Interaction System - Prototype

Our idea is to make a point-and-click game system work in tandem with continuous third-person movement and combat systems.


The system allows the player to select objects and perform specific actions based on the object’s physical attribute. To demonstrate this, we created a radial menu which showcases the available options for the player.

Desktop Screenshot 2020.10.04 - 13.20.05
Radial Menu

My main task was to create the radial menu. The idea was to make a menu which would function in tandem with multiple systems and be adaptable to the current game situation.

A radial menu fills that purpose, we can divide it into multiple parts while keeping the menu's overall shape and form intact.

I was originally making a radial menu that replaced a single image depending on the current state of the menu. By tracking the mouse location, I was able to simulate the effect of multiple buttons.

Although tedious, this gave me a lot of freedom when it came to customizing each button state. It made me start thinking about automating the process of creating new buttons.

I solved this by splitting the menu into individual pie-pieces, each masked by a vector-generated opacity mask.


The opacity mask calculates its scale depending on the number of buttons that should exist in the menu, theoretically being capable of creating any number of buttons automatically.

UE Material - Pie Piece (Button)
UE Blueprint - Character
UE Widget Blueprint - Radial Menu
UE Widget Blueprint - Pie Piece (Button)
Main Menu

During the production of Robotage, I created a main menu system that I since then have improved, and reimplemented in other games and prototypes.

The purpose of the menu is to offer a smooth and automated transition between mouse, keyboard, and gamepad. As the player switches between the different input devices, the menu automatically detects the change and adapts.