Kamil Jamiolkowski
Sancticide key art

Sancticide

PC2024Figma, Unreal Engine 5UI/UX Team Lead

Role

UI/UX Team Lead

Type

PC

Tools

Figma, Unreal Engine 5

Duration

Full production cycle

01Overview

Setting & Scope

Sancticide is a dark post-apocalyptic fantasy RPG for PC, adapted from Michał Gołkowski's "Komornik" novels. It's set in a world on the brink of annihilation. My job as UI/UX Team Lead was to take that existing world and turn it into a working interface, leading the team from early exploration to production-ready assets in Unreal Engine 5.

02Challenge

Constraints & Complexity

Adapting an existing literary IP has its own challenges. The visual language had to feel like it belonged to a world readers already knew from the books, while making sense under gameplay conditions. Sancticide is also mechanically dense (skill trees, inventory, quest tracking, combat HUD) and all of it had to hold together as one coherent system.

03Visual Showcase
HUD
HUD
INVENTORY SCREEN
INVENTORY SCREEN
MAIN MENU
MAIN MENU
04Approach

Process & Execution

I started with reference work to build moodboards and held alignment sessions with the Art Director to land on a shared tone. Once we agreed on "dark, ornate, weathered", I moved onto wireframing core player flows and led design on every primary system: health and stamina, skill trees, inventory, quest logs, and map overlays. I also prepared and optimized 2D assets for Unreal Engine 5 and ran cross-functional syncs with developers, 3D artists, and narrative designers.

05Art Direction

Visual Language & Typography

The UI runs on a dark palette (near-black panels, worn leather browns, and stone greys, with gold and amber accents), which aids to the world flavor. Typography leans serif and ornate to resemble an illuminated manuscript. Iconography stays tactile: swords, axes, parchment-style borders.

06Snapshots
MAP

MAP

ABILITY WHEEL

ABILITY WHEEL

07Summary

A Costly Lesson

Sancticide didn't land well at launch. The game's mechanics needed more polish than the studio's timeline and resources could support. It was a hard outcome to sit with, given how much work and time the whole team put into it. But it was also one of the more useful lessons of my career. Sometimes ambition outpaces capacity.

UI/UX TEAM LEAD AT RED SQUARE GAMES

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