Game UX Designer

hello@alisa-designer.com

alisa smelkova

alisa smelkova

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Game UI/UX Designer with 10 years shipping complex interactive systems — FTUE design, F2P monetisation UX, progression loops, HUD-inspired navigation, and reward economies. My methods were built for games. Now I'm building games with them.

Game UX Designer

Jul 2025—Present

CDMX, Remote

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 openly here.

PC-to-Mobile Adaptation (Morrowind) — UX Contributor, OpenMW open source: Designed thumb-zone-aware HUD and menu system for PC-native RPG on mobile. Built interactive prototype in Cursor; ran think-aloud usability sessions (4–6 participants, no prior game exposure). Iterated 2 rounds based on findings.

F2P Monetisation UX (Dungeon Valley): Audited IAP entry points via heuristic evaluation and competitor benchmarking across 8 F2P mobile titles. Rebuilt store information architecture around the purchase moment — reduced friction at 3 key drop-off steps. Redesign validated through task-based usability playtesting (3–4 participants, think-aloud protocol).

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

HulyOS — game-informed OS UX: Applied game HUD logic to a productivity OS — persistent control layer (HUD), spatial navigation model (Viewport), contextual work planes (Slices). Shaped visual identity and interaction language; co-defined architecture with engineering using object-oriented and state-based principles.

Design system: Built and maintained design system across one of the world's largest open-source projects built with Svelte (~25K GitHub stars) — interaction rules, component behaviour logic, accessibility standards. 80% adoption on new features; 6 MVP features shipped in parallel.

Cross-application UX: Established navigational consistency at scale — reduced cognitive friction and improved predictability across a complex multi-context desktop environment.

Lead UX Designer, Product & Systems

Nov 2018—Jun 2023

CDMX, On-site

Dialogue Co-pilot (MVP): Designed NPC-inspired branching dialogue system replacing static dashboards — adaptive guidance loop with contextual decision branches. Shipped MVP; drove +30% demo conversion. Direct application of RPG dialogue tree mechanics to B2B product UX.

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.

Design system — 0 to 350+ components: Architected design language surviving two pivots and full rebrand with zero structural rework. 2-week designer-to-developer handoff cycle; −40% time-to-market. Migrated intact into new product after company pivot.

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 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.

Hipo

Lead UX & Gamification Designer

Aug 2017—Nov 2018

Moscow, Part-time, On-site

Quest-based L&D platform (sole designer): Designed full game loop for enterprise gamification — branching quest chains, GPS-triggered contextual tasks, tiered achievement system, reward economy. Launched across 100+ retail locations; later adopted by global enterprise clients in consumer electronics.

Configurable gamification engine: Designed no-code admin tooling for L&D teams — quest chain builder, skill assignment, reward economy configuration, progression threshold controls. Collaborated with a gamification architect on motivation system design; mapped reward mechanics into progression data models for metric tracking.

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 – Jul, 2017

Moscow, On-site

Game HUD & menues UX — global toy brand IP (NDA): Designed HUD layout, interaction flow, and customisable in-game menu mechanic (cosmetics system: colours, charms, stickers) for mobile/console IP concept targeting ages 8–12. Delivered interaction prototypes, final UX specs, and motion guidelines. Portfolio visuals available under NDA on request.

Gymnasium — student achievement & progression app: Designed variable reward loop (Forza Horizon-inspired) where achievement unlocks triggered personalised collectible customisation — turning each reward into a social sharing moment. Validated with students. Achievement system drove organic community content loop.

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