
Hi!
I'm Matilda, currently studying my last year in Game & UX Design at Futuregames. Throughout my education I discovered my passion for UI design, something I'm still learning but thoroughly enjoy.I've always had a passion for video games and everything psychological. Pursuing Game & UX Design felt like the perfect choice for me, as UX design is deeply intertwined with psychology and is also a big part of video games.I got into gaming at a very young age, where I got introduced to games like Sims 1 on PC and Spyro: Year of the Dragon and Crash Bandicoot on PlayStation 1. However - I have always found myself analyzing the user friendliness of things, and thought to myself that I personally could make it a less overwhelming experience for the user.Feel free to view my projects below! 👇🏻







Personal on going project I will write about once finished.I will attach my work in progress soon!


A story driven puzzle game about Alex visiting a haunted mansion that is tied to a family curse connected to the Daggerblade.I worked on all the UI elements aside from the game title and the sliders inside the options menu.


A game about an action figure toy "Growbot" that has been rejected and thrown away by its owner.I worked on the UX/UI for this game together with another student from my class.


Created during our Futuregams course Game Project 1, Growbot is an arcade-game style where you earn points by destroying everything in your path. When reaching a certain amount of points you grow bigger!

My goal was to make a unique, user friendly UI that resonated with the theme(More text to come)



Created during our Futuregames course Game Project 2, Secrets of The Mansion is a point-and-click, narrative-driven puzzle game. The player has to solve different puzzles to progress further into the game.

My goal was to create a nice, clear cohesive user interface that matched the style we were going for in our game.




We brainstormed on the theme we were given for this game project, which was "Daggerblade". It could be interpreted in so many different ways, figuring out a game was more difficult than we expected. Everyone on our team suggested a game concept, involving mechanics, environment and a description of the in-game characters. Once we were done, everyone got to vote on the concepts they liked the most, excluding their own. The three games that got the majority of the votes were then selected and we had to do another vote.In the end, the winning game concept was my idea! My inspiration was Escape Simulator, but with a twist. Why not combine combat with puzzles? It made it all a bit more exciting.As for the visual theme of the game, we got our inspiration from Resident Evil 1.
For the controls, point-and-click, Monkey Island was our inspiration.


There were a few challenges throughout the project, it's pretty much inevitable when working with such a large group of people in such a short time period, and that's totally okay.I was given free range to decide what the UI assets would look like, which was a bit of a challenge, but one that I was happy to take on. An individual on our team whom I worked closely with stopped contributing to the project shortly after we kicked off which made things a little bit more difficult, but it worked out in the end and it was a learning experience.As a team, we tried to get as much work done as we could before the deadline, but due to time constraints we had to cut some things out entirely.

Overall I am happy with how everything turned out. Unfortunately some of the assets I created did not make it into the game so it does not look exactly how I envisioned it. There were some issues implementing the inventory wheel into the game, I had to separate the inventory slots from the inventory wheel and send the UI programmer all the parts individually. Doing this resulted in the inventory looking nothing like how it looked when I created it in Photoshop.

Initially we were aiming to have a credits screen, pause menu and a death screen. Those were the UI assets that sadly did not make it into the game. Had they been implemented into the game they would have had the same hover effect as inside the main menu, it would have looked something like this:

