Kamil Jamiolkowski
AAA FPS (UNANNOUNCED) key art

AAA FPS (UNANNOUNCED)

PC/ Console2025 - 2026FigmaLead UI Designer

Role

Lead UI Designer

Type

PC/ Console

Tools

Figma

Duration

2025 - 2026

01Overview

PROJECT & ROLE

I worked on this unannounced AAA FPS, combining dark fantasy mysticism with '80s action cinema, for over a year. It was being built in Unreal Engine 5, in partnership with a first-party studio owned by a big publisher. As Lead UI Designer, I owned the full UI roadmap: visual language, design system and screen work, from pre-production through early production stages. Sadly, the project was cancelled during early production when the partner studio closed as part of a broader restructuring. The cancellation was unrelated to the UI team's output.

02Challenge

CONSTRAINTS

The project required coordination between two studios in different time zones, with no in-person contact. Alignment depended on weekly calls with the Art Directors covering progress, feedback, and brainstorming, plus messaging tools for day-to-day communication. Every UI decision had to be documented clearly enough to be reviewed and understood by both parties.

03Visual Showcase
MAXIMUM DENSITY OF UI ELEMENTS
MAXIMUM DENSITY OF UI ELEMENTS
DEFAULT INTERFACE LAYOUT
DEFAULT INTERFACE LAYOUT
LOW HEALTH EFFECT
LOW HEALTH EFFECT
04Approach

PROCESS

Early production covered three areas. First, a UI pipeline for cross-studio work: file structures, naming conventions, and a review schedule. Second, a design system defining visual rules for typography, iconography, and color. Third, iteration on core screens: early HUD layouts and menu flows, tested and revised across multiple rounds of internal and partner-studio feedback. Exploration volume was high. A large number of UI concepts were prototyped and reviewed before the team converged on a direction.

05Art Direction

HEAVY BUT FUNCTIONAL

The visual direction combined two references: dark fantasy mysticism and '80s action cinema, which was rather unorthodox. Typography and iconography stayed heavy and functional. The colors were bold, matching the overall direction. Occult and mystical motifs were applied throughout in-game systems.

06Snapshots
UI EXPLORATION EXAMPLE

UI EXPLORATION EXAMPLE

UI EXPLORATION EXAMPLE

UI EXPLORATION EXAMPLE

UI EXPLORATION EXAMPLE

UI EXPLORATION EXAMPLE

07Summary

WHAT REMAINS

The game was cancelled before release; the interface work did not go to market. What remains: a UI pipeline built for cross-studio production, a design system built from the ground up, and a body of prototypes produced under real production constraints. The project confirmed a working method and taught me a lot about collaboration between two distant teams.

LEAD UI DESIGNER AT GRIP STUDIOS

Next project

BioTech Corp