user interface.
UI Modernization: Ensured the new 3D components functioned seamlessly within the existing framework while elevating the overall "look and feel" for the target audience.
Visual Examples
The following videos demonstrate how these 3D elements and VFX were injected into the menus to create a more dynamic and engaging player experience.




PRO EVOLUTION SOCCER
Konami - Console
Freelance UX/UI
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Project Overview
The objective was to modernize the franchise’s front-end for next-generation platforms. The design focused on achieving a high level of visual polish and user accessibility, ensuring the experience remained competitive with industry-leading titles.
Key Contributions
Visual Direction: Developed multiple UI style iterations to explore various interaction models and aesthetic directions.
Personalization: Demonstrated a dynamic menu system that customized the interface to reflect specific team branding and user preferences.
Strategic Benchmarking: Engineered the UX to balance sophisticated visual depth with the intuitive navigation expected of a modern AAA title.






THE VOICE
Activision/Zoe Mode - Console
Lead artist /Consultant - UX/UI/VFX
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Project Overview
The objective was to capture the essence of the television brand by blending high-end broadcast production values with engaging gaming mechanics.
Key Contributions
Brand Alignment: Developed a "Front End" aesthetic featuring lens flares, polished chrome textures, and bold color palettes to maintain strict brand consistency.
Motion Design: Engineered 3D animated transitions to replicate the sophisticated feel of a premium TV broadcast.
OSD Design: Designed a highly legible On-Screen Display that integrated "glitzy" visual effects and celebratory award animations to reward player progress.
Project Demo
The accompanying video showcases the seamless integration of the broadcast-style UI and real-time gameplay feedback.






ZUMBA - DIGITAL DANCE
Majestico/505/Zoe Mode - Console -
Team Lead Artist - UX/UI/VFX
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Project Overview: I developed a robust UX framework designed to support a diverse range of input methods, including Kinect gesture control, voice commands, pointers, and traditional gamepads.
Design Strategy: As the franchise targets a broad, non-gaming audience, the priority was to deliver a menu system that was intuitive, highly responsive, and polished with high-end VFX. To align stakeholders on this vision, I utilized comprehensive mood boards to communicate my creative and functional approach to the publisher.
Key Contributions: Multi-Modal UX: Engineered a flexible interface capable of seamless transitions between different input hardware.
Motion Graphics: Hand-animated several On-Screen Display (OSD) elements, which were then optimized and exported for the UI engine.
Visual Polish: Delivered a high level of VFX integration to ensure the "Front End" (FE) felt energetic and engaging.
The following gallery and videos demonstrate the OSD and FE systems across multiple Zumba titles, showcasing the versatility and visual consistency of the final products.






SING IT - VOCAL/MUSIC
Disney/Zoe Mode - Console
Team Lead Artist - UX/UI/VFX
Project Overview
This project focused on an extensive UX design challenge: creating an intuitive navigation system for a younger demographic (ages 6–15). The interface utilized bold typography, high-contrast shapes, and clear iconography to ensure accessibility and engagement.
Key Contributions
Dynamic UX/UI: Developed an engaging "Front End" (FE) featuring fluid transitions and high-energy VFX to maintain player interest.
Interactive OSD: Designed a responsive On-Screen Display where vocal pitch directly controlled the vertical movement of an on-screen "pitch ball" in real-time.
System-Wide VFX: Created a comprehensive suite of visual effects for core mechanics, including fill lozenges, curved note paths, and score multipliers, all featuring reactive animations triggered by player performance.
The accompanying video demonstrates the OSD in action, highlighting the seamless integration between vocal input and visual feedback.






© 2026 Jason Cunningham
