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.

UI Design·UX·Motion·Prototyping·Unity·Unreal
01About

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.

01

UI/UX Design & Prototyping

Wireframes, flows and clickable Figma prototypes, checked in the engine before they’re final.

Figma
02

Visual Design & Assets

Interface art, icons and textures, exported and optimised for console, PC and mobile.

Photoshop
03

Motion & Animation

Motion studies in After Effects and real-time Rive animations that answer every tap.

AE + Rive
04

In-Engine Implementation

Menus, HUDs and interactive elements built directly in Unity and Unreal, with performance in mind from day one.

Unity / UE
05

Version Control & Collaboration

UI assets versioned in Git and Perforce and kept in step with engineering and art.

Git / P4

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.

02Experience
2025 – Present
GlobantUI Artist
Unannounced AAA projects.
2016 – Present
Black Bear GamesOwner
Card games like Frontier Bandits and Prohibition, apps and experiments.
2023 – 2024
Room8Freelance UI
Redline Royale and outsourced UI for major publishers.
2020 – 2024
AmberUI Artist
World of Outlaws, ARK and Formula E, plus Bandai Namco and King IP.
2020 – 2022
HutchFreelance UI
F1 Clash: seasonal live service and real-time PvP.
2017 – 2020
EA SportsUI Artist
FIFA 18, 19 and 20, plus Need for Speed.
2016 – 2017
UbisoftUX/UI Artist
Draw Race 3 and console-scale UI pipelines.
2014 – 2015
GhostUI Artist
First games role, on Need for Speed.
2007 – 2014
AdvertisingArt Director
Ogilvy and other agencies: branding and visual design.
EA Ubisoft Amber King Animoca Brands Bandai Namco Hutch Room8 Globant Epic Games

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
Get in touch

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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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