Dominic Sabatier

Game and web developer.

Hi, I’m Dominic, a game developer and college instructor. I make games and websites, mostly the bits you click on, and I write about what I figure out along the way. Have a look around.

Selected work

Unreal UI Sandbox

A first-person action RPG UI I built in Unreal 5.8 to practise MVVM with Epic’s UMG Viewmodel plugin. Health, stamina and mana bars, an interact prompt, pickup toasts, and an interactive inventory. Parametric materials are used to style the bars and item entries. Soon: Quest log, fancy procedural reticles and anything else that strikes my fancy.

Type
Personal project
Stack
Unreal 5.8, UMG, MVVM plugin, C++
Years
2026
The UI Sandbox inventory screen: a grid of item icons with rarity borders and a detail panel for a Health Potion, with Use and Drop buttons The UI Sandbox HUD in play: health and stamina bars, an interact prompt for a Mana Potion and a quest-complete toast The Unreal View Bindings panel wiring an inventory entry’s rarity colour to its viewmodel

Nightingale

Role
UI Programmer
Platform
PC
Stack
Unreal 5, UMG
Genre
Survival crafting
Years
2022–2024

UI programming on Nightingale (opens in a new tab), a shared-world survival crafting game in Unreal Engine 5. I built screens in close collaboration with gameplay and UX designers. Screens are styled with Common UI, with Common Input and Input Actions handling gamepad support.

Mobile games

Role
UI Programmer
Platform
Mobile
Stack
Unity, PlayFab, Azure
Genre
Idle/Casual
Years
2017–2022, 2025

From 2017 to 2022 I worked on a handful of idle games with East Side Games (opens in a new tab). The Office and It’s Always Sunny in Philadelphia are the most prominent, along with Trailer Park Boys, Archer: Danger Phone, Bud Farm and others. From wireframes and mockups I built screens and a wide variety of UI components that change based on data or gameplay. I also worked on IdleKit, the framework behind these and other hit idle games.

In 2025 I worked on UI updates, system improvements and optimization at Infinigods (opens in a new tab), on a Unity mobile game; the Hero and Pet systems were an exercise in all three. The pop-ups are driven by balancing data from designers in PlayFab and presentation data from artists in Unity. I worked with art, design and engineering to hit a strict performance budget, and built reusable widgets and shaders.

The Office: store screen with a character bundle offer The Office: character collection grid
The Office East Side Games
It’s Always Sunny: crate store It’s Always Sunny: character upgrade screen
It’s Always Sunny in Philadelphia East Side Games
King of Destiny: Heroes pop-up showing Thor with a summon button King of Destiny: Pets pop-up showing Pegasus with activation costs
King of Destiny Infinigods

Latest writing

All posts →
Oct 22, 2026 AI Disclosure AI makes my work faster and more fun, as long as I review everything and choose how it helps mindfully. Oct 21, 2026 Inventory UI with MVVM in Unreal Building an inventory screen with MVVM and TileView Oct 2, 2026 MVVM in Unreal MVVM the design pattern vs MVVM the plugin

About

Dominic in a grey suit and blue tie, smiling and looking off to the side in a wooded clearing

Away from keyboard

TeachingI teach programming and UX design courses at the Northern Alberta Institute of Technology (NAIT), so I spend a lot of time explaining things I thought I understood.
Dog trainingI have my Dog Behaviour Training & Methodology certificate (DBTMc) through the Edmonton Humane Society and volunteer at Paws for Life. Most of training dogs is actually training their handlers.
DrawingI draw and sketch in ballpoint pen, which I sometimes wish had an undo button. I needed a hobby away from screens.
Emailhello@dominic-sabatier.ca GitHub (opens in a new tab)dsabatier LinkedIn (opens in a new tab)Dominic Sabatier ResumePDF ↓