I design game interfaces and build them in the engine. Over ten years I’ve shipped UI for FIFA 18, 19 and 20 and Need for Speed at EA, led the UI of F1 Clash at Hutch through its seasonal live-service updates, and at Amber worked on World of Outlaws for iRacing, ARK: Dinosaur Battles for Studio Wildcard and Formula E: High Voltage for Animoca Brands. Today I’m at Globant, on unannounced AAA projects. I work in Figma, Unity and Unreal, and I write production front-end code, so a screen goes from wireframe to engine without a handoff in between. Outside the day job I run Black Bear Games, my studio for card and board games, and I founded TempoApp, a SaaS platform for therapy clinics, and Armonio, a free library for parents of children with autism, ADHD or developmental delay.
UI Artist
Globant (Gaming Division)- UI design and in-engine implementation for unannounced AAA projects on console and PC.
- Part of a cross-discipline team of engineers and artists, working in agile sprints.
Freelance UI Artist
Room8 Studio- Outsourced UI for several publisher IPs on console and PC, each with its own visual style and brand rules.
- Took screens from design to engine integration on tight production schedules.
UI Artist
Amber Studio- UI for client projects for iRacing, Studio Wildcard, Animoca Brands, Bandai Namco and King.
- Overhauled the interface of World of Outlaws, iRacing’s dirt racing game for console and PC, and designed UI for ARK: Dinosaur Battles for Studio Wildcard.
- Led the design system for Formula E: High Voltage, an officially licensed racing-management game for Animoca Brands.
- Carried each interface from concept and Figma prototype to implementation in Unity or Unreal.
- Kept releases true to each brand across platforms and within publisher certification rules.
Freelance UI Designer
Hutch Games- Led UI design for F1 Clash, a live-service mobile game played by millions.
- Designed seasonal events, real-time PvP and progression screens for a two-week update cycle.
- Worked with engineers on texture atlases and animation budgets to keep the game fast on phones.
UI Artist
EA Sports- Core UI team for FIFA 18, 19 and 20, one of the biggest franchises in games.
- Designed and shipped Ultimate Team screens, live season events and competitive mode flows on console, PC and mobile.
- Worked on HUD and menus for Need for Speed.
- Worked with engineering leads on performance, draw-call budgets and layouts that hold up in every language.
UX/UI Artist
Ubisoft- Designed and prototyped every player-facing screen of Draw Race 3, a mobile racing game from Ubisoft RedLynx.
- Designed and implemented UI inside large AAA production pipelines.
- Worked on system-level UX flows with teams across several Ubisoft studios.
UI Artist
Ghost Games (EA)- First games role: moved from advertising into AAA UI on Need for Speed.
- Designed menus, HUD and in-game interfaces, mentored by senior designers.
Art Director
Ogilvy & Other Agencies- Seven years as an art director at Ogilvy and other agencies, on branding, visual design and interactive media.
- Learned composition, typography and how to present an idea to a client, which I still use on every screen.
Selected Shipped Titles
Bandai Namco IP (NDA)
King IP (NDA)
Indie & Entrepreneurship
Black Bear Games
My independent studio for board games, card games and digital prototypes. I designed Frontier Bandits, a social-deduction train-heist card game for 4 to 6 players, and Prohibition, a 1930s mafia card game, taking both through rounds of design and playtesting. Other titles, some published and some in development, cover board games and digital concepts.
TempoApp: Therapy Management Platform
A SaaS platform for therapy clinics. Each clinic gets its own database and web address, signs up with a free trial and pays online. Staff work in one place: dashboard, team calendar, live session scoring, intervention plans, billing and team pay, analytics, and Cori, an AI assistant built on Claude. Parents follow progress in a portal that works on any device. Built with Next.js, React, TypeScript, Tailwind CSS and Firebase, plus Stripe and the Claude API, as an installable PWA with real-time messaging in Romanian and English.
Armonio
A free, Romanian-language library for parents of children with autism, ADHD or developmental delay: guides, articles, activities and a glossary, plus directories of therapy centres and the public institutions families deal with. I designed the brand and the content system and built it on Next.js, Firebase and Tailwind CSS, with a custom CMS that turns a markdown guide into a pre-rendered page.
Web Projects Portfolio
Client websites and web apps, designed and built end to end: Twist of Fate Café (a board game café with a 450-game library, a game-finder wizard and Shopify stock sync), the IATP aviation association, Red Onion Saloon in Skagway, Alaska, Autocredit Romania (a car dealership with its own admin panel and Node.js API), Capital Hub Finance and TRIO Rent a Car. The stack depends on the job: Next.js, Vite, Tailwind CSS, vanilla JavaScript, Node.js, PHP and Firebase.
What Sets Me Apart
AAA + Live-Service + Mobile
I’ve shipped console and PC games with EA and Amber, and live-service mobile games with Hutch. I know what changes between a TV across the room and a phone in one hand.
Design-to-Engine Pipeline
I build what I design in Unity and Unreal, so engineers get working screens instead of a stack of mockups and redlines.
Game Designer, Not Just Artist
I run my own studio and design games from the rules up, so I think about mechanics and what keeps players coming back, not only how a screen looks.
Cross-Industry Breadth
Seven years in advertising, Ogilvy among them, taught me branding, typography and how to sell an idea in a single image.