Forecast arrow appears on mouse hover; curve script works for any start and end points.
A proof of concept. Testing 2D animated characters, masked within UI to create a depth and parallax.
Loading screen: full-bleed backgrounds adapted for desktop and mobile safe areas.
Card collection screen: updates rarity colors and stats from server data.
Dungeon screen: a roguelike that randomly generates node layouts with VFX that change based on node states.
Flexible line renderer for drawing curved arcs between any two points.
Example of a custom blend mode that prevents the forecast arrow from becoming too bright over light areas.
UI setup for ©Legendary: Heroes Unchained. I set up functional Unity UI for prototypes and final game screens. This included atlases, 2D animated characters, VFX, UI event triggers and shaders within Unity.