Who Is a UI/UX Designer? Role, Skills, and Portfolio Tips

pouria / Educational / / 0 Comments
UI/UX designer creating game HUD and menu wireframes in Figma
Image: uxdesign.cc

Who is NOT a UI/UX Designer?

  • A person who only codes gameplay systems (that’s a Programmer) is not a UI/UX Designer.
  • A person who only draws concept art (that’s a Concept Artist) is not a UI/UX Designer.
  • A person who only balances mechanics (that’s a Game Designer) is not a UI/UX Designer.
  • A person who only creates visual assets without flow design (that’s a Graphic Artist) is not a UI/UX Designer.

What does a UI/UX Designer do?

  • UI design: menus, HUDs, buttons, icons, inventory screens, health bars.
  • UX design: user flows, wireframes, navigation, accessibility.
  • Player feedback: communicate game states (ammo, score, cooldowns).
  • Consistency: ensure style, readability, and usability across the game.
  • Accessibility: colorblind modes, scalable fonts, input remapping.
  • Collaboration: work with programmers, artists, and game designers.

Why it matters

UI/UX connects players to the game. Without clear and intuitive interfaces, even great mechanics become frustrating or confusing.

Common misconceptions

  • “UI/UX is just drawing pretty menus.” → It’s about usability, flow, and clarity, not just visuals.
  • “It only matters in menus.” → UI/UX is also in-game HUDs, tooltips, and feedback systems.
  • “Any designer can do it.” → UI/UX requires specialized knowledge of interaction design and psychology.

Core skills & tools

  • Design software: Figma, Adobe XD, Photoshop, Illustrator.
  • Engines: Unreal UMG, Unity Canvas.
  • Wireframing & prototyping: InVision, Miro, FigJam.
  • Knowledge: human-computer interaction, usability heuristics.
  • Soft skills: communication, user testing, iterative design.

Practical frameworks

  • Wireframe → Prototype → Implement → Test → Iterate.
  • Hierarchy of information: most important info always most visible.
  • Feedback loop: every action should give visual/audio confirmation.
  • Consistency principle: repeat patterns across menus and gameplay.

Portfolio tips

  • Show wireframes → final designs side by side.
  • Include interactive prototypes (Figma/InVision links).
  • Present before/after usability improvements.
  • Demonstrate game-specific HUDs (health, inventory, minimap).

Quick example

Think Overwatch: clean, readable HUD with clear ability icons and cooldowns.
Or Dead Space: diegetic UI (health bar on the suit, ammo count on the gun) integrated into the world.

Author: Pouria Mojdeh
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