District 32 (2024-25)
District 32 is an Unreal 5 project designed and developed in house at Reboot Interactive. My role on this ongoing project is multi-faceted. I was tasked with designing and implementing a foundational set of mechanics, abilities, and features to get our Tech Demo ready for release. I designed and developed all of the player facing interfaces, including several diegetic interface elements.
Currently, I handle the documentation, assist with the QA efforts, as well as design and develop UI and gameplay features.
The development of this project is ongoing, and we do not have a planned release date as of yet.
Software Used
skills Used
Game Design
UI/UX Design
Project Management
System Design
User Interface
Holomap
The dynamic holomap gives users a live simulated view of the current mission area, including friendly and hostile locations, as well as points of interest. This allows players to examine their surroundings to make more strategic combat decisions.
Spatial/Diegetic Interfaces
All interfaces in District 32 were designed for immersion, using diegetic and spatial UI elements. This approach keeps players grounded in the game world and enhances overall immersion.
Title Screen
The Title Screen breaks from the game’s diegetic and spatial UI approach, but uses a reactive live scene to maintain immersion.
game design
Immersion First
Diegetic elements like the holomap are used to integrate UI directly into the game world, reducing abstraction and maintaining player immersion. This approach reinforces spatial awareness and makes interaction feel more natural and grounded within the environment.
Drones
Remote-controlled drones expand player agency by enabling safe scouting, indirect interaction, and multi-purpose problem solving. This creates flexible gameplay where players can approach objectives through reconnaissance, environmental control, or tactical engagement.
Stealth/Strategic Gameplay
The levels are designed with stealth and strategy in mind to allow for multiple approaches depending on play style. All of which can be effective if executed well.
Level design
Hub World
Wide, repeating concrete forms and low lighting create a sense of scale, tension, and quiet unease within an industrial void.
Drone Workbench
A confined, tool-filled space lit with harsh practical lighting to emphasize isolation and grounded, lived-in realism.
Urban Test Environment
A simplified, high-contrast cityscape designed to support gameplay experimentation while maintaining a stark, controlled atmosphere.