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NETWORK RAIL • DIGITAL TWIN APPLICATIONS •
3D SIMULATION + SPATIAL UI + IMMERSIVE TRAINING + UNITY WORKFLOWS + EQUIPMENT-BASED INTERACTION +
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My work focused on refining the UI/UX across the Digital Twin platform, from spatial interface elements and interaction patterns to visual assets and motion. I developed structured UI components in Figma and refined their implementation within Unity, keeping the interface clear within the 3D environment.

Understanding railway equipment and operational procedures was an important part of the process. I translated physical interactions and scenario requirements into digital behaviours, while also creating UI animations, sprite-based components, and graphic assets that provided feedback without competing with the immersive environment.

FOCUS:

3D simulation UX | Spatial UI systems | Equipment-based interaction design | Immersive training | Figma-to-Unity workflows

Refine and Develop

The project was delivered by a distributed team spanning India, the Netherlands, and the UK, with developers, Scrum Masters, business stakeholders, and Network Rail client representatives contributing across the development cycle. Working across locations and time zones required clear communication and regular alignment.

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I worked closely with developers to translate Figma designs into the Unity environment, discussing component behaviour, asset requirements, animations, and implementation constraints. This collaboration helped identify where designs needed to adapt to the realities of the 3D engine.

Figma was central to exploring and communicating the interface, while Unity provided the environment for testing how UI elements behaved alongside the simulated infrastructure. Blender and Adobe Creative Suite supported the creation and refinement of 3D, graphic, and visual assets.

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Agile ceremonies, reviews, and refinement sessions provided regular opportunities to assess progress and adjust the experience. Jira and Confluence supported task tracking and documentation, while Microsoft Teams enabled ongoing communication between the distributed teams and UK stakeholders.

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The following decisions helped guide the evolution of the immersive training experience:

Prioritised interface clarity within the 3D environment without obstructing immersion

Translated real railway procedures into intuitive digital interactions

Structured reusable UI patterns for consistency across Unity modules

Used motion and animation selectively to strengthen feedback and responsiveness

Refined Figma components and export logic to support smoother Unity implementation

Balanced interface improvements with existing technical architecture and development momentum

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Immersing All Realities

The work contributed to a more consistent and considered UI/UX across the Digital Twin training platform, with interface elements designed to work alongside realistic railway environments rather than competing with them.

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The refined interactions and visual feedback supported clearer navigation through scenario-based training, while keeping attention on the equipment and operational context being simulated.

Reusable UI structures, visual assets, and improved Figma-to-Unity workflows also gave the development team more consistent building blocks for continuing the platform's evolution.

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Rather than replacing the existing product direction, the work focused on strengthening what was already being built, connecting immersive interaction design with real-world railway procedures, technical constraints, and the practical realities of Unity development.

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LOOK BEYOND •
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© 2026 All right reserved by Cezar-Gabriel Codreanu (CezarGC)

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Designing for 3D Training

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The Digital Twin 3D training platforms for Network Rail simulated real railway infrastructure and equipment, enabling employees to practise operational scenarios in an immersive environment. Atos / Eviden joined the project during its development, taking responsibility for its continuation and refinement.

The work evolved the existing UI/UX within its technical framework, improving clarity and interaction without disrupting development. Understanding real railway equipment and procedures helped translate operational processes into intuitive digital experiences.

COMPANY:

Atos/Eviden

ROLE:

Creative Designer, UX/UI

TIMELINE:

Jul 2022 - Feb 2024

TOOLS USED:

Figma, Unity, Blender, Adobe Creative Suite, Atlassian (Jira/Confluence), Microsoft Teams

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Intuition in Simulations

The challenge was to improve an existing application rather than redesign it from the ground up. The interface had to evolve within an established 3D engine environment, technical architecture, and active development workflow without disrupting project momentum.

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Unlike a traditional 2D application, the interface existed within a spatial simulation. UI elements needed to remain visible and understandable without obstructing the 3D environment or distracting users from the equipment and scenarios around them.

Realism was another important consideration. Training scenarios were based on specific railway equipment and operational procedures, meaning interactions needed to reflect physical processes while remaining intuitive enough for users to understand and act on them.

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The design also needed to connect two different environments: Figma for interface design and Unity for implementation. Creating consistency between components, assets, animations, and exports became an important part of making the design process practical for the development team.

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