
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
Senior / Lead · Valencia, Spain · Full Time · Remote or Relocate
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.
Shipped mobile shooters and recent game & gamification releases. Most project materials are confidential; public products are shown with official materials from their publishers.

EDKON Games · Online mobile FPS · live product
Joined before launch to rethink the interface; owned UI/UX across core and meta systems.

EDKON Games · 5v5 mobile FPS · new title
Primary design owner: end-to-end UI/UX plus progression, economy, balance and store presentation.
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.

2026Football gamification game
UI/UX of the game — player flow, game screens, HUD, results, in-engine review.
Watch (opens in a new tab)2026Mobile claw skill game
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
UI/UX design of the game.
Mentored designers on the project.
2024Seasonal skill-based runner
UI/UX of the game — HUD, start and offer screens, results and rewards, in-engine review.
Watch (opens in a new tab)Workflow case
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.

Concept · Blitz-MOBA concept · UI/UX direction
UI/UX direction, interaction flows, visual exploration and interactive prototyping for short multiplayer battles.
EDKON Games · Online mobile FPS · live product
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.

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.
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.
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.
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.
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.








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EDKON Games · 5v5 mobile FPS · new title
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.

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.
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.
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.
Fire Strike strengthened how I think about UI as part of the game system itself — connected to mechanics, progression, economy, monetization, and production constraints.
Fire Strike shipped and reached 10M+ downloads on Google Play.

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Concept · Blitz-MOBA concept · UI/UX direction
Monster Town was a fast-paced Blitz-MOBA concept built around short multiplayer battles and character-driven combat.

I was responsible for the UI/UX direction, interaction flows, visual exploration, and interactive prototyping.
Development stopped during the gameplay prototyping stage, so the work shown here represents the UI/UX direction developed for the project.



Workflow case
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.
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.
Faster iteration, testing ideas in motion before production, and clearer handoff: the team sees a working prototype, not only static screens.
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.
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.
Interfaces connect to mechanics, progression, economy, monetization and production constraints, so I design them together.
On live products every change has to improve clarity and usability without breaking established mechanics or the pace of development.
I use agents to explore and prototype faster; decisions and final quality stay with me.
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.
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.
Contact
Open to remote roles and relocation. Based in Valencia (CET).