I serve as a UI/UX Designer for Null: Horizon, developing the game’s first-phase interface—from wireframes and player flows to iconography and style guides—for its upcoming debut at PAX East.
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Null: Horizon is a fast-paced aerospace dogfighting game where players command interstellar fleets in large-scale space battles. I worked as a UI/UX Designer on the early production phase, helping define how players interact with the game through HUDs, menus, and core interface systems as the project prepares for its PAX East debut.
I designed and iterated on multiple core UI systems, including first- and third-person HUDs, the main menu, hub menu, loading and post-game screens, 3D map UI, and in-game iconography. I also contributed to color schemes, font selection, controller input prompts (Xbox and PlayStation), and the project’s evolving style guide to ensure a cohesive design language.
Trailer credits:
Music: Andrei
Graphics: Philip
SFX: Red
3D: Ryan
I worked across five sprints (and counting!), moving from research and wireframing into visual design and system refinement. My process included reviewing the game design document and lore, mapping player journeys, creating low- and high-fidelity wireframes, and iterating on UI systems through feedback sessions with the team. Tools like Milanote and shared asset trackers were used to keep designs aligned across disciplines.

By the end of the sprint cycle, the project had a unified visual direction and a functional UI foundation for implementation. This included a defined HUD system, a complete set of scalable icons, consistent typography and color usage, and clearly mapped player flows that support both gameplay and navigation across the game’s core features.

This project strengthened my ability to design for complex, fast-paced systems while collaborating closely with developers and designers. Working from early wireframes through visual polish taught me how to balance clarity, usability, and aesthetic direction in a game environment where every second and every UI element matters.