Game UI/UXDesigner
Better player experiences.
Stronger design. Smarter workflows.
I solve product problems and lead interface design, with AI across the full cycle from discovery to implementation and motion.
A better process.
From the first question
to the final frame.
I integrate AI across the work to explore faster, reduce repetitive production and leave more room for product decisions and quality review.
Discovery
Start with the product problem.
Turn a brief into player needs, constraints and questions worth testing.
- How AI helps
- Organise references, compare approaches and explore assumptions before committing to a direction.
- My responsibility
- I decide which problem matters, what the evidence supports and what success should look like.
- Output
- A focused brief, research questions and a clear scope.
Player flows
Connect decisions, states and feedback.
Map the journey, information hierarchy, edge cases and the next useful player action.
- How AI helps
- Explore alternative paths, draft state matrices and challenge gaps in a proposed flow.
- My responsibility
- I choose the interaction model and validate the logic against the game and its constraints.
- Output
- Player flows, wireframes and an explicit state model.
Visual design
Explore widely. Build a coherent language.
Translate the game identity into hierarchy, typography, shapes, materials and icon families.
- How AI helps
- Generate and compare directions, then refine selected assets against shared visual rules.
- My responsibility
- I set the art direction and review every result for identity, consistency and readability.
- Output
- A visual direction and a set of reviewed interface assets.
UI systems
Give the team a shared foundation.
Connect components, properties, states and design rules into a reusable interface system.
- How AI helps
- Assist with repetitive preparation, documentation and consistency checks across variations.
- My responsibility
- I define the component model, review exceptions and keep the system useful for production.
- Output
- A component library, state specifications and a repeatable workflow.
Implementation
Take the design into a working interface.
Translate the UI into responsive layouts and interactive prototypes, then inspect the result.
- How AI helps
- Help build frontend code, small utilities and repeatable asset-processing scripts.
- My responsibility
- I review behavior, visual fidelity, edge cases and the quality of the actual implementation.
- Output
- A working interface, prepared assets and actionable implementation feedback.
Motion & QA
Validate timing, scale and behavior.
Prototype feedback and animation, then check the interface at its real delivery size.
- How AI helps
- Help build animation tools, automate exports and support iterative checks.
- My responsibility
- I direct the motion, review readability and decide whether the output is ready to use.
- Output
- Reviewed motion, native-size assets and clear production handoff.
Start with the product problem.
Turn a brief into player needs, constraints and questions worth testing.
Organise references, compare approaches and explore assumptions before committing to a direction.
I decide which problem matters, what the evidence supports and what success should look like.
A focused brief, research questions and a clear scope.
REVIEW REFINEMy current working approach. The tools change with the task; product judgment and final approval stay with me.
I build the tools
behind the workflow.
When a repeated task slows the work down, I use AI to help build or adapt the software around it: animation tools, asset preparation scripts and focused production utilities.
Fewer setup steps.
Mark joints to generate a starting bone chain, mesh and weights. Then inspect the rig and refine the pose.
One recipe for the set.
My icon-processing script normalises 20 source images, exports transparent 86 × 86 assets and creates comparison sheets.
More time for decisions.
Repeatable preparation and visible checks make quality review part of the process.
Production craft.
Project leadership.
One case shows how I work inside an established game production. The other shows how I connect a project’s interfaces, standards and team workflow.
Star Wars:
Hunters
UI craft within an established IP and an external production team.
- Gameplay HUD and input feedback
- Post-match hierarchy and player cards
- Consistent iconography and visual language

Amikin
Village
A connected UI system and a clearer way for the project to move from decisions to production.
- UX architecture and connected player flows
- Component libraries, states and standards
- Art direction and implementation review


Different worlds.
The same care.
Selected UI, art direction and icon work. A closer look at hierarchy, character and the details that make an interface belong to its game.
Manor Matters
LIVE EVENT OFFER UIManor Matters
REWARD ICON CRAFTCSR2
SEASON PASS UICSR2
PASS BADGES AND TOKENSRambo Strike Force
CHARACTER PROGRESSION UIFighting Arena
CHARACTER SELECTION UINode Guardians
INVENTORY UICyberpunk MMORPG
CHARACTER SYSTEM UIUI and icon work from my portfolio. Game and character artwork is shown in context; contribution details are identified in the case studies.

Lead the direction.
Stay close to the work.
I’m a Lead / Senior game UI/UX designer. I connect product thinking, visual quality and practical production, from player flows and team standards to hands-on design, tools and implementation review.
My experience includes Helio Games, Room 8 Studio, Wall of Sparta and Voki Games. Today, AI is part of how I explore, build and improve the workflow around the design.