Adrian Kowalik

Adrian Kowalik

I'm a game UI/UX designer,
who bridges design and implementation

Selected works

A showcase of selected projects that I've created or took part in

Projects

Projects

Projects

Persona 3 Reload Pause Menu Recreation

I recreated a complex, stylized menu in Unreal Engine 5 using CommonUI. This involved building custom systems for dynamic button management and recreating the original UI materials. It deepened my technical understanding of UE5's UI framework.

Project Overview

Tech UI Designer

Solo

Unreal Engine

1 Month

Project Contributions
  • Analyzed the original Pause Menu and planned the widget architecture

  • Built custom Button Manager and Action Bar systems for dynamic, modular UI management

  • Recreated the stylized UI Materials

  • Implemented seamless input switching with automatic prompt updates

  • Used CommonUI for consistent cross-input behavior and navigation

Persona 3 Reload Pause Menu Recreation

I recreated a complex, stylized menu in Unreal Engine 5 using CommonUI. This involved building custom systems for dynamic button management and recreating the original UI materials. It deepened my technical understanding of UE5's UI framework.

Project Overview

Tech UI Designer

Solo

Unreal Engine

1 Month

Project Contributions
  • Analyzed the original Pause Menu and planned the widget architecture

  • Built custom Button Manager and Action Bar systems for dynamic, modular UI management

  • Recreated the stylized UI Materials

  • Implemented seamless input switching with automatic prompt updates

  • Used CommonUI for consistent cross-input behavior and navigation

Persona 3 Reload Pause Menu Recreation

I recreated a complex, stylized menu in Unreal Engine 5 using CommonUI. This involved building custom systems for dynamic button management and recreating the original UI materials. It deepened my technical understanding of UE5's UI framework.

Project Overview

Tech UI Designer

Solo

Unreal Engine

1 Month

Project Contributions
  • Analyzed the original Pause Menu and planned the widget architecture

  • Built custom Button Manager and Action Bar systems for dynamic, modular UI management

  • Recreated the stylized UI Materials

  • Implemented seamless input switching with automatic prompt updates

  • Used CommonUI for consistent cross-input behavior and navigation

Battlefield 6 Main Menu Redesign

I redesigned an existing UI through competitive analysis, wireframing, and iteration. This project let me explore new concepts, gather peer feedback, and push my designs further. It strengthened my end-to-end design process.

Project Overview

UI Designer

Solo

Figma

1 Month

Project Contributions
  • Studied the BF6 Beta menu and reimagined the game's navigation flow

  • Conducted competitive analysis of previous Battlefield titles and competitor games

  • Created sketches, wireframes, and documentation in Figma and Miro

  • Created concept designs for unrevealed screens

  • Iterated designs based on peer feedback and user testing

Battlefield 6 Main Menu Redesign

I redesigned an existing UI through competitive analysis, wireframing, and iteration. This project let me explore new concepts, gather peer feedback, and push my designs further. It strengthened my end-to-end design process.

Project Overview

UI Designer

Solo

Figma

1 Month

Project Contributions
  • Studied the BF6 Beta menu and reimagined the game's navigation flow

  • Conducted competitive analysis of previous Battlefield titles and competitor games

  • Created sketches, wireframes, and documentation in Figma and Miro

  • Created concept designs for unrevealed screens

  • Iterated designs based on peer feedback and user testing

Battlefield 6 Main Menu Redesign

I redesigned an existing UI through competitive analysis, wireframing, and iteration. This project let me explore new concepts, gather peer feedback, and push my designs further. It strengthened my end-to-end design process.

Project Overview

UI Designer

Solo

Figma

1 Month

Project Contributions
  • Studied the BF6 Beta menu and reimagined the game's navigation flow

  • Conducted competitive analysis of previous Battlefield titles and competitor games

  • Created sketches, wireframes, and documentation in Figma and Miro

  • Created concept designs for unrevealed screens

  • Iterated designs based on peer feedback and user testing

Sunbeat City

This 2-month student project put me in charge of UI/UX within a 21-person team. I worked closely with artists and developers, adapting designs as the scope shifted. It taught me how to align UI work with broader production needs.

Project Overview

UI/UX Designer

21 developers

Unreal Engine

2 Months

Project Contributions
  • Designed all in-game UI screens and led their implementation with developer support

  • Experimented with a diegetic UI approach for the first-person movement gameplay

  • Provided technical direction to UI artist on asset feasibility and implementation

  • Adapted to frequent scope changes while maintaining dependencies for other developers

  • Shipped the final product to Itch.io

Sunbeat City

This 2-month student project put me in charge of UI/UX within a 21-person team. I worked closely with artists and developers, adapting designs as the scope shifted. It taught me how to align UI work with broader production needs.

Project Overview

UI/UX Designer

21 developers

Unreal Engine

2 Months

Project Contributions
  • Designed all in-game UI screens and led their implementation with developer support

  • Experimented with a diegetic UI approach for the first-person movement gameplay

  • Provided technical direction to UI artist on asset feasibility and implementation

  • Adapted to frequent scope changes while maintaining dependencies for other developers

  • Shipped the final product to Itch.io

Sunbeat City

This 2-month student project put me in charge of UI/UX within a 21-person team. I worked closely with artists and developers, adapting designs as the scope shifted. It taught me how to align UI work with broader production needs.

Project Overview

UI/UX Designer

21 developers

Unreal Engine

2 Months

Project Contributions
  • Designed all in-game UI screens and led their implementation with developer support

  • Experimented with a diegetic UI approach for the first-person movement gameplay

  • Provided technical direction to UI artist on asset feasibility and implementation

  • Adapted to frequent scope changes while maintaining dependencies for other developers

  • Shipped the final product to Itch.io

Soaked in Sin

I owned the UI/UX pipeline during a 48-hour game jam and helped ship the project to Itch.io. Working under pressure meant making fast decisions while keeping other team members unblocked. The game is now being polished for Steam release.

Project Overview

UI/UX Designer

12 developers

Unreal Engine

48 hours

Project Contributions
  • Owned UI/UX pipeline for a 12-person team in a 48-hour game jam

  • Designed UI across multiple gameplay contexts and transition screens

  • Delivered complete UI under big time constraint

  • Supported rapid prototyping while ensuring UI work didn't block other developers

  • Shipped to Itch.io with ongoing development toward Steam release

Soaked in Sin

I owned the UI/UX pipeline during a 48-hour game jam and helped ship the project to Itch.io. Working under pressure meant making fast decisions while keeping other team members unblocked. The game is now being polished for Steam release.

Project Overview

UI/UX Designer

12 developers

Unreal Engine

48 hours

Project Contributions
  • Owned UI/UX pipeline for a 12-person team in a 48-hour game jam

  • Designed UI across multiple gameplay contexts and transition screens

  • Delivered complete UI under big time constraint

  • Supported rapid prototyping while ensuring UI work didn't block other developers

  • Shipped to Itch.io with ongoing development toward Steam release

Soaked in Sin

I owned the UI/UX pipeline during a 48-hour game jam and helped ship the project to Itch.io. Working under pressure meant making fast decisions while keeping other team members unblocked. The game is now being polished for Steam release.

Project Overview

UI/UX Designer

12 developers

Unreal Engine

48 hours

Project Contributions
  • Owned UI/UX pipeline for a 12-person team in a 48-hour game jam

  • Designed UI across multiple gameplay contexts and transition screens

  • Delivered complete UI under big time constraint

  • Supported rapid prototyping while ensuring UI work didn't block other developers

  • Shipped to Itch.io with ongoing development toward Steam release

Who am I?

About

About

About

I'm Adrian, a game UI/UX designer who bridges the gap between user-friendly design and functional implementation. Currently studying at Breda University of Applied Sciences, I design interfaces in Figma and bring them to life in Unreal Engine 5.

Originally from Poland, I moved to the Netherlands to study in one of Europe's best game design universities. When I'm not iterating on designs, you'll find me playing video games with friends and reading interesting books.

I'm Adrian, a game UI/UX designer who bridges the gap between user-friendly design and functional implementation. Currently studying at Breda University of Applied Sciences, I design interfaces in Figma and bring them to life in Unreal Engine 5.

Originally from Poland, I moved to the Netherlands to study in one of Europe's best game design universities. When I'm not iterating on designs, you'll find me playing video games with friends and reading interesting books.

I'm Adrian, a game UI/UX designer who bridges the gap between user-friendly design and functional implementation. Currently studying at Breda University of Applied Sciences, I design interfaces in Figma and bring them to life in Unreal Engine 5.

Originally from Poland, I moved to the Netherlands to study in one of Europe's best game design universities. When I'm not iterating on designs, you'll find me playing video games with friends and reading interesting books.

Tools

Tools I Use

Software that power my design and development process.

Tools

Tools I Use

Software that power my design and development process.

Tools

Tools I Use

Software that power my design and development process.

Unreal Engine 5

Game Development

Game development and prototyping.

Unreal Engine 5

Game Development

Game development and prototyping.

Unreal 5

Game Dev

Game development and prototyping.

figma

UI Design

UI/UX design, prototyping, and collaboration.

figma

UI Design

UI/UX design, prototyping, and collaboration.

figma

UI Design

UI/UX design, prototyping, and collaboration.

Photoshop

Asset creation

UI assets concepting and editing.

Photoshop

Asset creation

UI assets concepting and editing.

Photoshop

Asset creation

UI assets concepting and editing.

Rive

UI Animation

Interactive UI design and animation.

Rive

UI Animation

Interactive UI design and animation.

Rive

UI Animation

Interactive UI design and animation.

Perforce

Version Control

Tool for managing version control.

Perforce

Version Control

Tool for managing version control.

Perforce

Version Control

Tool for managing version control.

Testimonials

Testimonials

Testimonials

What others Say