Blackwood

Overview

Blackwood is a 3D first-person retro-futuristic RPG focusing on puzzles and exploration. Blackwood takes inspiration from detective noir, cyberpunk, and neo-western aesthetics. In an ode to the height noir time period (1910-1940), the environments and characters are stylized to emulate the art nouveau movement from 1890-1910.

Blackwood is a 3D first-person retro-futuristic RPG focusing on puzzles and exploration. Blackwood takes inspiration from detective noir, cyberpunk, and neo-western aesthetics. In an ode to the height noir time period (1910-1940), the environments and characters are stylized to emulate the art nouveau movement from 1890-1910.

Blackwood is a 3D first-person retro-futuristic RPG focusing on puzzles and exploration. Blackwood takes inspiration from detective noir, cyberpunk, and neo-western aesthetics. In an ode to the height noir time period (1910-1940), the environments and characters are stylized to emulate the art nouveau movement from 1890-1910.

Built with

Unreal Engine 5

Blueprints

Figma

Adobe Illustrator

After Effects

Role

Lead UI/UX Designer

Scope

UI/UX design, technical UI, motion graphics

Team

Apologue Studio - Student team recruited across programs

Context

Practicum project

Case study

UI Design

UI Design

UI Design

Seven systems I designed for Blackwood. Jump to any of them, or scroll through in order. Click a screenshot to view it full size.

01 / 07

Art Direction and Visual Design

Art Direction and Visual Design

Art Direction and Visual Design

Blackwood’s gameplay and player experience are shaped around five core pillars: sensation, fantasy, narrative, discovery, and intellectual challenge. Every visual and interaction choice supports an immersive world where storytelling, atmosphere, and puzzle-solving work together to engage players on multiple levels.

The interface draws from the game’s broader art influences (Art Nouveau, Detective Noir, and Sci-Fi) but translates them into a clean, modern presentation style. The UI prioritizes clarity, hierarchy, and usability, with stylistic touches that subtly reflect the world without overwhelming it. Soft gradients to create depth while maintaining a sleek, contemporary feel. High-contrast typography for readability across dark and atmospheric backdrops.

Blackwood’s gameplay and player experience are shaped around five core pillars: sensation, fantasy, narrative, discovery, and intellectual challenge. Every visual and interaction choice supports an immersive world where storytelling, atmosphere, and puzzle-solving work together to engage players on multiple levels.

The interface draws from the game’s broader art influences (Art Nouveau, Detective Noir, and Sci-Fi) but translates them into a clean, modern presentation style. The UI prioritizes clarity, hierarchy, and usability, with stylistic touches that subtly reflect the world without overwhelming it. Soft gradients to create depth while maintaining a sleek, contemporary feel. High-contrast typography for readability across dark and atmospheric backdrops.

Art Direction and Visual Design screenshot

02 / 07

Inventory

Inventory

Inventory

The game features an inventory system that allows players to collect, view and interact with collected gameplay items obtained during gameplay. Accessed by hot swapping (number keys), players can select an item to ‘Use (X)’ in gameplay to solve puzzles or ‘Inspect(E)’ and ‘Rotate (Left Mouse)’ for hidden clues.

The game features an inventory system that allows players to collect, view and interact with collected gameplay items obtained during gameplay. Accessed by hot swapping (number keys), players can select an item to ‘Use (X)’ in gameplay to solve puzzles or ‘Inspect(E)’ and ‘Rotate (Left Mouse)’ for hidden clues.

Inventory screenshot 1

Final in-game UI

Inventory screenshot 2

Wireframe

03 / 07

Dialogue & Choices

Dialogue & Choices

Dialogue & Choices

Dialogue appears in various forms throughout the game: ambiently, in cutscenes, and in a conversation state.

Dialogue appears in various forms throughout the game: ambiently, in cutscenes, and in a conversation state.

Dialogue & Choices screenshot 1

Final in-game UI

Dialogue & Choices screenshot 2

Wireframe

04 / 07

The Notebook

The Notebook

The Notebook

Cipher’s police notebook is a diegetic tool that records, in Cipher’s writing, various aspects of the game. Pressing the ‘J’ key or via the menu system, the notebook contains Cipher’s Log and tracks all Tasks, Clues, and lexia players find throughout the game. This is a visual representation of the player’s progress in the game that can be consulted when the player needs to reference previously received information.

Cipher’s police notebook is a diegetic tool that records, in Cipher’s writing, various aspects of the game. Pressing the ‘J’ key or via the menu system, the notebook contains Cipher’s Log and tracks all Tasks, Clues, and lexia players find throughout the game. This is a visual representation of the player’s progress in the game that can be consulted when the player needs to reference previously received information.

The Notebook screenshot 1

Final in-game UI

The Notebook screenshot 2

Wireframe

05 / 07

Ocular Implant

Ocular Implant

Ocular Implant

The Ocular Implant is a tool that helps Cipher navigate the world. Pressing ‘Q’ to toggle the implant on and off. With the implant on, Cipher can see more details in the world that can help them solve puzzles, reveal more clues, or unlock additional object interaction.

Other abilities manifest throughout the game’s narrative, such as blacklight vision, thermal vision, view into other people’s implants, etc.

Pictures can be analyzed using the ocular implant to find hidden clues and evidence.

The Ocular Implant is a tool that helps Cipher navigate the world. Pressing ‘Q’ to toggle the implant on and off. With the implant on, Cipher can see more details in the world that can help them solve puzzles, reveal more clues, or unlock additional object interaction.

Other abilities manifest throughout the game’s narrative, such as blacklight vision, thermal vision, view into other people’s implants, etc.

Pictures can be analyzed using the ocular implant to find hidden clues and evidence.

06 / 07

Bookshelf Puzzle

Bookshelf Puzzle

Bookshelf Puzzle

Players encounter code-based puzzles throughout the game, where they must decipher and input specific sequences of numbers or symbols to unlock doors, safes, and computers or access vital clues and story elements. These passcodes or passcode clues can be found around the environment with the ‘Ocular Implant (Q),’ written logs, clues or dialogue.

Players encounter code-based puzzles throughout the game, where they must decipher and input specific sequences of numbers or symbols to unlock doors, safes, and computers or access vital clues and story elements. These passcodes or passcode clues can be found around the environment with the ‘Ocular Implant (Q),’ written logs, clues or dialogue.

My contribution

I used Blueprints in Unreal Engine 5 to connect the puzzle’s UI to the scripts the developer wrote, then tested every interaction to make sure it all worked in game. This is where the technical UI side of my role comes from.

Bookshelf Puzzle screenshot

07 / 07

Netmail

Netmail

Netmail

The core messaging and mail application featured in Blackwood, used to deliver narrative logs and conversations between characters. Since it handles large volumes of text, the layout prioritizes readability, spacing, and text hierarchy. Typography, message grouping, and container width were refined to ensure comfortable reading across long narrative exchanges.

The core messaging and mail application featured in Blackwood, used to deliver narrative logs and conversations between characters. Since it handles large volumes of text, the layout prioritizes readability, spacing, and text hierarchy. Typography, message grouping, and container width were refined to ensure comfortable reading across long narrative exchanges.

Netmail screenshot

Social

Social