Full Game UI/UX Design for UE5 Sci-Fi Horde Defense Shooter (Steam Early Access)
Budget / Salary€250–750
TypeFreelance project
LocationRemote
Posted8 hours ago
I’m looking for an experienced game UI/UX designer to create the complete user interface for Desert Echo, a third-person sci-fi horde defense shooter built in Unreal Engine 5 and heading to Steam Early Access. The player is an armored AI combat robot defending the Echo Core against waves of alien rift creatures, using weapons, buildable towers, gates and shields.
The game is fully playable. The current UI is functional but placeholder, and it needs a consistent, polished visual identity.
Play the demo
A free demo is available on Steam. Please try it before applying so you can see the gameplay, pacing and the current UI:
https://store.steampowered.com/app/4714830/Desert_Echo/
Youtube video demo playthough: https://www.youtube.com/watch?v=dALWkDLHyag
To make sure they actually play it, you could add this to the “When you apply, please include” list:
2–3 sentences on what you would improve in the current UI after playing the demo
Visual direction
Neon cosmic sci-fi with a rugged military-tech feel: dark translucent panels, angled cut corners, thin glowing frame lines.
The color palette is already defined from our splash screen (12 colors, hex codes provided).
Condensed uppercase sci-fi typography.
I’ll provide a gameplay video, screenshots, the logo, key art, the character render and the palette board.
Screens in scope
Loading screen (concept already done; it needs polish and final assets)
Main menu
Pause menu
Settings: Input, Audio, Video, Gameplay, Accessibility
In-game HUD: health/energy/XP bars, ammo and weapon, wave counter, minimap frame, compass, objective markers, reward feed, wave timer
Inventory, with tabs for Inventory, Quest Journal, Skills and World Map
Loot / container screen (inventory next to crate)
Weapon store / trader
Tower build bar: a horizontal bottom strip that leaves the tower’s range circle visible in the world
Tower card: stats, upgrade, repair, shield, ammo type, sell
Gate and Core status cards
Wave start and boss incoming banners
Defeat screen
Victory screen
Weapon wheel
Tooltips, dialogs and confirmation popups
Deliverables
Source files in Figma (preferred) or layered PSD, organized and named.
A UI kit and style guide: buttons in all states (normal, hover, pressed, disabled), panels, sliders, dropdowns, toggles, tabs, scrollbars, progress bars, item slots and tooltips.
Exported PNG assets ready for UE5 UMG, with 9-slice / box-brush friendly panels and buttons, at 1920×1080 base resolution, scalable to 1440p and 4K.
An icon set: weapon categories, ammo, items, currency, stats and input prompts (keyboard/mouse and gamepad).
Optional, a plus: simple animation notes for transitions and hover effects.
The game is fully playable. The current UI is functional but placeholder, and it needs a consistent, polished visual identity.
Play the demo
A free demo is available on Steam. Please try it before applying so you can see the gameplay, pacing and the current UI:
https://store.steampowered.com/app/4714830/Desert_Echo/
Youtube video demo playthough: https://www.youtube.com/watch?v=dALWkDLHyag
To make sure they actually play it, you could add this to the “When you apply, please include” list:
2–3 sentences on what you would improve in the current UI after playing the demo
Visual direction
Neon cosmic sci-fi with a rugged military-tech feel: dark translucent panels, angled cut corners, thin glowing frame lines.
The color palette is already defined from our splash screen (12 colors, hex codes provided).
Condensed uppercase sci-fi typography.
I’ll provide a gameplay video, screenshots, the logo, key art, the character render and the palette board.
Screens in scope
Loading screen (concept already done; it needs polish and final assets)
Main menu
Pause menu
Settings: Input, Audio, Video, Gameplay, Accessibility
In-game HUD: health/energy/XP bars, ammo and weapon, wave counter, minimap frame, compass, objective markers, reward feed, wave timer
Inventory, with tabs for Inventory, Quest Journal, Skills and World Map
Loot / container screen (inventory next to crate)
Weapon store / trader
Tower build bar: a horizontal bottom strip that leaves the tower’s range circle visible in the world
Tower card: stats, upgrade, repair, shield, ammo type, sell
Gate and Core status cards
Wave start and boss incoming banners
Defeat screen
Victory screen
Weapon wheel
Tooltips, dialogs and confirmation popups
Deliverables
Source files in Figma (preferred) or layered PSD, organized and named.
A UI kit and style guide: buttons in all states (normal, hover, pressed, disabled), panels, sliders, dropdowns, toggles, tabs, scrollbars, progress bars, item slots and tooltips.
Exported PNG assets ready for UE5 UMG, with 9-slice / box-brush friendly panels and buttons, at 1920×1080 base resolution, scalable to 1440p and 4K.
An icon set: weapon categories, ammo, items, currency, stats and input prompts (keyboard/mouse and gamepad).
Optional, a plus: simple animation notes for transitions and hover effects.
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