TCR | The Witcher 3 Inventory UI Reconstruction

The first game I'm using as a reference to start this series is, of course, one that brought me a lot of joy playing. The Witcher 3 has amazing gameplay, and its UI is no less impressive, bringing a unique visual style tailored to create an immersive roleplay experience.
That being said, I've always been fascinated and intrigued by the complexity of items, slots and information displayed in the inventory screen. Rebuilding that structure inside the engine, while keeping things functional and organized is definitely a challenge on its own and that’s exactly what I was looking forward to.

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About The Clone Room

The Clone Room is a safe space where I reverse-engineer iconic game UI in Unreal Engine and share my approach to recreating results close to the original designs .

Final Result in UMG.

Final Result in UMG.

Final Result in UMG.

Image reference from The Witcher 3, by CD Projekt RED.

Image reference from The Witcher 3, by CD Projekt RED.

These materials allowed me to quickly, easily, and consistently customize assets I had to reuse throughout the project.

These materials allowed me to quickly, easily, and consistently customize assets I had to reuse throughout the project.

These materials allowed me to quickly, easily, and consistently customize assets I had to reuse throughout the project.

These materials allowed me to quickly, easily, and consistently customize assets I had to reuse throughout the project.

These materials allowed me to quickly, easily, and consistently customize assets I had to reuse throughout the project.

These materials allowed me to quickly, easily, and consistently customize assets I had to reuse throughout the project.

Basic setup to ensure everything runs smoothly in engine: proper export sizes, clean folder structure, and consistent asset labeling, because we all know how messy things can get as projects grow.

Basic setup to ensure everything runs smoothly in engine: proper export sizes, clean folder structure, and consistent asset labeling, because we all know how messy things can get as projects grow.

For this one, I used "TW3" as a prefix to keep everything organized while juggling multiple projects.

For this one, I used "TW3" as a prefix to keep everything organized while juggling multiple projects.