Hire UI/UX Designer for Game Studios
Senior, direct, no layers
Hire a UI/UX Designer for Game Studios: a ui/ux designer designs interfaces people can use without training, tested with real users before launch rather than after. Built around how game studios actually work, starting from the systems you already run.
A senior ui/ux designer for game studios
A build that is fun in the studio still falls over in players' hands, because feedback from playtests, telemetry, and community reports never lands in one prioritised queue. A ui/ux designer starts from that pattern, because it is where players feel the cost first.
A ui/ux designer designs interfaces people can use without training, tested with real users before launch rather than after. For game studios, that means work shaped around pre-production, vertical slice, alpha and beta, launch, and seasonal live-ops, with players, publishers, and platform holders as the people it ultimately serves. Because players, not viewers, are the audience, everything is tested against real play, not just review.
Games are interactive products, not linear content: players break things in ways no test plan predicts, and the work has to be built around that reality. Book a free discovery call and we will test the fit on one real workflow before any wider scope is agreed.
What this engagement covers for game studios
- Redesign the flows behind playtest feedback and build stability around what users actually do and the evidence for each change kept beside the design.
- Build prototypes of live-ops events and seasonal content and test them with real users and the evidence for each change kept beside the design.
- Simplify the screens behind player telemetry and progression balance to the steps that matter and the evidence for each change kept beside the design.
- Design the mobile experience for store pages and launch checklists first where users are on phones and the evidence for each change kept beside the design.
- Build a consistent design system for community reports and bug queues with the design system documented so later screens stay consistent.
- Fix the usability problems hiding in patch and hotfix releases with evidence, not opinion tested with real users, not just reviewed in a meeting.
Built on your stack, not on top of it
Most game studios already run on game engines, large-asset version control, automated build pipelines, live-ops tooling, playtest scheduling, store pages, and player telemetry. The work passes between systems by hand, and the current state of a job is genuinely hard to see. A ui/ux designer connects that stack, using Figma, prototyping, usability testing, and design systems, and standardises the routines around it.
A change to a live game reaches every player at once, so releases are staged and rollback is planned before launch, not after. Design cannot rescue a broken process or a confusing offer; where the problem is deeper than the screen, that gets named.
A sensible first project is one loop, such as playtest feedback into the next build, measured on how fast reported issues reach a fix or a decision. Nothing wider is agreed until that first job proves itself in daily use.
From kickoff to delivery for game studios
- Discovery and workflow pick
One workflow first, usually playtest feedback and build stability, chosen from where game studios actually lose time, with a clear success measure agreed before build.
- Build on your existing stack
The work starts from engines, build pipelines, and live-ops tooling and connects them, rather than replacing tools the team knows. A ui/ux designer designs interfaces people can use without training, tested with real users before launch rather than after.
- Review and harden
Real game studios work is run through the result before launch: edge cases, errors, and the human review steps that must never be skipped, especially where age ratings and platform certification applies.
- Launch and improve
Go live to one team or one workflow, measure against build stability, patch turnaround, and player retention across seasons, and expand scope only on evidence.
Why hire Omer
- Design tested with real users before launch, measured for game studios by build stability, patch turnaround, and player retention across seasons.
- Flows shaped around actual behaviour, not assumptions, measured for game studios by build stability, patch turnaround, and player retention across seasons.
- Mobile-first where users are actually on phones, measured for game studios by build stability, patch turnaround, and player retention across seasons.
- Design systems that keep later work consistent, measured for game studios by build stability, patch turnaround, and player retention across seasons.
- Changes backed by evidence, not opinion, measured for game studios by build stability, patch turnaround, and player retention across seasons.
What changes in practice
The realistic outcome is steadier builds, faster patch turnaround, and live-ops seasons that ship on the dates players were promised. In daily terms, that means pre-production, vertical slice, alpha and beta, launch, and seasonal live-ops run with fewer surprises and less chasing between systems.
That is the standard this engagement is measured against: not a launch announcement, but work game studios still use months later, maintained by their own team with documentation handed over at the end. To start, discuss your workflow — or browse the full hire hub.
Questions, answered
Will this work with engines, build pipelines, and live-ops tooling?
What about age ratings and platform certification?
What is a sensible first project?
Who inside game studios usually owns this work?
How do you know a redesign actually works?
Ready to get started?
The best way to explore working together is a quick conversation. Reach out through your preferred channel and let us discuss your project.
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