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 there! I'm Javier, a UI designer based in Basel (Switzerland).Led the integration of the 2D asset pipeline, designed new UI features building interactive prototypes and supported the creation of 2D assets for new game content.Seeking opportunities to leverage technical implementation and problem-solving skills to elevate user engagement and game design aesthetics in future projects.At the core of my approach is a personal motto: I firmly believe that a designer's role, regardless of the field, is to navigate complexity to deliver simplicity.
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:
Design of UI screens using mockups and wireframes.
Generating graphic elements required for UI designs.
Level design of Campaign & Challenge levels.
🔮💜 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:
Creation of UI graphic elements for game screens.
Characters animations for the main character and enemies.
VFX & particles for in-game skills.
Graphic design of logos and media artwork.


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



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.

Home Screen

Club Screen

Lobby

Season Pass

Lobby

Season Pass
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
1. References

2. Wireframes

Wireframe

Mockup
3. Implementation
HP Orb Material
HUD In-Game
























































