About CV Let's Talk
Available for work
Showreel video

UI Designer • Game Industry • Since 2014

Stefan
Dinca

I've designed interfaces for FIFA, Need for Speed, F1 Clash, ARK, and a dozen more shipped titles across console, PC, and mobile.

UI Design UX Motion Prototyping Unity Unreal
01 About

A decade inside game engines, not just design tools.

My path into games started at the intersection of advertising and interactive media. After years as an Art Director at agencies like Ogilvy, I made the leap into game development in 2014—and never looked back.

At EA Sports, I spent three years on the FIFA franchise—crafting interfaces used by tens of millions of players. Ultimate Team screens, live season events, competitive mode flows across console, PC, and mobile. I also contributed to Need for Speed's in-game HUD and menus.

At Hutch, I led UI for F1 Clash—a live-service mobile game with seasonal updates, real-time PvP, and progression systems that needed to feel rewarding on every tap. At Amber and Room8, I adapted rapidly across IPs for publishers like Bandai Namco, King, and Animoca Brands.

My toolkit spans the full creative pipeline: Figma for design and prototyping, Adobe Creative Suite (Photoshop, Illustrator) for asset production, After Effects and Rive for motion, Unity and Unreal Engine for in-engine implementation—plus a full-stack front-end skill set (HTML, CSS, JavaScript) for web-based projects and interactive prototypes.

UI/UX Design & Prototyping

Wireframes, flowcharts, interactive prototypes in Figma. Tested directly in-engine.

Figma

Visual Design & Assets

Interface elements, icons, textures—optimized per platform. Console, mobile, PC.

Photoshop

Motion & Animation

After Effects motion studies and Rive real-time animations for responsive in-game feedback.

AE + Rive

In-Engine Implementation

Building UI systems in Unity and Unreal. Menus, HUDs, interactive elements. Performance-first.

Unity / UE

Version Control & Collaboration

Git and Perforce workflows for UI assets. Cross-discipline team sync.

Git / P4

I bridge the gap between art and engineering. Equally comfortable designing a high-fidelity prototype as discussing draw calls, atlas management, and state machines with the dev team. I sit with engineers, not across from them—ensuring a seamless path from design intent to shipped UI.

02 Experience

UI Artist @ Globant

Unannounced AAA projects.

2025 — Present

Owner @ Black Bear Games

Board games, apps, creative experiments.

2016 — Present

Freelance UI @ Room8

Multi-IP outsource for major publishers.

2023 — 2024

UI Artist @ Amber

Client projects for Bandai Namco, King, Animoca.

2020 — 2024

Freelance UI @ Hutch

F1 Clash & Formula E. Live-service, PvP, seasonal.

2020 — 2022

UI Artist @ EA Sports

FIFA 18/19/20, NFS. Ultimate Team, live events.

2017 — 2020

UX/UI Artist @ Ubisoft

Console-scale UI pipelines. Complex system design.

2016 — 2017

UI Artist @ Ghost

First game UI role. Transition from advertising.

2014 — 2015

Art Director — Advertising

Ogilvy + agencies. Branding and visual design foundations.

2007 — 2014

EA Ubisoft Amber King Animoca Bandai Hutch Room8 Globant
From FIFA Ultimate Team screens seen by millions to F1 Clash live-service flows updated every two weeks—I design interfaces that survive contact with real players at scale.
Stefan Dinca
03 Professional Work

04 Side Projects

05 Web Projects

Get in touch

Let's
Connect

Whether it's a AAA studio, indie team, or interesting contract—if you need someone who designs and ships game UI from concept to engine, let's talk.

Send a Message →