UI Designer • Game Industry • Since 2014
Stefan Dinca
I’ve designed interfaces for FIFA, Need for Speed, F1 Clash, World of Outlaws and ARK, plus a dozen more games on console, PC and mobile.
A decade inside game engines, not just design tools.
I started in advertising. After seven years as an art director at agencies including Ogilvy, I moved into games in 2014 with a UI role at Ghost Games on Need for Speed, and I’ve stayed ever since.
At Ubisoft I designed every player-facing screen of Draw Race 3. Then came three years at EA Sports on FIFA 18, 19 and 20: Ultimate Team, live season events and competitive modes on console, PC and mobile, played by tens of millions.
At Hutch I led the UI of F1 Clash, a live-service game with seasonal updates and real-time PvP, where progression had to feel rewarding on every tap. At Amber I overhauled World of Outlaws for iRacing, designed ARK: Dinosaur Battles for Studio Wildcard and led the design system of Formula E: High Voltage for Animoca Brands. At Room8 I led the UI of Redline Royale, and today I’m at Globant on unannounced AAA projects.
I work across the whole pipeline: Figma for design and prototypes, Photoshop and Illustrator for assets, After Effects and Rive for motion, Unity and Unreal to build it in the engine. Outside client work I design card games like Frontier Bandits and Prohibition, and I build my own products: TempoApp for therapy clinics and Armonio for parents.
UI/UX Design & Prototyping
Wireframes, flows and clickable Figma prototypes, checked in the engine before they’re final.
Visual Design & Assets
Interface art, icons and textures, exported and optimised for console, PC and mobile.
Motion & Animation
Motion studies in After Effects and real-time Rive animations that answer every tap.
In-Engine Implementation
Menus, HUDs and interactive elements built directly in Unity and Unreal, with performance in mind from day one.
Version Control & Collaboration
UI assets versioned in Git and Perforce and kept in step with engineering and art.
I work where art meets engineering. I’m as comfortable building a high-fidelity prototype as talking draw calls, texture atlases and state machines with the dev team. I sit with engineers, not across from them, so what ships is what was designed.
From FIFA Ultimate Team screens seen by millions to F1 Clash updates shipped every two weeks, I design interfaces that hold up once real players get their hands on them.
Stefan Dinca
Side Projects
Web Projects
Let'sConnect
AAA studio, indie team or an interesting contract: if you want game UI designed and built in the engine by the same person, let’s talk.
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