Ihor Zaitsev

Senior / Lead · Valencia, Spain · Full Time · Remote or Relocate

Game UI/UX Designer

9+ years in UI/UX, 8+ focused on games. I turn incomplete requirements into clear player flows and production-ready interfaces, review them in-engine, and use my own AI-agent pipeline to get from idea to working prototype fast.

Core & meta UI/UX for Modern Ops — 100M+ downloads on Google Play.

See the workDownload CV

Selected work

Shipped mobile shooters and recent game & gamification releases. Most project materials are confidential; public products are shown with official materials from their publishers.

Modern Ops key art: soldiers and the Modern Ops logo with the 100M+ downloads badge

EDKON Games · Online mobile FPS · live product

Modern Ops — open the case study

Joined before launch to rethink the interface; owned UI/UX across core and meta systems.

  • 100M+ downloads on Google Play
Fire Strike key art: two operators with rifles and the Fire Strike logo

EDKON Games · 5v5 mobile FPS · new title

Fire Strike — open the case study

Primary design owner: end-to-end UI/UX plus progression, economy, balance and store presentation.

  • 10M+ downloads on Google Play

Recent work · 2023–2026

20+ game, gamification and interactive projects across genres, platforms and production stages — from individual screens to end-to-end UX/UI flows, and the last months as Lead Game UI Designer.

I built reusable UI systems and templates, designed lobby, HUD, rewards, onboarding and payment flows, and worked closely with product, art and development — reviewing every release in-engine and mentoring designers along the way.

Collage of recent game and gamification releases
  • 2026Football gamification game

    MEGA Shoot

    UI/UX of the game — player flow, game screens, HUD, results, in-engine review.

    Watch (opens in a new tab)
  • 2026Mobile claw skill game

    Cash Clawee

    End-to-end UI/UX from first concept to release and ongoing support; mentored designers on the project.

    cashclawee.com (opens in a new tab)
  • 2025Online claw machine

    MEGA Clawee

    UI/UX design of the game.
    Mentored designers on the project.

    Watch (opens in a new tab)
  • 2024Seasonal skill-based runner

    Santa’s Slope

    UI/UX of the game — HUD, start and offer screens, results and rewards, in-engine review.

    Watch (opens in a new tab)

Workflow case

My AI design pipeline — open the case study

A custom AI-agent setup I built and tune for design work. It takes an idea to a working, clickable prototype in hours instead of days, while design decisions stay with me.

Monster Town key art with the game logo and monster characters

Concept · Blitz-MOBA concept · UI/UX direction

Monster Town — open the case study

UI/UX direction, interaction flows, visual exploration and interactive prototyping for short multiplayer battles.

  • Development stopped at gameplay prototyping

EDKON Games · Online mobile FPS · live product

Modern Ops

Modern Ops is an online mobile FPS built around fast team battles. Players choose from a large arsenal of guns, customize their loadout, and play across several game modes and maps, with regular updates adding new content.

  • 100M+ downloads on Google Play
Modern Ops key art: soldiers and the Modern Ops logo with the 100M+ downloads badge

Context

I joined Modern Ops before launch, when the game was already well into production. At that point, the existing UI and UX had been shaped mostly by a 3D artist and a programmer, so my first task was to rethink the interface as a dedicated UI/UX designer.

My role

I was responsible for UI/UX across the product and gradually expanded beyond interface design into broader game and product decisions. I worked on visual direction, player flows, game systems, retention-focused features, research, balance, and ongoing live development.

Challenge

The main challenge was not simply to make the interface look better. The game already existed as a working product, so every change had to improve clarity and usability without breaking established mechanics, production constraints, or the pace of development.

What I changed

  • Reworked the visual direction and information hierarchy of the interface.
  • Improved player flows and mobile usability across core game systems.
  • Proposed and helped shape new features and retention-focused mechanics.
  • Worked across HUD, lobby, progression, weapons, shop, leaderboards, onboarding, combat UI, multiplayer flows, and meta systems.
  • Continued supporting the product after launch and iterating on live features.

Systems & production

I worked closely with developers throughout implementation and used Unity directly to test, refine, and review UI in-engine. I prepared assets and states, considered responsive and adaptive layouts, and helped find practical solutions when design intent and technical constraints did not line up cleanly.

Result

Modern Ops became the studio’s most successful title and grew to 100M+ downloads. I continued contributing to its UI/UX, feature development, and live support as the product evolved.

Back to Modern Ops

EDKON Games · 5v5 mobile FPS · new title

Fire Strike

Fire Strike is a 5v5 mobile FPS with short 5–7 minute matches. Players upgrade weapons and equipment, use tactical grenades, and play modes such as Team Fight, Free for All, Bomb Defuse, and Arms Race.

  • 10M+ downloads on Google Play
Fire Strike key art: two operators with rifles and the Fire Strike logo

Context

Fire Strike was a new mobile FPS where my role expanded far beyond a typical UI/UX scope. After working across existing products, I took on much broader ownership of a new game and became the primary design owner for the player experience.

What I owned

  • End-to-end UI/UX across the game.
  • Core and meta game systems, flows, and features.
  • Progression and economy logic.
  • Weapon balance and tuning.
  • Store offers and monetization presentation.
  • Naming and content planning.
  • Ongoing product support after launch.

Challenge

The project required me to make decisions across multiple disciplines at once. Instead of receiving a defined feature and designing its interface, I often had to understand the problem first, shape how the system should work, and then turn it into something clear for the player and realistic for the team to build.

Production

I stayed hands-on throughout production, working directly in Unity, testing features, reviewing implementation, preparing assets and states, and collaborating with developers on technical and responsive UI solutions.

What I learned

Fire Strike strengthened how I think about UI as part of the game system itself — connected to mechanics, progression, economy, monetization, and production constraints.

Result

Fire Strike shipped and reached 10M+ downloads on Google Play.

Back to Fire Strike

Concept · Blitz-MOBA concept · UI/UX direction

Monster Town

Monster Town was a fast-paced Blitz-MOBA concept built around short multiplayer battles and character-driven combat.

  • Development stopped at gameplay prototyping
Monster Town key art with the game logo and monster characters

My role

I was responsible for the UI/UX direction, interaction flows, visual exploration, and interactive prototyping.

Project status

Development stopped during the gameplay prototyping stage, so the work shown here represents the UI/UX direction developed for the project.

Back to Monster Town

Workflow case

My AI design pipeline

A custom AI-agent setup I built and tune for design work. It takes an idea to a working, clickable prototype in hours instead of days, while design decisions stay with me.

How it works

  1. BriefI define the problem, references and constraints.
  2. ExploreAgents generate directions; I select and correct.
  3. BuildAgents produce a working prototype from my design.
  4. ReviewI check UX, details and edge cases, then iterate.

The problem

Static mockups hide the hard questions: states, transitions, edge cases, how a screen feels in motion. Getting a working prototype usually means waiting for a developer.

What I built

  • A custom AI design agent, set up for specific tasks: UI concepts, asset generation, prototype building and design review.
  • I work with agents like Claude and Codex to turn designs into working, code-based prototypes.
  • Clear rules for the agents: my design system, references and quality bar, and every fact checked by me.

Proof

  • This site: art direction, assets and code produced by agents I direct; every fact checked against my CV.

What it changes

Faster iteration, testing ideas in motion before production, and clearer handoff: the team sees a working prototype, not only static screens.

Back to My AI design pipeline

About

Ihor Zaitsev

Ihor Zaitsev

Senior / Lead Game UI/UX Designer
Valencia, Spain

I’m a Senior / Lead Game UI/UX Designer based in Valencia, Spain, with 9+ years in UI/UX and 8+ years focused on games. I work hands-on across research, UX flows, visual exploration, prototyping, polished UI, design systems, implementation support and in-engine review — on mobile and desktop, from early exploration to live products.

I build custom AI-agent workflows that take designs to working, code-based prototypes. This site was made with one: art direction, assets and code produced by agents I direct, every fact checked against my CV.

Originally from Kharkiv, Ukraine, now based in Valencia, Spain.

How I work

  1. Design for how it will be built

    I focus on how UI will be built, not only how it looks in Figma — UI kits, components, reusable patterns and templates that cut repeated work.

  2. UI is part of the game system

    Interfaces connect to mechanics, progression, economy, monetization and production constraints, so I design them together.

  3. Clarity without breaking what works

    On live products every change has to improve clarity and usability without breaking established mechanics or the pace of development.

  4. AI speeds up the work, not the judgment

    I use agents to explore and prototype faster; decisions and final quality stay with me.

Beyond games

Beyond games, I’ve designed complex product flows, including onboarding, verification and payment experiences, so I’m comfortable with products where clarity and trust matter as much as visuals.

Off-screen

I played No-Limit Hold’em at a professional level for about a year using trackers and HUDs, I follow Counter-Strike esports closely, and I play Roblox with my daughter, which is a great daily UX lesson.

Experience

  1. 2023–2026BrainRocket Senior Game UI/UX Designer / Lead Game UI Designer20+ projects · mobile & desktop · hands-on lead
  2. 2018–2023EDKON Games Game UI/UX Designer / Game DesignerModern Ops — 100M+ downloads · Fire Strike — 10M+ downloads
  3. 2017–2018Fgfactory UI/UX DesignerDesktop and mobile games and digital products
  4. 2017Unit Space UI/UX DesignerWeb and mobile products

Skills, tools & languages

Expertise

  • Game UI/UX
  • UX flows
  • Interaction design
  • Visual design
  • Prototyping
  • UI systems
  • Game systems
  • Progression & economy
  • Product thinking
  • Live development
  • Visual direction
  • Leadership
  • Mentoring
  • AI-assisted design
  • Product flows (onboarding, KYC, payments)

Tools

Figma, Photoshop, After Effects, Unity, Jira

AI

Claude, Codex, ChatGPT, Nano Banana, Figma AI, Midjourney, Krea, Firefly, Stable Diffusion, Magnific, Runway, Kling, Veo, Sora, Lovable

Languages

  • English — B2, professional & technical
  • Ukrainian — fluent
  • Russian — native

Contact

Have a game or product that needs clear, buildable UI? Let’s talk.

Open to remote roles and relocation. Based in Valencia (CET).

Case study