Summary

Type: Professional Experience
Completed: Released
My Role: Junior UI Programmer
Studio: Gameloft (Brisbane)
Time at the studio: November 2021 - March 2024
Overview
During my time at Gameloft, I worked on The Oregon Trail as a UI Programmer using Unreal Engine Blueprints. Although my role focused on implementation rather than UX or UI art, I collaborated closely with designers, artists and gameplay engineers to bring new features to life and ensure UI behaviour supported the needs of a large, multi-platform audience.
My responsibilities centred on technical execution, system behaviour, and cross-discipline integration, which aligns strongly with Technical Game Design. I implemented UI logic, game-state dependent behaviours, controller/touch input handling, and platform-specific requirements for the Nintendo Switch devkit.
Audience & Design Context
The Oregon Trail has a broad audience, including:
  • Younger players
  • Long time fans of the original
  • Switch users playing in short sessions
  • Players unfamiliar with traditional UI conventions
This meant every interface needed to:
  • Communicate information quickly
  • Support controller, touch and handheld play
  • Minimise friction during decision-making
  • Remain readable under varying screen sizes
Understanding these constraints was an important part of my design-thinking process.
My Role
I did not create UI art or own UX direction.
Instead, my design-aligned contributions involved:
  • Implementing the behaviour behind designed UI flows
  • Ensuring interactions matched the intended player experience
  • Giving feedback to designers when a flow caused friction or readability issues
  • Translating design intent into functional state-driven Blueprint systems
  • Supporting iteration by making underlying systems more reliable and easier to test
  • Helping identify edge cases and proposing technical fixes that preserved clarity
This positioned me as a bridge between design and engineering, which is core Technical Designer territory.
Key Contributions
Blueprint-Driven UI Systems
I implemented and maintained large portions of the game’s UI functionality using Unreal Engine Blueprints, including:
  • Menu interactions and navigation rules
  • Input handling for controllers and touch
  • Dynamic widget behaviour
  • Conditional UI logic tied to gameplay states
This required a strong understanding of game state, data flow, and player intention.
Collaboration Across Disciplines
Working with a distributed team meant:
  • Coordinating with artists on widget hierarchy and visual layout
  • Collaborating with designers to ensure UI supported gameplay clarity
  • Working with gameplay programmers to sync UI with systemic states
  • Integrating QA feedback daily to fix usability issues
This built strong cross-disciplinary communication skills — essential for game design roles.
What I Delivered
  • Blueprint implementations for UI systems and widgets
  • Input handling for Switch controller flow
  • Adjusted UI logic to support clearer decision-making and better pacing
  • Cross-disciplinary communication processes that improved turnaround
  • Prototypes of alternative UI behaviours for designer review
  • Reliable, shippable code used in the final release
Why This Shows My Design Strengths
This project shows my ability to work as a technical designer within a large production team. I translated design intent into functional systems, proposed usability improvements, and aligned UI behaviours with the needs of a broad player base. My understanding of player flow, clarity and input readability informed many of my decisions, even though the role sat under programming.
It also highlights my ability to:
  • Understand player psychology through interface clarity
  • Collaborate across disciplines
  • Implement and refine systemic behaviours in Blueprint
  • Work within platform constraints
  • Support designers through technical solutions
This experience strengthened my ability to design with constraints — a core skill in game design.

​​​​​​​​​​​​​​Press Coverage + Awards
  • Australian Game Developer Award: Best Ongoing Game Winner 2022
  • ​​​​​​​The Webby Awards: Peoples Voice Winner

My other projects!

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