Valetinus
zhiyunyu0214.bsky.social
Valetinus
@zhiyunyu0214.bsky.social
Game Designer& UI Designer, indie game developing
Some Other small UI Attachments and Reflection
This is my first time designing a sci-fi oriented UI, and I had a bit of trouble controlling the style. I looked for a lot of references and spent a lot of time thinking about how to combine the feeling of dreams with sci-fi.
February 10, 2026 at 6:39 PM
UI Design--Backpack Menu
Designed an attachment UI for each weapon, which really took a lot of time. Then I separated the weapons, medicine, and energy to make it clearer. This will also make it easier to add other items later. I also made a display page to showcase the weapons and items.
February 10, 2026 at 6:17 PM
UI Design
finished all puzzle design for the level 1, 2, 3
February 10, 2026 at 6:03 PM
UI Design——Puzzle Menu
Add some crystalline pieces floating on the surface to indicate that this is memory, along with some drifting particles. If I have time later, I will make them dynamic.
February 10, 2026 at 6:02 PM
UI Design——Main Menu
I want the overall style to be more sci-fi and dreamy, incorporating some deconstructed and chaotic lines.
February 10, 2026 at 5:56 PM
Reflection
One major challenge was enemy balancing during the layout phase. While designing encounters in 2D maps, I lacked concrete gameplay data—enemy speed, damage, health, and player DPS were all estimates. This made it difficult to fully judge encounter difficulty and pacing on paper alone.
January 29, 2026 at 11:57 PM
Encounter & Enemy Design
I defined enemy roles (basic melee, ranged, elite variants) and planned how encounters escalate across levels. Placement was designed to shape movement—forcing repositioning, controlling sightlines, and creating pressure zones rather than pure difficulty spikes.
January 29, 2026 at 11:53 PM
Puzzle Design
The focus was on puzzles that gate progression without breaking momentum: locker search and circuit connection in the pre-level, pathway switching in the lab, spatial reconnection in the city, and conveyor shutdown in the factory.
January 29, 2026 at 11:51 PM
Lv Design
Worked on level layout and player flow for all stages.
I blocked out the main paths, side routes, and loops, focusing on readability, pacing, and spatial hierarchy. Vertical layers, sightlines, and safe vs risky routes were planned early to support different combat and exploration styles.
January 29, 2026 at 11:46 PM
Dream Fallen _Narrative Design

The focus is on narrative design and overall structure. Since our team has three artists, and considering their different artistic styles, and inspired by Satoshi Kon's film ”Paprika“
January 29, 2026 at 11:41 PM
week 10. I researched how to put the alembic in the level ,the dissolved material and particles, and added it on the character
March 13, 2025 at 9:51 PM
week9 I researched blender geometric nodes animation and did the animation in blender
March 13, 2025 at 9:45 PM
week 8, I researched the combination of splines and particles and the use of time sequence.
March 13, 2025 at 6:29 PM
week 4 I start to learn how to use blueprint to complete some triggers and click interaction, It is very interesting
March 13, 2025 at 6:04 PM
week 3 I learn to add the light and particles in the environment and create the video
March 13, 2025 at 5:59 PM
March 1, 2025 at 6:51 AM
storyboard2
February 19, 2025 at 12:43 AM
storyboard
February 19, 2025 at 12:42 AM
February 14, 2025 at 12:54 AM
January 28, 2025 at 12:25 AM
January 15, 2025 at 9:05 AM