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