Going home


ROLE
UI/UX Designer ▪ Programmer ▪ UI Artist
Software
Unity ▪ Figma ▪ C# ▪ Github
PLATFORM
Timeline
September 2025
Sand Showdown was the result of the two-day EGaDS UT Austin 2025 game jam, and the theme was “Out of Time”. The game pits two genies stuck in an hourglass and pitted against each other. Each player is required to slap multiple pillars for the main one to pop up, and when slapping that one, it prompts an input mini-game that, when completed, fills the other side with sand. Whoever’s side fills up fully with sand loses.
Due to our time limitations, I wanted to focus on simple visuals and a smooth user experience.
Overview

What I Made

Figma & Getting Started
While we were brainstorming and starting to move in the direction the game ultimately became, I made several mental depictions of how UI was going to look, feel, and the user experience of navigating it all. Once we had the idea, I moved to creating wireframes for the main menu and in-game HUD.
Once the team was on board with my wireframes, I immediately got started on designing assets. This is my Figma board.
Postmortem
Adapting my design pipeline for a short period of time was challenging, and I didn't get as much time to test with players as I would have liked. That being said, this was an incredibly fun experience that strengthened my skill set. Having only forty-eight hours, I relied heavily on wireframing to quickly design and iterate before implementation. This led to many of the designs seen in-game being done and implemented early on, giving me time to create scripts, test with players when I could, and take breaks to keep myself sane. Grab a friend and check the game out on Itch.io!




