First-person cockpit view in a post-apocalyptic world, used for sci-fi world-building and immersive game environment design

UI/UX FOR GAMES & ENTERTAINMENT

Design systems that players feel, not just see.

From wireframes to final assets, I design UI that speaks the same language as your game world—functional, beautiful, and alive

You can have the best game mechanics, story, and visuals… but if your UI is confusing or out of sync, it breaks immersion fast.

I design user interfaces that serve your world—not interrupt it. Whether it’s a gritty mech sim with modular HUDs, or a cozy fantasy with hand-painted iconography, I tailor every element to support gameplay, narrative, and emotional tone.

This service is perfect for studios who need:

  • A full UI/UX system, from wireframe to final export

  • An art-forward approach that doesn’t sacrifice usability

  • A collaborative partner who listens, iterates, and understands production pipelines

I’ve worked with indie teams and mid-sized studios building interfaces for games, VR, and interactive media. And I’d love to bring your project to life, one screen at a time.

Sci-fi UI design system with faction logos and warning icons for immersive in-game interface in a dystopian setting

What you get:

  • Wireframes and UI flow maps

  • High-fidelity mockups

  • Game-specific iconography and UI kits

  • Menu, HUD, inventory, skill trees, shop layouts

  • Platform-specific export formatting (Steam, console, mobile, web)

  • Support for Unity, Unreal, or custom engines

  • Photoshop layered files + vector source files

  • Team-ready documentation for handoff

Add-ons available:

  • Custom font, cursor, or crosshair design

  • Marketing UI mockups for pitch decks

  • Branding alignment with your IP or art direction

  • Live design sessions for fast iteration

I conduct in-depth Research, discovery, and storytelling strategy.

Visuals that work for the Story and IP, not the other way around.

The creative process is collaborative and iterative.

Each deliverable will be broken down into phases of decisions in our project calendar, which we can discuss together at scheduled intervals to make sure you get what the project needs. You and your team will have an opportunity to give feedback and input at each phase, which is a great way to work together towards a successful outcome.

Discovery.

Research.

Storytelling and Strategy.

Brainstorm Sketching.

3D Base Meshes.

Character Props.

Marketing Art

Anything you need from Research to Final asset.

UI/UX Design Services

To book, we require a 33% deposit, a 33% by mid-milestones, and a 33% billed at the end of the project. Reach and and contact for a custom setup/day rate if you have on-going needs.

Aged parchment with ancient writing, designed as a narrative prop asset for fantasy or historical adventure games

Wireframes & Flowcharts – User journey planning and logic diagrams.

Graphic booklet of faction logos and diegetic UI symbols, used in world-building and branded in-universe design

Visual UI Design – Buttons, menus, HUDs in your game’s visual language

Repeat cockpit environment in destroyed urban landscape, used for vehicle-based mission gameplay concept

Usability Feedback – Consulting on accessibility and playflow.

66%

Reduced pre-production time and cut costs by implementing advanced 3D and concept art workflows, delivering AAA-quality assets with fast, reliable turnaround times trusted in top-tier game and film projects.

33%

art quality improvement through maintaining and expanding a style guide and material library within a 3D render engine, ensuring consistent and efficient concept development.

90%

of created assets included in the final game or DLC while working with Frictional Games on Amnesia Rebirth, demonstrating high asset relevance and quality.

Special pricing available for long-term clients booking over 60 days; contact me to discuss a custom arrangement tailored to your project’s needs.

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  • It’s very hard to find a professional like Miguel. Very organized, prolific and effective with his workflow. Not to mention the impressive quality of ideas he brings to the table. It’s an honor to have worked with him!

    João Lira, Lead Concept Artist on Star Atlas, ATMTA Group

  • The director loved the works we just delivered from our collaboration! Thank you for helping us.

    Alice Zhang, Translator and Producer, NetEase Games

  • I want to say that your proposal was the most professional I’ve seen in a long time, even better than most freelancers and other AAA studios we’re working with.

    James Ohlen, VP Studio Head, Archetype Entertainment / Wizards of the Coast’ Company.

  • It was fantastic working with you on these, you're an exceptional talent with a wonderful work ethic. You had a tasteful process for creative exploration, and your balance of structure and freedom always invigorated our sessions. Looking forward to the future, Miguel.

    River Gandour, CEO of Third Book

UI progression mockup from structure to final, showing character selection screen in a sci-fi RPG game interface

From bones and blueprints...

Before it looks good, it has to work. This is where I sketch out functionality—menu logic, player flow, button hierarchy—layering in usability before style. I start with wireframes and greybox UI so your devs and testers can start integrating early.

Because gorgeous UI doesn’t matter if it gets in the way.

Final version of sci-fi game character selection screen with stylized portraits and immersive UI layout

...to final screen that breathes the game world.

Here’s where it all comes alive. I take the skeleton of a layout and wrap it in materials, motifs, textures, and iconography that match your lore, worldbuilding, and art style. The result is a user interface that doesn’t just work—it belongs.

If your UI feels out of place, players feel it. Let’s make sure they never do.

Character Design Portfolio

  • wacom stylus for digital artists, laying on a desk

    You'll get a complete, collaborative process board (via Miro or similar), packed with flowcharts, interaction maps, video breakdowns, and UI style kits. These aren’t just nice-to-haves — they’re production-ready assets that help your dev team move faster with less friction.

  • a workstation for ui ux designers

    I only take on one project at a time, so when we work together, your game gets my full focus — from moment-to-moment interaction design to the bigger picture of how the UI supports story, pacing, and tone.

  • a designer taking notes on a meeting

    I start with the player's mindset. What should they feel at each screen? How can the interface reflect the game’s personality without getting in the way? From wireframes to high-fidelity UI art, everything I do is tied to narrative, genre, and clarity.

  • design books and resources on a desk

    I specialize in world-driven UI — meaning menus, HUDs, and navigation that feel integrated into the universe of your game, not just bolted on. Whether it's sci-fi, horror, cozy, or action-heavy, the interface becomes part of the immersion.

  • a bulk of sketchbooks with drawings

    I use tools like Figma, Adobe XD, Photoshop, Illustrator, and game engine integrations, and I stay updated with best practices in accessibility, UX testing, and design systems for indie and AAA alike.

ui concept elements for fps games

Designed for pilots, not players.

This crosshair isn’t just UI—it’s a piece of your mech’s hardware. I design every reticle, button, and HUD with a functional fiction approach, so even minimalist elements feel like they were manufactured inside your world.

Need something more than “sci-fi looking?” Let's create UI with in-universe logic baked in.

UI design in motion. Iteration. Testing. Refinement.

You’re seeing a slice of my workflow here—yes, it’s Photoshop, but the real magic is the problem-solving that’s happening live. I test spacing, legibility, feel. I constantly ask: Would this actually make sense in the player’s hands?
This isn’t just “drawing buttons.” It’s designing tools for interaction.

Artist working on concept art using a pen display tablet, showcasing professional digital illustration workflow

This is where the best work happens.

I’m not just a vendor—I’m a creative partner. Most of my best work came from honest conversations, brainstorms, and those “wait, what if we...” moments with clients. I’m here to listen, build, and solve things with you—not throw files over a wall.

If that sounds like the kind of collaboration you want, we’re probably going to make great things together.

Laptop showcasing final concept delivery presentation with PDF pitch deck and high-resolution images for client handoff and professional portfolio

Small details. Big storytelling.

Decals, badges, interface stickers—these are the micro-moments that make your world believable. I love getting lost in this kind of visual storytelling, because even something as small as a sticker on a mech’s UI or a scratch on a fantasy inventory can do narrative heavy lifting.

If you’re the kind of dev who sweats the small stuff, we’ll get along great.

  • I already have a game or product. Can you redesign an existing interface?

    Yes — I can do a full UI/UX audit and redesign, or jump into specific screens. I evaluate functionality, visual hierarchy, and narrative clarity to bring your existing experience to modern standards, whether it's for mobile, console, or PC.

  • Do you only do UI, or UX too?

    Both. Good UI without UX is just decoration. I design wireframes, flowcharts, user paths, and interactions — and then bring them to life with polished visuals and production-ready assets. You get both the logic and the look.

  • What’s included in your UI/UX package?

    We begin with moodboarding and UX goals, create wireframes and interaction flows, then finalize visual design. You receive layered files, icon libraries, design systems (if needed), and a Figma or Miro board with everything documented.

  • I’m not a designer — will I understand your process?

    Absolutely. I adapt to each client’s knowledge and communication style. Whether you’re a producer, solo developer, or art director, I break down each step clearly so you can make confident decisions and stay in the loop.

  • Can this help us pitch or get funding?

    Yes. A professional, polished UI/UX design can dramatically increase the perceived value of your product in investor decks, crowdfunding campaigns, or publisher submissions. I structure delivery with that in mind.

  • Can I hire you just for icons, menus, or a single screen?

    Yes — I offer modular UI services. You can bring me in for a single screen, an inventory system, a HUD pass, or even just a UI art polish on what you already have.

  • What platforms do you design for?

    Everything — PC, mobile, console, AR/VR, web, or even real-world installations. I adapt UI/UX design to the context, screen, and input system you're working with.

  • What’s the difference between UI art and UI/UX design?

    UI art is about aesthetics — buttons, icons, menus. UI/UX design also covers logic, behavior, flow, usability, feedback, and pacing. I do both, which means your interface looks good and feels right to users.

gamer playing a game with ui and ux design by freelance concept designer miguel nogueira

Ready to start your project?

If you’ve read this far, chances are your project needs UI that actually works. Let’s make it something players won’t want to live without.