Skip to content
ABOUT
PAGE
005

Where clarity breaks.

Andrés Felipe Pisso

UX Lead · Game UX/UI Designer
11+ yearsES · ENGames · Product · SpeakingAvailability
Andrés Felipe Pisso — Game UX/UI Designer

Core question

"Where is the player guessing?"

I started in systems engineering and ended up building the feedback loops players never notice when they work. Eleven years across shipped games, UEFN live experiences, VR, and digital product.

My work starts with one question: where does clarity break? In games, it shows up as a HUD pulling attention from the action, a reward flow that creates hesitation, a progression system that makes players guess what changed. In product it is unclear navigation, weak feedback, screens that look clean but do not help anyone decide.

I care about interfaces that reduce doubt. Clear signals. Useful feedback. Systems that help teams move faster without losing consistency.

EXPERTISE AREAS
PAGE
005b
Game UX/UI
  • HUD
  • Menus
  • Onboarding
  • Progression
  • Reward flows
  • Feedback
  • Readability
  • Player loops
  • VR UX
  • UEFN UX
UX Systems
  • Design systems
  • Components
  • States
  • Patterns
  • Documentation
  • Handoff
  • QA support
  • Accessibility checks
Product UX/UI
  • Information architecture
  • Flows
  • Wireframes
  • Prototypes
  • Usability
  • Interface design
  • Stakeholder alignment
Tools
  • Figma
  • FigJam
  • UEFN
  • Unreal
  • Roblox
  • Claude
  • Jira
  • Confluence
  • Adobe tools
  • Prototyping tools
CAREER PATH
PAGE
005c
2025 – Now
Lead UX/UI Designer
Teravision Games · Orcs Must Die, UEFN, VR, D&D
2023 – 2025
Lead Game Designer
PixieMeta · Mobile games, UX systems
2022 – 2023
Technology & Adoption Lead
Ministry of ICT Colombia · Digital transformation, GAMETIC
2016 – 2022
Game Designer / Systems Engineer
Ministry of ICT Colombia · 70+ apps, 20 games, GAMETIC
2015 – 2016
Game Designer / Project Director
Universidad Cooperativa · Kodety — Colombia Crea Digital winner
EDUCATION
PAGE
005d
2023
Master's in Digital Graphic Design
UNIR — Universidad Internacional de La Rioja
2019
Specialist in Information Systems Audit
Universidad Católica de Colombia
2016
Specialist in Game Design and Development
Michigan State University
2015
Systems Engineer
Universidad Cooperativa de Colombia
LANGUAGES
PAGE
005e
Spanish — Native
English — Advanced professional working proficiency
HIRING SNAPSHOT
PAGE
005f

Senior Game UX/UI Designer and UX Lead with 11+ years across games, digital products, and interactive experiences. I specialize in UI systems, HUD clarity, VR UX, UEFN experiences, onboarding, progression flows, player feedback, accessibility, and production-ready documentation. My work connects player understanding with team execution through clear flows, reusable components, readable interfaces, and implementation-ready handoff.

Open to Senior Game UX/UI Designer, UX/UI Lead, Game UI Systems Designer, and UX Lead roles across remote, hybrid, and international teams.

Core strengths
  • Game UX/UI strategy and systems design
  • UI systems, component logic and reusable pattern libraries
  • HUD clarity, player feedback and readability
  • VR UX and spatial interface considerations
  • UEFN and Unreal-aware design and handoff
  • Onboarding, FTUX and progression flows
  • Accessibility and interface readability
  • Production-ready documentation for design, art, engineering, QA and production
  • Cross-functional collaboration across disciplines
Why this matters for senior roles

Senior Game UX/UI work is not only about making interfaces look polished. It is about helping players understand what matters, helping teams reuse decisions, reducing production ambiguity, and designing systems that survive iteration. My strongest work sits at that intersection: player clarity, UI systems, documentation, implementation handoff, and cross-functional collaboration.

If your team is building something players need to understand,

I can help.

WHAT I DO
PAGE
002

01

Game UX/UI

HUDs, menus, onboarding, feedback systems, player flows, readability, and progression clarity.

  • VR
  • UEFN
  • Unreal
  • Roblox
  • HUD
  • Onboarding
  • Fortnite
02

UX Systems

Reusable UI patterns, states, components, interaction rules, documentation, and handoff.

  • Components
  • Design Systems
  • Handoff
  • Documentation
03

Digital Product

Information architecture, flows, prototypes, interface design, usability, and product clarity.

  • IA
  • Wireframes
  • Prototyping
  • Usability
HOW I WORK
PAGE
005

From hesitation to signal.

Every project starts with a loop, a gap, and a signal. Systematic, not decorative.

  1. [01]
    Understand the loop
    Map the player or user journey. Identify where actions, consequences, and feedback happen.
  2. [02]
    Find where hesitation starts
    Locate the friction points. What forces a guess? What creates doubt or confusion?
  3. [03]
    Design the signal
    Build the interface response that removes the guesswork. Clear feedback, better hierarchy, faster decisions.
  4. [04]
    Test the decision
    Validate the design against the problem. Does it reduce hesitation? Does the player or user move forward with confidence?
  5. [05]
    Document the system
    Turn decisions into reusable rules. Components, states, handoff specs, and edge case notes the team can act on.