UI Designer • Game Industry • Since 2014
I've designed interfaces for FIFA, Need for Speed, F1 Clash, ARK, and a dozen more shipped titles across console, PC, and mobile.
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.
Wireframes, flowcharts, interactive prototypes in Figma. Tested directly in-engine.
FigmaInterface elements, icons, textures—optimized per platform. Console, mobile, PC.
PhotoshopAfter Effects motion studies and Rive real-time animations for responsive in-game feedback.
AE + RiveBuilding UI systems in Unity and Unreal. Menus, HUDs, interactive elements. Performance-first.
Unity / UEGit and Perforce workflows for UI assets. Cross-discipline team sync.
Git / P4I 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.
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
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
Get in touch
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.
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