Burgle Supply Company UI Design
This project is for Terrible Posture Games’ latest game ‘Burgle Supply Company’, a new heist friend-slop adventure featuring crazy mutated house pets.
For this project, I had the opportunity to work on the art direction for the UI as it was a bit different from other games we have worked together on in the past. For this UI, I was inspired by games like ‘Redacted’, ‘Ape Out’ and ‘Life is Strange’. I wanted to combine the bold graphical style of ‘Ape Out’ with the scrappy handwritten paper feel from ‘Life is Strange’. The goal was ‘We are pulling off a heist but we aren’t professionals’.
I was responsible for designing all UI elements and icons, building the layout in UMG within Unreal Engine and bringing the UI to life with material effects and animations. I also worked closely with the programming team to ensure the UI functioned as intended.
Studio // Software // Year
Terrible Posture Games // Unreal Engine, Adobe Photoshop & Illustrator // 2026
Results Screen
The results screen was a particularly fun section of UI to work on for this project. The goal was for it to feel very dynamic on how well the heist went and had a lot of variables that could change per heist (like number of players, number of objectives, fail/success). I was responsible for the design, animations and I set up the animation sequencing in UMG’s graph editor.
Results Screen Fail
Results Screen Success
Upgrade Menu
In each Burglin’ crews basement was an old computer where you could put in orders from Burgle Supply Co. to improve your crew’s chances for a successful heist or unlock cosmetics for your basement.
Crew Upgrade Menu
Various Screen Layouts
Icon & Asset Design
Icons galore on this project! Players choose their mask for each heist and each on gives different benefits. The design team wanted to give the players a wide range of variety here which required many icons - over 150 of them! These were featured in the HUD as well as the results screen at the end of the heist.
The art for masks were set up in a material with the eyes (alive and dead) so we were able to easily show the different states when a player dies.

