

1. Nominated best Dutch student game
Dutch Game Awards 2022:
1. Winner Y2 Best Design
2. Winner Y2 Best Production
Breda University of Applied Sciences:
Awards
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Role: UI/UX designer/lead, QA lead, Marketing
Genre: Third-person Survival
Engine: Unreal Engine 4
Team size: 22
Duration: 8 Weeks
Platform: PC (Itch.IO)
Duckside of the Moon is a survival game about Doug, a talented duck astronaut, who gets sent up into space for a research expedition.
He gets sucked into a wormhole on his journey and is transported to a mysterious galaxy. His ship has reset, and he's stuck.
This brave duck must find resources to improve his gear and fix his spaceship so that he can return home to his friends and family. While doing this, he must overcome dangerous environments as he realizes that he might not be the only one up here...

Unreal Engine:
1. Featured within the Unreal Engine
student showcase 2022
GEAR (UPGRADE) DISPLAY SYSTEM
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Prototyped and implemented a system that displays information about the level of the player's gear (upgrades).
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The upgrade information shown in the inventory is being updated based on the unlocked upgrade within the crafting station.
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The system has been prototyped and implemented to give the player all the necessary information about the current level of the gear (upgrades) at all times.
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TOOLTIP SYSTEM
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Prototyped and implemented a tooltip system that displays the information of hovered-over items and upgrades within the player's inventory; this system has been iterated by another designer and used within the final game.​
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The information shown in the tooltip is based on the information in the item ''Data Table'' for easy iteration/adjustment.
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Tooltip indicates ''Name'', ''image'', ''Description'', ''How to Interact'' & ''Level''.
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The system has been prototyped and implemented to give the player all the necessary information about the resources and upgrades.




GEAR DISPLAY/TOOLTIP HOW-TO DOCUMENT
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Created a how-to document to make it easier for the narrative designer to change descriptions within the UI by clearly explaining where and how the descriptions could be altered within the Inventory menu, Crafting menu & storage menu.




UI Re-design (Crafting, Inventory & Storage Menu)
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Research has been performed on the UI of similar games.
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Sketches for proposals for the new crafting menu have been made.
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Close collaboration with Artists to decide on UI art style.
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Close collaboration with VA to decide on UI layout.
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Implemented delivered t UI art assets.
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Prototyped and implemented new systems in the crafting menu:
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Icon of crafting materials.
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Name of materials.
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Amount of materials.
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Amount of materials currently in inventory.
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Information on how to navigate.
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Indication if an upgrade within a category can be crafted.
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Indication of which upgrade can be crafted within a category.
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Indication if an upgrade has been crafted.
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Prototyped and implemented new systems in the inventory menu:​
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Information on how to navigate. ​
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Prototyped and implemented new systems in the Storage menu:​
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Information on how to navigate.
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The crafting menu has been re-designed to improve the readability and feedback for the player to enhance the overall user experience.









UI/UX LEAD & DESIGN
PROJECT ROLES & CONTRIBUTIONS
UI/UX LEAD DESIGNER
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Created a gear indicator system that displays the player's current gear upgrade.
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Created a tooltip system that displays the hovered item or player upgrade.
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In close collaboration with the UI artist, Re-designed the crafting menu inventory and storage menu.
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Created a How-to document for the narrative designer to change descriptions within the UI.
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Managed a small team to ensure they completed their deadlines, work was reviewed, and delivered work met the project quality standards.
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Performed polishing work.
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Iterations made based on QA & playtest results.
QA LEAD
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Managed a small team to ensure the QA process was performed according to a proper pipeline and deadlines were met.
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Made sure quality standards were met.
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Made sure that proper QA reports were performed.
MARKETING
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Within the marketing team, I have been involved in discussing marketing techniques.
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I have been responsible for interacting with the community.
LEARNINGS
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How to create a system in which the inventory is updated, showing the unlocked upgrade within the crafting station.
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How to create a tooltip system displaying important information when hovered over an item.
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How to Prototyped and implement a variety of different UI systems.
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Amount of materials needed.
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Amount of materials currently in inventory.
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Information on how to navigate.
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Indication if an upgrade within a category can be crafted.
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Indication of which upgrade can be crafted within a category.
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Indication if an upgrade has been crafted.
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How to lead a QA team.
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How to create and follow a QA pipeline.
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How to lead a feature team responsible for UI/UX.
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Effective methods to communicate with the community.