2022

// PROJECT · GAME

Wistful

Unity UI Toolkit, HUD, and interaction systems for a 3D low-poly exploration puzzle game — selected for the 2022 UTS Tech Festival.

Wistful is a 3D low-poly exploration puzzle game set against the suffocating void of space. Players control a child astronaut navigating atmospheric sci-fi environments, solving environmental puzzles to progress through interconnected levels. My role covered the gameplay HUD, interaction prompts, and UI feedback built in Unity UI Toolkit, with reusableUI components authored.

Role

UI & Interaction Programmer (same team and role as Shatter)

Contributions

  • Built the gameplay UI and interaction system — HUD, menus, pause, end-of-level, and in-world interactable prompts.
  • Authored the project’s UI component library (panels, buttons, focus rings), reused across every screen so the visual language stayed consistent.
  • Built the interaction prompt framework the rest of the team dropped interactables into, so adding a new object that needed a prompt was a one-component job, not a new UI hook.
  • Integrated UI feedback into the puzzle-completion flow so visual confirmation fired at the same beat as the underlying state change.

Technical Challenges

  • Reusable UI components over one-off screens. Every screen authored against templates, with a small base class for lifecycle hooks; adding a new menu was a prefab, not a fresh design pass.
  • Interaction prompts that read across environments. The game moves through different environment and levels; routing prompts through an event entry rather than a per-frame transform read kept legibility stable as backdrops changed.
  • Reading feedback under low-poly constraints. With a deliberately minimal art style, the UI carried more of the atmosphere; a constrained palette and a small set of feedback motifs kept screens feeling part of the world, not bolted on.

Lessons Learned

  • Authoring UI components up front paid off the same way a design system does — once the components existed, every new screen was an assembly job and the visual language stopped drifting.
  • Treating interaction as a framework event (focus / unfocus / state-change) rather than a per-object script scaled better than wiring each interactable to its own UI hook.

Recognition

Selected for presentation at the 2022 UTS Tech Festival.


Playable demo: itch.io · Source: GitHub

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