Game UX Designer

hello@alisa-designer.com

alisa smelkova

alisa smelkova

+

10 years designing complex interactive systems — from enterprise gamification and FTUE optimisation to F2P-adjacent monetisation UX and HUD-inspired navigation models. A product systems thinker making the move into games where this thinking belongs.

Why me?

I've applied game UX principles to every product I've worked on. Now I'm turning that around — bringing product systems thinking into games.

Startup ownership gave me direct control over FTUE and onboarding — I identified drop-off, redesigned, shipped, and measured. That iteration cycle is native to game UX.

My D2C and e-commerce experience maps directly to F2P — checkout optimisation, cart abandonment, purchase moment design. Same methodology, different context.

experience

Game UX Designer

Jul 2025—Present

CDMX, Remote

Game UX

PC / Mobile / Console

Accessibility

Open Source Contribution

UX Research

Game UX Designer

Jul 2025—Present

CDMX, Remote

Game UX

PC / Mobile / Console

Accessibility

Open Source Contribution

UX Research

Self-initiated concept cases and independent UX research — documented with interaction rationale, playtesting methodology, and iterated prototypes. Publishes ongoing Game UX analysis at alisa-designer.com.

Self-initiated concept cases and independent UX research — documented with interaction rationale, playtesting methodology, and iterated prototypes. Publishes ongoing Game UX analysis at alisa-designer.com.

Independent UX study — Console Cursor Navigation Patterns: Analysed cursor navigation mechanics across 235 console game releases — documented pattern types, measured cross-studio persistence, and proposed design hypotheses for observed conventions. Full dataset published as open spreadsheet.

Independent UX study — Console Cursor Navigation Patterns: Analysed cursor navigation mechanics across 235 console game releases — documented pattern types, measured cross-studio persistence, and proposed design hypotheses for observed conventions. Full dataset published as open spreadsheet.

PC-to-Mobile Adaptation (Morrowind) — UX Contributor, OpenMW open source: Designed HUD and menu adaptation framework balancing mobile thumb-zone constraints with PC-native interaction fidelity. Prototyped in Cursor; validated through qualitative sessions with 4–6 participants, deliberately prioritising players with no prior Morrowind exposure. Iterated based on findings.

PC-to-Mobile Adaptation (Morrowind) — UX Contributor, OpenMW open source: Designed HUD and menu adaptation framework balancing mobile thumb-zone constraints with PC-native interaction fidelity. Prototyped in Cursor; validated through qualitative sessions with 4–6 participants, deliberately prioritising players with no prior Morrowind exposure. Iterated based on findings.

F2P Monetisation UX (Dungeon Valley): Audited IAP entry points and navigation flow through heuristic evaluation and competitive benchmarking of F2P mobile titles. Rebuilt interface using F2P-native information architecture to optimise the purchase moment and engagement loop integrity.

F2P Monetisation UX (Dungeon Valley): Audited IAP entry points and navigation flow through heuristic evaluation and competitive benchmarking of F2P mobile titles. Rebuilt interface using F2P-native information architecture to optimise the purchase moment and engagement loop integrity.

Localization-first UI Design (Expedition 33) — console concept case: Demonstrated early integration of localization constraints — text expansion, RTL, locale-specific layout — from wireframe stage. Readability playtests showed measurable improvement in task completion post-redesign.

Localization-first UI Design (Expedition 33) — console concept case: Demonstrated early integration of localization constraints — text expansion, RTL, locale-specific layout — from wireframe stage. Readability playtests showed measurable improvement in task completion post-redesign.

Principal UX Designer, Design System

Sep 2023—May 2025

CDMX, Remote

Developer Tools

Desktop SaaS

Desktop App

~25K GitHub Stars

HulyOS — OS interaction architecture: Conceptualised and designed a cognitive operating system model: infinite 3D workspace navigated like a game environment, physical display as a Viewport into that space, HUD layer for persistent system controls, and Slices as contextual work planes. Replaced file/folder metaphors with Concepts and Links — associative primitives mirroring human memory. Designed in collaboration with engineering using object-oriented principles.

Design system: Established design system across a mature cross-application ecosystem — defining interaction rules and interface style balancing usability, art direction, and accessibility. Achieved 80% component adoption on new features; enabled 6 MVP features shipped in parallel.

Systems architecture: Co-defined state-based app architecture with engineers enabling platform-wide automation and state transitions — leading design for a globally adopted platform with ~25K GitHub Stars.

Lead UX Designer, Product & Systems

Nov 2018—Jun 2023

CDMX, On-site

B2B SaaS

0-to-1

Co-founder

Developer Tools

L&D Platform

Game Dialogue Co-pilot: Designed an MVP tool inspired by RPG branching conversation mechanics — replaced static dashboards with an adaptive dialogue-driven guidance loop, driving +30% increase in demo conversion.

FTUE optimisation: Identified critical drop-off at the permission-request gate through funnel analysis and behavioural analytics. Rebuilt the full registration sequence — achieving +25% onboarding completion and +18% trial-to-paid conversion.

Retention loop iteration: Led evolution of the 1:1 re-engagement module through 3 major releases — refining notification timing, flow structure, and feedback loops via quantitative research and UX interviews, driving +60% DAU increase among engineering managers.

Product pivot — Vectorly to Ace: Led full UX and brand redesign through product pivot — shifted from L&D platform to engineering management co-pilot, redesigning information architecture, navigation model, and visual identity for a new target audience while maintaining design system continuity.

Design culture & team leadership: Built design practice from scratch as co-founder — hired and led design team, defined cross-functional processes with engineering and product. Championed design system investment at product inception, enabling rapid iteration and pivot execution without structural rework.

First enterprise client: Led Product Hunt launch — achieved Product of the Day, 2× session activity in 48 hours. Directly resulted in first enterprise contract: design org of 50+ at a major bank, providing the revenue foundation for continued product development.

Design system, 0 to 350+ components: Grew system from scratch through two pivots and a full rebrand with zero structural rework — achieved 2-week handoff cycle and reduced new-feature time-to-market by 40%.

Hipo

Lead UX & Gamification Designer

Apr 2016—Oct 2018

Moscow, Part-time, On-site

Enterprise Gamification

User Research

Mobile-first

Sole Designer

Quest-based employee learning system: Designed end-to-end UX for an enterprise gamification platform (sole designer) — branching quest chains tied to skill grades and advancement paths, location-aware task delivery via in-store GPS triggers, and a reward and ranking system. Content delivered across multiple formats: video, articles, assessments, recorded lectures. Mobile-first for field employees; separate desktop experience for L&D admin teams.

L&D admin tooling & gamification engine: Designed configurable backend enabling L&D managers to build and edit quest chains, assign skills, set reward structures, and define progression thresholds — without engineering involvement. Worked directly with a specialist gamification architect to design the full reward and motivation mechanics.

Validation & rollout: Validated with both field employees and L&D teams through extended testing. Launched simultaneously across 100+ retail locations in a single rollout day. Platform subsequently adopted by multiple global enterprise clients including consumer electronics manufacturers for retail and factory employee training.

Lead UX Designer & Art Director

Apr, 2016 – Oct, 2018

Moscow, On-site

Game UX

Gamification

FMCG

D2C e-commerce

Promoted from Junior Designer

HUD & menu design for a major global toy brand IP game — concept submission: Designed game HUD, interaction flow, and customisable in-game phone menu (colour, charms, stickers) for a concept submission to a global toy brand IP game. Delivered interaction prototypes, final UI designs, and motion specs. Concept placed in final selection; elements informed the shipped product.

Gymnasium — student progression & achievement app: Designed progression and achievement system where unlock moments triggered a personalisation flow — students customised their collectible figurine, making each reward unique. Social sharing in-app and externally turned unlocks into organic community content. Mechanic inspired by Forza Horizon’s constant small-reward loop applied to real-world academic progression. Validated with students.

Monetisation UX (F2P-transferable): Redesigned D2C checkout and subscription flows for global FMCG brand via A/B testing and funnel analysis — −15% cart abandonment, +15% conversion. Same purchase-moment methodology applied directly to F2P IAP flow design.
Clients: Mars, Royal Canin, Reckitt Benckiser, Durex, Philips.

Process leadership: Migrated agency design workflow from Photoshop to Sketch — rebuilt production process and component standards. Grew from junior designer to Art Director over 2.5 years.

Why me?

I've applied game UX principles to every product I've worked on. Now I'm turning that around — bringing product systems thinking into games.

I owned FTUE and onboarding as a co-founder — identifying drop-off, redesigning, shipping, measuring, iterating. That cycle is native to game UX. The difference now is the medium.

My D2C and e-commerce experience maps directly to F2P — checkout optimisation, cart abandonment, purchase moment design. Same methodology, different context.

Core skills

Interaction Design, HCI

Information Architecture

UX Heuristic Evaluation

Wireframing & Prototyping

UX Heuristic Evaluation

Design Systems

Cross-platform UX

Player Lifecycle

FTUE Design

Player Onboarding / Tutorial Design

Player Retention

Monetisation UX

F2P / IAP UX

Purchase Moment Design

Engagement Loop Design

Game UX

HUD & Spatial UI

Quest UX Flow & Wayfinding

Progression UX Clarity

Reward Feedback Design

Feedback Loop Design

Live Service UX

Narrative UX

Localization-aware Design

Gamification Systems Design

Platform UX (console / mobile / PC)

Research & Validation

Qualitative UX Research

Usability Testing / Playtesting

Behavioural Analytics

Contextual Inquiry

Player Journey Mapping

Competitive Analysis

Funnel Analysis

A/B Testing

Tools

Unity uGUI / UI Toolkit (implementation-aware)

Unreal UMG (working knowledge)

Figma / Sketch / Framer

Miro / FigJam

Design Tokens

Lyssna (remote playtesting)

Maze (AI-assisted usability testing)

AI-Accelerated Workflow:

Cursor / v0 (vibe coding prototypes)

Claude / ChatGPT (research synthesis)

Perplexity / Notebook LM

Education

Design & Communication

Bachelor degree:
HSE ART & DESIGN School
2012–2016

Brain Science in Interface Design

Startup ownership gave me direct control over FTUE and onboarding — I identified drop-off, redesigned, shipped, and measured. That iteration cycle is native to game UX.

Perception & Memory in HCI

Startup ownership gave me direct control over FTUE and onboarding — I identified drop-off, redesigned, shipped, and measured. That iteration cycle is native to game UX.

Gestalt Psychology & Web Design

Certifications:
Interaction Design Foundation
Issued Jun 2025

Contacts

Email

hello@alisa-designer.com

Phone

+52 729 673 6090

hello@alisa-designer.com