Hi! My name is

Javier Moreno

I'm a UI Designer

I’m a Switzerland-based UI Designer creating distinctive game interfaces, design systems, and in-engine UI in collaboration with art and technical teams.

works

game development

ui design | ui art | ux/ui | animation | ui integration | 2d vfx | materials & shaders

Video

personal projects

pixel art | animation | ui art



about

Hello, I’m Javi, a game UI designer and artist based in Basel, Switzerland. I create player-facing interfaces across UX design, visual development, and in-engine implementation, with experience in PC, console, and mobile games.My work spans UX flows, wireframes, and interactive prototypes through to polished UI graphics, 2D assets, and engine integration. I’ve contributed to Neverwinter and a range of freelance projects, working with Unreal UMG, Unity UI Toolkit, and proprietary engine workflows. I also enjoy the technical side of UI, including building shaders, materials, animations, and production pipelines.I believe a designer’s role is to navigate complexity and make things clear. That principle guides how I shape interfaces that feel coherent, readable, and at home in their game worlds.

Don't hesitate to contact me for collaboration or any assistance you might need!You can contact me at javiermorenoheuer[at]gmail[dot]com.

RoD is a turn-based strategy game where strategy and the tactical use of terrain will decide your fate.You can also recruit different types of combat units, and upgrade them trying multiple combinations to create the combat gear that better fits your combat style.And all of this accompained by pixel art style, lovely characters, and a memorable script.

I collaborated with AutoHit Games as a UX/UI and level designer.My tasks included:

🔮💜 Use cards to fight the incoming hordes of enemies & survive while building your own deck 🃏✨

Fortune Decker is a top-down roguelike, deckbuilding, action survival game currently being developed by Evil Kiwi Games.

I worked at Evil Kiwi Games as a Pixel artist using mainly Asesprite.My tasks included:

Client: Cryptic Studios
Genre: MMO
Platform: PC, Xbox One, PlayStation 4
Engine: Propietary

  • Designed and prototyped BattlePass, Leaderboard & Queue Group Details.

  • Created icons and 2D assets for new game content.

  • Integrated UI art assets into the proprietary engine and maintained them through the team’s version-control workflow.

  • Coordinated with Art, Outsourcing, Design and LiveOps teams to support the art pipeline and implementation.




Case Study: Season Pass

Problem Statement

The previous Season Pass structure allowed a fixed eight items per milestone: four free and four on the premium track.

Goals & Objectives

Create a scalable structure that supports a variable number of items, allowing us to set a specific amount for each module.


Research, references, wireframes, and prototypes

Exploration of alternative ways to navigate the structure, such as scrolling, arrows, or carousel pages.


Figma prototype


Final UI (PC & Console)



Case Study: Leaderboards

Problem Statement

Players need a clear, engaging way to track their MMO rankings and compare progress with others.

Wireframes

Goals & Objectives

Make rankings easy to scan, navigate, and understand while fitting the game’s UI and technical constraints.

Final UI



Case Study: Queue System UI Overhaul

Problem Statement

Players need a clear way to inspect each queue member’s build and support abilities before entering grouped content together (Dungeons and Trials).

Flowcharts

Goals & Objectives

Present key character details in an organized, scannable interface that helps players assess party readiness.

Final UI

Client: ConWiro
Genre: Multiplayer soccer
Platform: Android & iOS
Engine: Unity

I worked at CONWIRO as a UI Artist for Clash of Captains.My responsibilities included:

  • Designed the screen flows and layouts for Club, Collection, Season Pass, Ranking & Store.

  • Created a visual style guide defining typography, colors, and reusable UI elements.

  • Produced and integrated UI assets using UI Toolkit.

  • Built shaders, flipbooks, and visual effects for interface elements.



References

Wireframes and prototypes


Style guide

UI Kit: Buttons & Icons


Screens


Ideas that didn't make the cut

Dwarven Realms: Season 6

Client: Crater Studios
Genre: Action RPG
Platform: PC (Steam)
Engine: Unreal Engine 5.3

Refreshed the game’s core UI with redesigned buttons and a reworked screens such as the Character Creation. Added dynamic HUD elements—including health and mana orbs and a level progress bar—and improved key quality-of-life screens such as the Inventory and Buff Window.


Character Creation Screen (old vs. new)


Settings Screen (old vs. new)


HUD (old vs. new)


Buff Window (old vs. new)


Inventory Items (old vs. new)


Design Process

References

Wireframes

Implementation

HP Orb Material


HUD In-Game