Disconnected: UI and landing page for an indie game

I started as a 2D artist candidate but ended up leading the UI for an indie horror game. I designed an in-game smartphone interface and a promotional landing page that builds hype without spoiling the plot.


Platform
Desktop, tablet and mobile
Year
2026

Summary;

  • Pivoted from 2D artist to UI lead after test work exceeded expectations. First Unreal Engine project.
  • Designed in-game smartphone interface with a cohesive design system spanning menus, phone UI, and landing page.
  • Simplified app grid and iconography based on gameplay recordings, improving reaction times during chase sequences.

Watch the landing live here!

You’ve got mail!

The studio brought me on as a 2D artist but moved me to UI design after seeing my test work. It was my first time using Unreal Engine and the main challenge was creating a smartphone interface that looks good when rendered in a 3D desktop environment.

My first proposal for the UI, with little context and within 3 days.

Mission

I had to design a functional in-game mobile system and a teaser website. The goal was to make the UI legible on the game engine and create a marketing page that attracts players without ruining key story moments.

User flow
Main menu
User flow
Loading screen
User flow
Settings
User flow
Game Over

Design

I researched how interfaces render inside Unreal Engine, studying games like GTA V to see how a 3D phone looks on a desktop screen. This required breaking some standard mobile usability patterns to ensure elements remained readable at odd angles and during movement. I built a small design system to keep the menus, in-game phone, and landing page cohesive.

Teléfono en entorno 3D
In-game phone, running on Unreal Engine.

User flow
Main screen
User flow
Notifications
User flow
Loading screen
User flow
Chat
User flow
Locked Screen

Through gameplay recordings, I realized some icons were hard to distinguish and the app grid was frustrating to use during chase scenes, so I simplified the layout to improve reaction times.

For the landing page, I made the decision to remove the main villain. While standard marketing suggests showing the best assets, I knew revealing him too early would ruin the experience, so I focused the design on building mystery and intrigue instead.

Hero section
Other sections

Watch the landing live here!

The end

We are currently preparing the demo for events like Guadalindie and looking for a publisher. The collaboration with the team was excellent and we are already looking for opportunities to work together again.

I realized that designing changes a lot when you are a potential user of the product. This taught me to separate my personal taste from the needs of the target audience, focusing on true empathy rather than just designing what I would want for myself.