← Back to timeline

← Back to timeline

Sierra Lorenzini — My Process

Sierra Lorenzini — My Process

Resume

Contact →

MY
Process

MY
Process

seven steps in a loop — carried all the way from Figma into engine and code.

01

01

Gather information

Gather information

Starting on the right foot. Communication is the backbone of my whole process, but it matters most at the beginning — aligning every stakeholder on goals and plans, even if they change later.

Key actions

• Stakeholder alignment meetings

• Market & competitor research

• Clarify parameters — tech, dates, licensing, resources

• Initial docs — one-pagers, specs, briefs

02

02

Ideate

Ideate

Creative problem solving — translating high-level goals into a first sense of the overall flow and experience, tied to both user and stakeholder expectations.

Key actions

• User flows

• Storyboarding

• Brainstorming

03

03

Design

Design

Getting granular on look and feel: wireframes connecting the feature to the major experiential beats, plus early low-cost user research — grabbing colleagues or running small focus groups.

Key actions

• Wireframing — paper, Figma, XD, Sketch

• Information architecture

• Basic motion & interaction design

• Guerilla / low-cost UR

04

04

Implement

Implement

A mockup can only answer so many questions — so I don’t stop at handoff. I build the real thing in engine or in code: UI in Unreal (UMG, Blueprints), functional prototypes in HTML/CSS/JS, hooked to real data. Working features in players’ hands, not just frames in a file.

Key actions

• In-engine UI — Unreal Engine / UMG / Blueprints

• Functional prototyping in code — HTML/CSS/JS

• Wiring designs to real data & game state

• Pairing with engineers on shipping features

05

05

Refine

Refine

Polishing the working build toward a full-fledged prototype ready for extensive UR — deep in collaboration with art and dev teams, adhering to style guidelines and tech requirements.

Key actions

• Hi-fi prototypes — Figma, XD, Unreal Engine

• Cross-team collab — artists, devs, producers

• Animation & motion design

06

06

Redefine

Redefine

Testing, testing, testing! Balancing internal (stakeholder) and external (player) feedback into one cohesive experience — updating the design as production needs and direction evolve.

Key actions

• User research — focus groups, surveys, A/B tests

• Playtests

• Incorporating & balancing feedback

07

07

Repeat

Repeat

No process is ever completely linear. As production evolves I go back to any step — or the very start. I’ll advocate for my designs, but I’m OK with failure and scrapping work when it’s right.

There is always something to learn — then the loop begins again.

Key actions

• Comfort with failure · resilience

• Learning from mistakes · re-evaluation

❚❚ Pause

Cycle 1

— or click a step to jump

The cycle
design is never a straight line

What sets
me apart

Fun & functional

Playful surfaces on rock-solid usability — delight that never gets in the way.

Adaptability

Process shaped to the team and the moment — never one-size-fits-all.

Technical skills

I implement what I design — Unreal, custom engines, and code.

See it in action →