TITAN HUNTER - Equipment Menu

TITAN HUNTER is a fictional game about piloting mecha-suits to hunt large monsters.
This was a look into the technical aspects of building a menu in-engine. The menu to the left is in 3D-space whilst the rest is in screen space.
My main reference is by Gavin Bird: https://www.artstation.com/artwork/Nqyo1
Icons of TORC15 and Kriss Vector are based on Martin Bergmans rifles: https://www.artstation.com/bergman3d

Graphics and designs made in Photoshop and Illustrator.
Used Unreal Engine 4.
Menues built in Unreal Engine Motion Graphics. (UMG)
Functionality made in UE4 Blueprints.

The menu to the left is in 3D space.

The menu to the left is in 3D space.

Sub-menus to access more weapons.

Sub-menus to access more weapons.

Short video of the menu in action.

Graphics used in the menu.

Graphics used in the menu.

Breakdown time! A different angle of the scene.

Breakdown time! A different angle of the scene.

In this project I had 2 large widgets; one for the screen-space menu graphics and one for the in-world menu.

In this project I had 2 large widgets; one for the screen-space menu graphics and one for the in-world menu.

Both Widgets are made and animated with Unreal Motion Graphics.

Both Widgets are made and animated with Unreal Motion Graphics.

It required a lot of Blueprinting to handle switches and communication between the 2 widgets.

It required a lot of Blueprinting to handle switches and communication between the 2 widgets.