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Pokemon UI Study

Unreal Engine 5

When the first gameplay trailer of the latest Pokemon game was released, I was inspired by the UI elements that were shown. I decided to recreate some of them in Unreal Engine 5 using materials and animating them in UMG to improve my skills implementing UI.

Pokemon Project thumbnail_edited.jpg

The UI elements that I decided to implement into Unreal Engine were the ones shown during player combat with a wild Pokemon:

  • Combat Banner 

  • Battling Pokemon UI (Icon, HealthBar, Pokemon Information, Hit animation)

  • Pokemon Skill Icon (Idle, Cooldown Animation, Mega Evolution State)

Combat Banner:

To create this banner I created a custom material, inside it, I created a Hexagon SDF and used a custom wave function to make the hexagon grow and repeat infinetely.
I masked the top and bottom parts of the hexagon with the outline of a square SDF to give the shape the appearance of a rectangle with arrows continuously emerging from its sides. Finally I imported the Eye Icon I created in Adobe Illustrator and placed it on top of the banner in a UMG widget

Here is a screenshot of the material:

Banner Material

Battling Pokemon UI:

Creating the Battling Pokémon UI was really fun. To achieve this result, I divided the work into the following steps: creating the Pokémon icon material, creating the health bar material, setting up the UMG layout and animations, and implementing the Blueprint logic.

Pokemon Icon:

I wanted to create a master material with a variety of parameters to control the icon’s shape, colors, shadows, and more. Since the game trailer featured many UI elements with a similar style, I thought the best approach would be to build a single, flexible material that could be reused across different UI components, for example, the skill icon I created after finishing the Battling Pokémon UI.

Poke Icon Material.png

Health Bar:
The health bar material updates based on two parameters that change when the Pokémon’s health is modified. A third parameter is animated through UMG to visually represent the damage taken or healing received.

 

HealthBar material.png

Skill Icon:

To create the Skill Icon, I created a new material instance of the previously created material for the container and modified its paremeters to rotate it and change its colors. I also added a fill functionality to the master material to use for the cooldown animation. Finally I created a new UI material that uses a SDF texture for the element icon, and uses it to create the idle state, and the mega evolve state where it applies the a holographic effect to the icon.

Skill Icon Material.png

Contact Me

Feel free to send me a message to: jrueda03@gmail.com, I'll try to respond as quick as I can! You can also find more about me here:

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