Dead by Daylight’s The First - Stranger Things Chapter 2

Released:

Jan 27, 2026

Tools:

Unreal Engine 5, UMG, Material Graph, Photoshop

I worked in the animation of the banner and badge for DBD's reverence rift.

The Rift is a recurring time-limited event that expands the Lore of Dead by Daylight and provides players with in-game challenges, the completion of which unlocks new cosmetic pieces for various characters.

I worked on the UMG implementation and visual setup for The First’s Worldbreaker UI in Dead by Daylight.

The system was built using UMG, Blueprint logic, UI materials, Timeline Animations, and textures created in Photoshop and Substance Designer.

The First's Worldbreaker

I handled the full UMG implementation and Blueprint logic for The First’s Killer Effect UI. My main focus with the feature was supporting the progression and state changes tied to Vecna’s Worldbreaker power, making sure the UI could react dynamically to gameplay data and transition smoothly between each visual stage. The system was built using UMG, Blueprint logic, UI materials, and Timeline animations.

The Killer Effect UI tracks Worldbreaker Tokens, a special affliction that builds up on Survivors through The First’s power. As Survivors gain tokens, the UI progresses through different visual states until Worldbreaker becomes active, changing how the killer’s attacks affect Survivors.

Currently, the killer power can add one point, while entering the ground grants two points. Some add-ons can also reverse this behavior, so the UI needed to support both progression and regression cleanly.

The effect also includes a Mini Mori state, triggered by a specific set of player actions during Worldbreaker. When activated, it reveals the Doom Clock around the Killer Effect HUD, adding an extra layer of tension and visual feedback to the mechanic.

Dead by Daylight’s The First - Stranger Things Chapter 2

Released:

Jan 27, 2026

Tools:

Unreal Engine 5, UMG, Material Graph, Photoshop

I worked in the animation of the banner and badge for DBD's reverence rift.

The Rift is a recurring time-limited event that expands the Lore of Dead by Daylight and provides players with in-game challenges, the completion of which unlocks new cosmetic pieces for various characters.

The First's Worldbreaker

I handled the full UMG implementation and Blueprint logic for The First’s Killer Effect UI. My main focus with the feature was supporting the progression and state changes tied to Vecna’s Worldbreaker power, making sure the UI could react dynamically to gameplay data and transition smoothly between each visual stage. The system was built using UMG, Blueprint logic, UI materials, and Timeline animations.

The Killer Effect UI tracks Worldbreaker Tokens, a special affliction that builds up on Survivors through The First’s power. As Survivors gain tokens, the UI progresses through different visual states until Worldbreaker becomes active, changing how the killer’s attacks affect Survivors.

Currently, the killer power can add one point, while entering the ground grants two points. Some add-ons can also reverse this behavior, so the UI needed to support both progression and regression cleanly.

The effect also includes a Mini Mori state, triggered by a specific set of player actions during Worldbreaker. When activated, it reveals the Doom Clock around the Killer Effect HUD, adding an extra layer of tension and visual feedback to the mechanic.

Dead by Daylight’s The First - Stranger Things Chapter 2

Released:

Jan 27, 2026

Tools:

Unreal Engine 5, UMG, Material Graph, Photoshop

I worked in the animation of the banner and badge for DBD's reverence rift.

The Rift is a recurring time-limited event that expands the Lore of Dead by Daylight and provides players with in-game challenges, the completion of which unlocks new cosmetic pieces for various characters.

The First's Worldbreaker

I handled the full UMG implementation and Blueprint logic for The First’s Killer Effect UI. My main focus with the feature was supporting the progression and state changes tied to Vecna’s Worldbreaker power, making sure the UI could react dynamically to gameplay data and transition smoothly between each visual stage. The system was built using UMG, Blueprint logic, UI materials, and Timeline animations.

The Killer Effect UI tracks Worldbreaker Tokens, a special affliction that builds up on Survivors through The First’s power. As Survivors gain tokens, the UI progresses through different visual states until Worldbreaker becomes active, changing how the killer’s attacks affect Survivors.

Currently, the killer power can add one point, while entering the ground grants two points. Some add-ons can also reverse this behavior, so the UI needed to support both progression and regression cleanly.

The effect also includes a Mini Mori state, triggered by a specific set of player actions during Worldbreaker. When activated, it reveals the Doom Clock around the Killer Effect HUD, adding an extra layer of tension and visual feedback to the mechanic.