A fast-paced, competitive motorbike arena battler where stray cats fight to the ninth life.

Project Details

Role: UI/UX Designer & Systems Designer

Platform, Engine: PC, Unreal Engine 5.6

Date: August - December 2025

Team Size: 8

Project Summary

Purrsuit is a no-holds-barred multiplayer arena game set in “The Litterbox,” a chaotic stadium where stray cats battle atop weaponized motorbikes. Players shoot out sections of the arena floor to send opponents falling into “Purr-gatory,” while dodging hazards and outmaneuvering rivals at high speed.

Intent

Our goal was to create a high-energy competitive experience that feels sharp, chaotic, and fast from the first interaction — including the UI.

From a UX perspective, I focused on:

  • Reinforcing speed and aggression through visual language

  • Maintaining clarity in a visually chaotic arena

  • Supporting split-screen multiplayer without overwhelming players

  • Ensuring feedback clearly communicates win/loss states

Key UI

UI/UX Design Process

1. Concept & Sketching

We drew inspiration from modern racing games — leaning into angular cuts, slash-style visuals, and aggressive framing to reinforce speed.

I began with hand-drawn sketches to explore layout hierarchy, readability, and visual tone.

My focus was:

  • Strong diagonals and sharp shapes

  • Motion-driven layouts

  • High contrast for readability in fast gameplay

3. Visual Styling & Theming

Once functionality was solid, I aligned the UI with the game's identity:

  • Diagonal slanted panels

  • Angular framing devices

  • Motion-heavy compositions

  • Sharp typography treatment

The visual language reinforces the intensity of the arena and mirrors the
destructible environment.

2. Functional First Pass

Before styling, I implemented the UI in Unreal to ensure:

  • All systems worked correctly

  • Inputs were responsive

  • Multiplayer compatibility functioned properly

This phase prioritized usability over aesthetics.

4. Playtesting & Iteration

We conducted team playtests and gathered usability feedback.

Example Iteration – End Screen Redesign:
Originally, the Win/Loss screen used a split-screen layout.
Testing revealed:

  • It reduced clarity

  • It visually cluttered the outcome moment

We redesigned it into a single shared screen:

  • Clear visual indicators distinguish winner vs. loser

  • Character reactions reinforce emotional feedback

This improved clarity and strengthened the competitive payoff.