Senior game interface designers who create UI that players understand immediately and enjoy using. HUD systems, menus, icon libraries, and UX flows: engine-ready and Figma-delivered.
Game UI is a unique discipline. It needs to be readable at 60fps under pressure, clear during high-action gameplay, and beautiful at rest: all while communicating information that players need without disrupting immersion. Generic app designers rarely get this right.
Our vetted UI/UX designers have shipped game interfaces across mobile, PC, and console: and deliver Figma component libraries and engine-ready assets, not just pretty mockups.
HUD systems that communicate health, resources, minimap, and ability states without cluttering the screen. Designed for readability during action, not just on a static mockup.
Main menus, pause screens, settings, shop flows, and inventory systems: UX-tested for player comprehension with minimal friction and clear visual hierarchy.
Inventory icons, skill badges, currency graphics, achievement art, and complete UI asset libraries: consistent style, readable at small sizes, delivered engine-ready.
Player journey mapping, wireframes, interactive Figma prototypes, and usability testing: validating the experience before production art is created.
Skills coverage across seniority levels.
| Area | Technologies / Skills | Level |
|---|---|---|
| UI Design | HUD systems, menus, shop screens, inventory, onboarding flows, overlays | Mid Senior Lead |
| UX Design | User flows, wireframing, prototyping, usability testing, player journey mapping | Mid Senior |
| Visual Design | Icon sets, typography, colour systems, design systems, visual hierarchy | Mid Senior |
| Motion / Animation | UI animation, Lottie, After Effects, Unity UI transitions | Senior |
| Design Tooling | Figma, Adobe XD, Photoshop, Illustrator, Zeplin, design tokens | Mid Senior Lead |
| Engine Handoff | Unity UI Toolkit, UGUI, asset export, nine-slice, sprite atlases | Senior Lead |
Every developer in our network has passed a rigorous four-stage process before their first engagement.
Shipped game credits, playable builds, and code or art samples reviewed by senior Nine Pixels staff: not HR.
A role-specific real-world task, not algorithm puzzles. A task representative of actual day-to-day work in the role.
60-minute interview with a senior Nine Pixels specialist. Code or work reviewed live; communication quality assessed.
A paid trial on a real project before full network admission. Only those who hit quality and deadline standards are accepted.
Choose the model that fits your current need.
Individual developers who join your existing team, work in your tools, and follow your process.
A fully managed team with a lead, sprint planning, and weekly reporting: working exclusively on your game.
A defined deliverable at a fixed price with a set timeline. Best for well-scoped, bounded work.
Faster, more reliable, and more accountable than traditional recruitment.
Shortlist of 2–3 vetted candidates within 72 hours of your brief, ready to interview, not waiting to be found.
Vetted by game developers who know the difference between someone who’s shipped games and someone who’s done tutorials.
Ramp up for a milestone, scale back during a quiet phase. Add or release with two weeks’ notice.
Transparent day rates. No hidden recruitment charges. No 15–25% annual salary finder’s fee.
Full coverage across our UI/UX Designer network.
Common questions about hiring ui/ux designers through Nine Pixels.
Submit your brief and we’ll send you a shortlist within 72 hours.