In DevelopmentGame Development

Mind the Cat

A cosy family co-op game for 1–4 players on one screen, in Unreal Engine 5 — made solo: world, rigs, animation, gameplay in C++, and the whole UI, designed and built in C++.

Role
Solo developer, UI/UX design & UI engineering (C++), Gameplay programming (C++), Environment art, Rigging & animation, Sound design
Year
2026–
Status
In Development
Team
Solo

Overview

CONTEXT

Mind the Cat — Mischief & Metamorphosis is a kind, cosy game for families and friends: up to four players on one couch, sharing a split screen, getting up to gentle mischief together. I have been making it on my own for about five months, and I do every part of it — the environment, rigging and animation, the gameplay code in C++, the sound, and the entire user interface. The UI is the part closest to my day job: I designed every screen you see here, then built all of them myself in C++ — a component library, design tokens, keyboard and gamepad navigation, and accessibility settings that every screen follows live. It is the same discipline as front-end work, in a game engine. The story and the details of the play stay under wraps until the reveal.

Technical notes

DEPTH

Unreal Engine 5 and C++. Local co-op for one to four players with split screen, each player tied to their own keyboard or gamepad, and button prompts that follow whichever one is in use. I designed the whole interface — every screen shown here, from the title to the HUD, the inventory and the settings — first as an interactive prototype, then rebuilt it in C++ UMG from reusable components, with an intent-based router between screens and a confirmation step before anything that loses progress. Every effect and every button press has its own sound. Input through Enhanced Input, AI through StateTree, state described with Gameplay Tags. Accessibility is designed in from the start: one store is the single source of truth for every setting and every screen follows it live — text size, dyslexia-friendly type, flash limits, motion, subtitles, full remapping, family comfort assists, and characters told apart by shape and sound, never by colour alone.

Outcome

RESULT

In development — I am aiming to finish it this winter. The environment, characters and animation are my own work in Blender and Unreal; the screens here are from the UI design.

Gallery

MEDIA
  • Title screen — solo or local co-op for one to four players

  • Choosing solo or couch co-op, gathering the crew, and family comfort assists

  • Picking a goblin — each player locks in their own

  • Save slots, solo and co-op

  • Loading screen with a hint

  • The in-game HUD — objective, awareness meters, forms and quick slots

  • Two-player split screen, each half with its own HUD

  • The satchel — inventory and crafting

  • The book of forms

  • Caught — nothing is lost; wriggle free or call a friend

  • Chapter complete

  • Pause menu with the party and progress

  • Settings — game, controls, graphics, audio, accessibility

  • Accessibility — presets, reading, flashing, motion, hearing, vision, motor and pacing, with a live preview

Working on something?

Open to frontend, full-stack and game-dev roles — hybrid near Cardiff or remote.