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