lead UX/UI DESIGNER

UX leader with extensive experience shaping player experiences across mobile and console games, including the past four years focused on cross-platform, large-scale game ecosystems.

I specialise in designing player-centric systems that drive engagement, retention, and monetisation, working closely with product, design, and analytics teams to align UX strategy with business goals. My work is grounded in a deep understanding of player behaviour and informed by continuous collaboration with player communities.

In my current role, I lead and mentor UX and UI specialists, building strong design practices and fostering a culture of experimentation, testing, and user-centred thinking. I am responsible for identifying opportunities for product growth and influencing key KPIs through strategic design decisions.

I am particularly motivated by creating environments where teams can do their best work—scaling design impact, strengthening collaboration across disciplines, and delivering meaningful, high-quality player experiences.

About Me

  • UX and Product Design leader with 20+ years of production experience in the games industry, having shipped over 30 titles across mobile, console, and cross-platform ecosystems as a key contributor in product design and production.
  • I specialise in translating player behaviours and needs into actionable business opportunities, ensuring that every product, service, and experience delivers meaningful engagement, retention, and satisfaction. I am a passionate advocate for the player’s point of view, embedding user-centred thinking into all aspects of development and strategy.
  • As a UX/UI leader, I build and mentor high-performing teams, fostering strong design practices and a culture of experimentation, testing, and collaboration. I have extensive experience in staffing at both studio and project levels, onboarding, evaluating, mentoring, coaching, and line managing talent, creating environments where designers and researchers can grow and make a strategic impact.
  • I bring a strategic, holistic approach to UX and UI, combining player insights, business goals, and cross-functional collaboration to influence KPIs, optimise experiences, and deliver high-quality games that resonate with players. My focus is on scaling design impact, strengthening team alignment across disciplines, and ensuring that both new and live games meet the highest standards of player-centric excellence.

EDUCATION

  • Moscow Textile University named after A.N. Kosygin – Master of the Faculty of Applied Arts: Artist Ornament | Graduated 2007. 
  • Moscow College of Textile Industry – Faculty of Costume Modelling, Speciality: Fashion Designer of Women’s Costume | Graduated 2001. 
  • Moscow State Technical University named after N.E. Bauman – Specialist | Graduated 2000. 
  • Real Time School | Completed 2015. Focused on applied, industry-standard skills in real-time production workflows, bridging technical expertise with creative design for games and interactive media.

EXPERIENCE

Epic games, mediatonic - Lead UX Designer

Present

  • Led UX strategy, vision and team development for high-profile cross-platform games like Fall Guys, Crown Jam, and other Fortnite experiences, shaping player experiences while driving measurable business outcomes. Built and scaled UX capabilities: Supported hiring, onboarding, and mentoring UX and UI specialists; established a strong user-centred design culture across design and production teams. Team leadership and growth: Managed and developed teams of designers, fostering professional growth and a collaborative, high-performing environment. Strategic product influence: Owned product UX for multiple games, aligning business goals with player motivations, and transforming strategic objectives into actionable, achievable design solutions. Impact-focused design: Designed efficient, cost-effective solutions optimised for production timelines to maximise KPIs such as player engagement, retention, and monetisation. Cross-functional collaboration: Partnered closely with producers, product owners, and development teams to staff teams with the right skill specialists and ensure smooth delivery of user-centred experiences.

 

Fall Guys Original, Fall Guys Creative, Fall Guys Mobile, Crown Jam Fortnite, + Unreleased.

KING - Lead ux designer

09.04.2018

  • Led the Candy UX team in Berlin, coaching, staffing, and managing designers and researchers to drive world-class player experiences. Built and grew the team: hired, onboarded, evaluated, and provided line management and mentorship. Advanced UX craft and product excellence: focused on both individual development and the overall quality of player experiences. Evangelised Player-Centred Design and a strong testing culture across Candy Crush Saga, influencing product decisions and design practices. Shaped ways of working: defined UX processes and integrated design practices into cross-functional production pipelines. Collaborated with product and production teams to align player insights with business objectives, ensuring impactful, data-informed design solutions.

 

Candy Crush Saga

BIGPOINT - UX / UI DESIGNER

01.12.2016

  • Executed end-to-end UX and visual design for game projects, from concept to release, ensuring cohesive and player-focused experiences. Delivered complete UX and visual solutions across multiple projects, maintaining quality and consistency. Collaborated closely with game design and development teams to align design with gameplay, mechanics, and technical constraints. Developed guidelines, best practices, and project documentation to support smooth handoffs, team alignment, and future scalability.

Blood Runs Cold, We Farm

GOOD GAME STUDIOS - UX/UI DESIGNER 

15.06.2016

  • Identifying user needs, interpreting client challenges and being accountable for concepts, strategies and UX design artefacts at the project level Leading research and client discovery workshops, along with a project team. Being the advocate for functional yet beautiful design within the team, applying UX research to represent the WHY effectively behind design decisions

Sunny Smash

CRAZY PANDA - art director

01.09.2014

  • Leading the Art team (coaching, mentoring, interviewing, staffing, evaluating)
  • Cross-functional communication
  • Outsource management
  • Art and UI guidelines creation

Old Macdonald's farm, World Poker Club

WEB GAME - HEAD OF ART DEPARTMENT 

18.11.2013 

  • Leading an Art Department (coaching, staffing, evaluating)
  • Craft vision and strategy
  • Cross-functional communication
  • Onboarding
  • Outsource management
  • Art and UI guidelines creation
  • Project management

Fishing spot, Sabotage, Nine lands, Myth, Dynasty

GAME GARDEN - HEAD OF ART DEPARTMENT

01.04.2010 

  • Leading the Art team (coaching, mentoring, recruitment, staffing, evaluating)
  • Craft vision and strategy
  • Cross-functional communication
  • Onboarding

Big Boss, Fairy Farm, Movie studio, Nighmarium, Autism Communication, Fairy Kingdom, Teaser advertising mini-games 

ND GAMES - TEXTURES, CONCEPT ARTIST, PIXEL-ARTIST 

13.09.2006•Creating and texturing 3d objects

  • Design and art UI
  • Creating concept art, vision of the game for DS Nintendo

Robogear, Nancy Drew

NIVAL INTERACTIVE - TEXTURE, PIXEL-ARTIST

28.01.2005

  • Creating and texturing 3d objects
  • Design and art UI
  • Control art quality

Blitzkrieg II, Heroes of Might and Magic V, Robogear, The Queen of fairy tales, Silent Storm, Etherlords II