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Where clarity breaks.
Andrés Felipe Pisso

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.
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- HUD
- Menus
- Onboarding
- Progression
- Reward flows
- Feedback
- Readability
- Player loops
- VR UX
- UEFN UX
- Design systems
- Components
- States
- Patterns
- Documentation
- Handoff
- QA support
- Accessibility checks
- Information architecture
- Flows
- Wireframes
- Prototypes
- Usability
- Interface design
- Stakeholder alignment
- Figma
- FigJam
- UEFN
- Unreal
- Roblox
- Claude
- Jira
- Confluence
- Adobe tools
- Prototyping tools
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- 2025 – Now
- Lead UX/UI DesignerTeravision Games · Orcs Must Die, UEFN, VR, D&D
- 2023 – 2025
- Lead Game DesignerPixieMeta · Mobile games, UX systems
- 2022 – 2023
- Technology & Adoption LeadMinistry of ICT Colombia · Digital transformation, GAMETIC
- 2016 – 2022
- Game Designer / Systems EngineerMinistry of ICT Colombia · 70+ apps, 20 games, GAMETIC
- 2015 – 2016
- Game Designer / Project DirectorUniversidad Cooperativa · Kodety — Colombia Crea Digital winner
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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.
- 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
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.
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Game UX/UI
HUDs, menus, onboarding, feedback systems, player flows, readability, and progression clarity.
- VR
- UEFN
- Unreal
- Roblox
- HUD
- Onboarding
- Fortnite
UX Systems
Reusable UI patterns, states, components, interaction rules, documentation, and handoff.
- Components
- Design Systems
- Handoff
- Documentation
Digital Product
Information architecture, flows, prototypes, interface design, usability, and product clarity.
- IA
- Wireframes
- Prototyping
- Usability
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From hesitation to signal.
Every project starts with a loop, a gap, and a signal. Systematic, not decorative.
- [01]Understand the loopMap the player or user journey. Identify where actions, consequences, and feedback happen.
- [02]Find where hesitation startsLocate the friction points. What forces a guess? What creates doubt or confusion?
- [03]Design the signalBuild the interface response that removes the guesswork. Clear feedback, better hierarchy, faster decisions.
- [04]Test the decisionValidate the design against the problem. Does it reduce hesitation? Does the player or user move forward with confidence?
- [05]Document the systemTurn decisions into reusable rules. Components, states, handoff specs, and edge case notes the team can act on.