Hi! My name is
Javier Moreno
I'm a UI Designer
works
game development
ui design | ui art | ux/ui | animation | ui integration | 2d vfx | materials & shaders
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 tactical decisions and clever use of terrain shape every battle.
Recruit your troops, master the battlefield, outsmart your enemies, and fight your way to victory in a charming pixel art world. Are you ready for the challenge?
Genre: Turn-based strategy
Platform: PC
Engine: Unity 2021.1.3f1
Designed UI screens, created graphic assets, and developed Campaign & Challenge levels.

Genre: Top-down roguelike, deckbuilding, action survival game
Platform: PC
Engine: Unity 2021.3.10f1
Created UI assets, character animations, in-game VFX, and graphic artwork, including logos and promotional materials.


M30

M31

M32

M33
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.

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

References

References
Wireframes and prototypes

Screen Flow

Style guide

UI Kit: Buttons & Icons


Screens
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 (old)

Character Creation (new)
Character Creation Screen (old vs. new)

Settings (old)

Settings (new)
Settings Screen (old vs. new)

HUD (old)

HUD (new)
HUD (old vs. new)

Buffs (old)

Buffs (new)
Buff Window (old vs. new)

Inventory (old)

Inventory (new)
Inventory Items (old vs. new)
Design Process
References

Wireframes

Wireframe

Mockup
Implementation
HP Orb Material
HUD In-Game










































































