{"id":1696,"date":"2025-07-17T21:55:25","date_gmt":"2025-07-17T19:55:25","guid":{"rendered":"https:\/\/stefan-loser.de\/?page_id=1696"},"modified":"2025-07-17T22:06:01","modified_gmt":"2025-07-17T20:06:01","slug":"exoborne","status":"publish","type":"page","link":"https:\/\/stefan-loser.de\/?page_id=1696","title":{"rendered":"Exoborne"},"content":{"rendered":"\n<p>At Sharkmob, I was as a part of Technical UI team for <strong>Exoborne<\/strong>, the studio\u2019s upcoming tactical extraction shooter. Working closely with UI\/UX designers, I translated visual concepts and interaction flows into fully functional, in-game systems.<\/p>\n\n\n\n<p>My work included:<\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>Integrating HUD and menu systems<\/strong> using the designers\u2019 visual mockups and interaction specifications.<\/li>\n\n\n\n<li><strong>Maintaining modular, scalable UI architecture<\/strong> in Unreal Engine to support both gameplay and meta systems.<\/li>\n\n\n\n<li><strong>Hooking up data and gameplay events<\/strong> to UI elements \u2014 such as health, mission objectives, inventory, and status indicators.<\/li>\n\n\n\n<li><strong>Ensuring cross-platform compatibility<\/strong>, responsiveness, and visual fidelity across different screen formats.<\/li>\n\n\n\n<li><strong>Collaborating across departments<\/strong> (Design, Engineering, and Art) to maintain consistency and performance standards.<\/li>\n<\/ul>\n\n\n\n<p>I focused on bringing the designers&#8217; vision to life through polished, interactive, and optimized UIs that support a seamless player experience. From HUDs to complex in-game systems, my goal was to make every screen feel intuitive, responsive, and deeply integrated into the game world.<\/p>\n\n\n\n<figure class=\"wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio\"><div class=\"wp-block-embed__wrapper\">\n<iframe loading=\"lazy\" title=\"Exoborne - Gameplay Trailer\" width=\"819\" height=\"461\" src=\"https:\/\/www.youtube.com\/embed\/ehaixwsBHVg?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe>\n<\/div><\/figure>\n","protected":false},"excerpt":{"rendered":"<p>At Sharkmob, I was as a part of Technical UI team for Exoborne, the studio\u2019s upcoming tactical extraction shooter. Working closely with UI\/UX designers, I [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":1692,"parent":0,"menu_order":0,"comment_status":"closed","ping_status":"closed","template":"","meta":{"pgc_sgb_lightbox_settings":"","footnotes":""},"class_list":["post-1696","page","type-page","status-publish","has-post-thumbnail","hentry"],"_links":{"self":[{"href":"https:\/\/stefan-loser.de\/index.php?rest_route=\/wp\/v2\/pages\/1696","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/stefan-loser.de\/index.php?rest_route=\/wp\/v2\/pages"}],"about":[{"href":"https:\/\/stefan-loser.de\/index.php?rest_route=\/wp\/v2\/types\/page"}],"author":[{"embeddable":true,"href":"https:\/\/stefan-loser.de\/index.php?rest_route=\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/stefan-loser.de\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=1696"}],"version-history":[{"count":3,"href":"https:\/\/stefan-loser.de\/index.php?rest_route=\/wp\/v2\/pages\/1696\/revisions"}],"predecessor-version":[{"id":1710,"href":"https:\/\/stefan-loser.de\/index.php?rest_route=\/wp\/v2\/pages\/1696\/revisions\/1710"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/stefan-loser.de\/index.php?rest_route=\/wp\/v2\/media\/1692"}],"wp:attachment":[{"href":"https:\/\/stefan-loser.de\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=1696"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}