
spatial awareness
Always Just Beneath the Surface
Throwing and moving things (with The Force) was effortless and intuitive thanks to a targeting system that prioritized a hierarchy of nearby objects without requiring precise aim. I prototyped the Force Targeting system in-engine using Lua, running on PlayStation 3 hardware to test reactivity and timing.
High Priority Targets, Experience Map · UX Design Gary Boodhoo
Force Targeting Prototype, Game Engine · Interaction Design Gary Boodhoo
Throwing a crate and opening a locked door with The Force, Gameplay Video · UX/UI Design Gary Boodhoo Visual Effects Timothy Nice
customization
Making Choices Feel Powerful
Systems for customization, lightsaber tuning, and progression were designed to make stats feel like part of the story. Animated energy fields and embedded lore cues kept the user interface grounded in the Star Wars universe.
Lightsaber Customization Screen, Design Mockup · UX/UI Design Gary Boodhoo Visual Design Brian Lui
Lightsaber Customization Screen, Gameplay Video · UX/UI Design Gary Boodhoo Visual Design Brian Lui
targeting feedback
Combat Ready
The in-game interface was designed to stay out of the way but shout at you when it mattered. I scripted Lua-driven behaviors for Health and Force Meters to signal critical moments such as "about to die", ensuring players got the right feedback at the right time even in the middle of chaotic combat.
Visualizing gains and losses to health, Design Mockup · Interface Design & Animation Gary Boodhoo
Outcome