Roller Loop.
A racing game on rollerblades where you can return to an earlier position, keep your speed, and reach shortcuts.
Designing and building the interface.
I designed and implemented Roller Loop’s complete user interface in Unreal Engine, covering menus, settings, the racing HUD, and results screens. My work brought the visual design into functioning screens and navigation, from choosing a track to reviewing a completed run. The desktop-inspired windows and controls give these different interactions a shared visual language.
From software systems to player feedback.
Beyond the interface, I contributed to the game’s underlying software systems and visual effects that communicate speed. The UI makes the state of a run visible through elapsed time and current speed, then presents the result, personal best, and ranking. Together, these screens show how application data becomes useful feedback at each stage of the experience.
Track selection brings previews, target times, and rankings together. Official screenshot / Roller Loop team, ISART Digital.
The in-race interface and results screen. Captures from the official playthrough / Roller Loop team, ISART Digital.





