Worked with

Meet Eleonora

Senior UI/UX Designer with a rich portfolio of published titles that pushed genre conventions.
Specialises in UX design, UI art, asset creation and production pipelines.
Holistic expert and inquisitive generalist with a toolbox of supporting skills.
Drove project-wide initiatives tripling the speed of feature delivery.
Designed interfaces across PC, consoles, VR, and mobile.

DIABLO IV

While shipping Diablo IV and it’s first expansion, my personal achievements were:

  • Creating asset pipelines for compliant, global delivery of seasonal rewards assets

  • Crafting high-quality, fan favourite personalisation banners

ASSASSIN’S CREED NEXUS

In this innovative, Virtual Reality title my focus was on many UI areas of the game, including but not limited to:

  • Player Movement Calibration Screen

  • Pause Menu Components, Quest Log, and more

  • Establishing the UI asset pipeline - faster texture delivery and beautifully optimised memory use

MASS EFFECT: ANDROMEDA - R&D - Feature Redesign

This project is all about breaking down “Mass Effect: Andromeda”’s R&D feature, and introducing a new version of the interface.

Primary focus being:

  • Improved Controller Navigation

  • Introducing coherent information Hierarchy

  • Reduced clutter and streamlined the crafting wireframe

HALO WARS 2

Sequel to “Halo” series’ unique entry to the RTS genre.
During my time on the team, my key contributions were:

  • Populating the game’s units with Icons and Reticles

  • Compiling and maintaining UI engine’s XML Database

  • Implementing Localisation Strings in game’s text

THE WITCHER 3: WILD HUNT

Open world RPGs have two eras - before and after “The Witcher 3: Wild Hunt”. My key contributions include:

  • Debugging and providing fixes for Critical and Optional Quests

  • Proudly representing the game in front of Live Audiences (Gamescom and EGX)

  • Supporting Internal and External QA Teams

MOTION GRAPHICS

I love animation, different styles it can adopt and all the contexts that can be enriched with it. Some styles I like to explore in my projects are:

  • Fake Holographic UI

  • Retro Glitch

  • Organic Space Parallax

Key Skills


UX Design

Games or apps, all good interface starts with strong understanding of the user.

  • User research

  • Prototyping

  • Wireframing

  • Information Hierarchy

    • Tools

      • Notion

      • Miro

      • Figma

      • Sketch

      • Adobe X

Game Design

Our ideas are only as strong as our ability to implement them in our project. I am proficient in all mainstream engines and have experience in selected in-house ones.

  • Menus and modals

  • Bars and indicators

  • Crosshairs and reticles

  • HUD

  • Loading Screens

    • Engines

      • Unreal Engine

      • Unity

      • In-House Engines

Art and Animation

Essential part of good design is adorning the function with outstanding form.

  • Textures

  • Frames and ornamentation

  • Icons and reticles

  • Banners

  • UI Materials

  • Animations and Motion Graphics

    • Tools

      • Adobe Suite

      • Affinity Suite

      • Final Cut / Motion

Team Management

Team cohesion and transparent processes are keys to every successful product.

  • Onboarding

  • Documentation

  • Mentoring

  • Problem solving

  • Project planning

    • Tools

      • Jira

      • Confluence

      • Monday

      • Hansoft