09/06/2026 updated


partially available
info: Available evenings and weekends
Technical UI Designer | UI/UX Game Artist
Helsinki, Finland
Only remote
Master's degreeAbout me
I'm a designer who thinks like an engineer. Physics and nanoelectronics degree, then ten years building interfaces β I ended up in real-time systems because that's where design meets hard constraints. Based in Helsinki. Curious about how things are built, not just how they look.
User Experience (UX)User Interface DesignInteraction DesignUi PatternsUser Interface TestingAdvance Design SystemModern UiGame DesignUX WritingAdobeGlade Interface DesignerFigmaUnreal EngineRich Ui
Technical UI & real-time systems
I design interfaces for products with hard constraints β real-time rendering, fixed hardware budgets, dense data. My work covers the full path from interaction flow and visual design through to implementation in the engine, so what I hand over is buildable rather than aspirational.
Engines and implementation: Unreal Engine (UMG, Blueprint, custom materials and shaders, widget architecture), Unity (UI implementation, asset pipeline, C# scripting). Four years of production work on console hardware β batching, invalidation strategy, draw call and overdraw reduction, shader permutation cost, profiling against a fixed frame budget.
Design: Figma, Adobe Creative Suite. Design systems and reusable component libraries built from scratch and adopted across teams. Wireframing, interaction design, prototyping, motion and UI animation. Responsive and multi-resolution layout across console, desktop, mobile and web.
Domains: real-time and simulation interfaces; dashboards and monitoring; data-dense platforms with multiple user roles and live-updating content (sportsbook, live casino, poker); mobile products on iOS and Android; HMI and control-panel interfaces.
Also: HTML/CSS, XML for component and data-driven UI, basic C++. MSc in Physics and Nanoelectronics β I'm comfortable in technical domains most designers avoid.
Ten years across product and real-time software, in three countries. English, Russian, Armenian; basic Finnish.
Experience
Professional experience10+ years
Freelancer since2017
Languages
FinnishBasic knowledgeEnglishFluentRussianNative speaker
Project history
- Real-time interface design and in-engine implementation for a live product running on constrained console hardware and PC, serving tens of millions of concurrent users.
- End-to-end ownership: interaction flows, visual design, and production implementation in Unreal Engine (UMG, Blueprint, custom materials and shaders).
- Responsible for interface performance within a fixed frame budget β render batching, invalidation strategy, draw call and overdraw reduction, shader cost optimisation.
- Built a reusable component library and interface patterns adopted across the team, maintaining consistency across a continuously shipping product.
- Close collaboration with engineers on interface architecture and data flow between logic and presentation layers.
- Delivered under strict platform certification requirements: memory limits, performance targets, compliance on fixed hardware.
- Sole UI ownership across the project: from requirements gathering with the producer through UX flow, visual design, and final implementation in-engine.
- Delivered in both Unity and Unreal Engine β asset pipeline, layout, in-engine implementation and materials in each.
- Designed and built the project's design system from scratch: component library, typography and colour tokens, interaction patterns β used as the single source of truth by the team.
- Acted as the direct interface between production, design and engineering, translating product requirements into implementable interface specifications without intermediate handover.
- Interface design from concept to production: pre-production concepts, wireframes and interaction flows, through to final UI and in-game HUD.
- Iterated designs based on internal and external user testing and analytics β measurable design decisions rather than aesthetic ones.
- Partnered with product and engineering to define and improve interface technologies and workflows across the team.
- Contributed to planning: scheduling, effort estimation and work allocation together with the project manager.
- Mentored junior designers.