Senior UI Artist (Unreal)
About One Man Studio
We craft videogames alongside AAA teams, converting artistic vision into production-ready assets and shipped games.
The Role
Work within established art direction to deliver production UI in Unreal Engine. Own defined domains—HUD, menus, overlays, diegetic elements—turning visual identity & branding into clear, consistent, and performant interfaces across PC/console.
What You’ll Do
- Define the UI language: Extend visual identity into typography, color, iconography, motion, and audio cues; keep the style guide and component library current.
- Build production UI: Create widgets for HUD, menus, inventory, settings, prompts, and world-space UI; structure components for reuse and easy maintenance.
- CommonUI & input: Implement consistent navigation, input glyphs, and focus states across controller and mouse/keyboard, following engine-standard patterns.
- Data binding: Connect UI to game data with bindings and events; expose safe parameters so designers can iterate without breaking things.
- Motion & feedback: Author lightweight animations, transitions, and micro-interactions that improve clarity without adding visual noise.
- Materials & rendering: Use UI materials and effects where they add value; manage blend modes/masking and ensure legibility in both HDR and SDR.
- Accessibility & localization:
Support scalable text, contrast targets, color-blind-safe palettes, subtitle/CC standards, and robust localization. - Pipelines & documentation: Define practical export and naming rules (e.g., atlases, 9-slice) as needed; version and document components so others can ship UI safely.
- Cross-discipline delivery: Partner with UX/Design on readability and with Engineering on architecture, performance, and platform specifics.
Requirements
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5+ years building game UI with at least one shipped AA/AAA title.
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Seasoned with Unreal Engine 5 UI stack: UMG, Slate, CommonUI, widget animation, data binding (MVVM or equivalent).
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Strong Blueprint skills for UI logic; comfortable collaborating with C++ engineers on Slate widgets and systems.
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Proven visual identity & branding skills and the ability to carry an IP’s look into production UI.
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Strong sense of typography, layout, color, iconography, and motion for gameplay readability.
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Performance-minded: hands-on with Unreal Insights, Widget Reflector, draw-call/overdraw control, texture atlasing, and memory budgets.
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Fluent with Figma/Sketch and Adobe tools; practical asset prep (export, atlasing, 9-slice).
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Clear communicator; effective in a remote, embedded setup across time zones.
Nice to Have
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Experience driving GAS/attributes-driven HUDs, inventory/crafting, and live-service UI patterns.
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Runtime font strategies (SDF/distance field), platform-safe fonts, and HDR calibration UX.
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Shader tricks for UI (parallax, dissolve, highlight) executed safely for performance.
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UX validation chops (readability tests, click/flow mapping) to de-risk designs pre-implementation.
Portfolio
Show in-engine Unreal UI with succinct breakdowns: Widget Blueprints/Slate snippets, data-binding examples, motion/transition captures, before/after readability, and performance notes (Widget Reflector/Insights screenshots welcome). If we can’t see process and results, we can’t assess.
What Success Looks Like
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UI is readable, responsive, and branded—and stays under perf budgets (no hitches, tight draw calls).
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A reusable component library others adopt without hand-holding.
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Design changes land fast because bindings, inputs, and patterns are solid.
