IGOR BOGATYREV / VALENCIA, SPAIN
Lead / Senior Designer

Game UI/UXDesigner

Better player experiences.
Stronger design. Smarter workflows.

I solve product problems and lead interface design, with AI across the full cycle from discovery to implementation and motion.

Product thinkingDesign leadershipAI + custom tools
CRAFTED FOR
the player.
Preview of my Star Wars Hunters UI contribution
Star Wars: Hunters
Amikin Village game artwork preview
Amikin Village
EXPERIENCE ACROSSHelio GamesRoom 8 StudioWall of SpartaVoki Games
01 / AI IN THE FULL DESIGN CYCLE

A better process.
From the first question
to the final frame.

I integrate AI across the work to explore faster, reduce repetitive production and leave more room for product decisions and quality review.

Discovery

Start with the product problem.

Turn a brief into player needs, constraints and questions worth testing.

How AI helps
Organise references, compare approaches and explore assumptions before committing to a direction.
My responsibility
I decide which problem matters, what the evidence supports and what success should look like.
Output
A focused brief, research questions and a clear scope.
Player flows

Connect decisions, states and feedback.

Map the journey, information hierarchy, edge cases and the next useful player action.

How AI helps
Explore alternative paths, draft state matrices and challenge gaps in a proposed flow.
My responsibility
I choose the interaction model and validate the logic against the game and its constraints.
Output
Player flows, wireframes and an explicit state model.
Visual design

Explore widely. Build a coherent language.

Translate the game identity into hierarchy, typography, shapes, materials and icon families.

How AI helps
Generate and compare directions, then refine selected assets against shared visual rules.
My responsibility
I set the art direction and review every result for identity, consistency and readability.
Output
A visual direction and a set of reviewed interface assets.
UI systems

Give the team a shared foundation.

Connect components, properties, states and design rules into a reusable interface system.

How AI helps
Assist with repetitive preparation, documentation and consistency checks across variations.
My responsibility
I define the component model, review exceptions and keep the system useful for production.
Output
A component library, state specifications and a repeatable workflow.
Implementation

Take the design into a working interface.

Translate the UI into responsive layouts and interactive prototypes, then inspect the result.

How AI helps
Help build frontend code, small utilities and repeatable asset-processing scripts.
My responsibility
I review behavior, visual fidelity, edge cases and the quality of the actual implementation.
Output
A working interface, prepared assets and actionable implementation feedback.
Motion & QA

Validate timing, scale and behavior.

Prototype feedback and animation, then check the interface at its real delivery size.

How AI helps
Help build animation tools, automate exports and support iterative checks.
My responsibility
I direct the motion, review readability and decide whether the output is ready to use.
Output
Reviewed motion, native-size assets and clear production handoff.
01 / DISCOVERY

Start with the product problem.

THE TASK

Turn a brief into player needs, constraints and questions worth testing.

HOW AI HELPS

Organise references, compare approaches and explore assumptions before committing to a direction.

MY RESPONSIBILITY

I decide which problem matters, what the evidence supports and what success should look like.

OUTPUT

A focused brief, research questions and a clear scope.

REVIEW REFINE

My current working approach. The tools change with the task; product judgment and final approval stay with me.

AI BEYOND ASSET GENERATION

I build the tools
behind the workflow.

When a repeated task slows the work down, I use AI to help build or adapt the software around it: animation tools, asset preparation scripts and focused production utilities.

9J AnimationMY ANIMATION WORKSPACE
Explore the tools
Actual working editor and character project. 9J Animation is my adapted production tool, built on the open-source Rigby2D foundation.
THE ROUTINE

Fewer setup steps.

Mark joints to generate a starting bone chain, mesh and weights. Then inspect the rig and refine the pose.

THE AUTOMATION

One recipe for the set.

My icon-processing script normalises 20 source images, exports transparent 86 × 86 assets and creates comparison sheets.

THE VALUE

More time for decisions.

Repeatable preparation and visible checks make quality review part of the process.

02 / TWO WAYS I CONTRIBUTE

Production craft.
Project leadership.

One case shows how I work inside an established game production. The other shows how I connect a project’s interfaces, standards and team workflow.

01 / ROOM 8 STUDIO · OUTSOURCING

Star Wars:
Hunters

UI craft within an established IP and an external production team.

  • Gameplay HUD and input feedback
  • Post-match hierarchy and player cards
  • Consistent iconography and visual language
Read the case
Star Wars Hunters original team statistics interface
SELECTED UI CONTRIBUTION / ORIGINAL WORK
02 / HELIO GAMES · LEAD UI/UX

Amikin
Village

A connected UI system and a clearer way for the project to move from decisions to production.

  • UX architecture and connected player flows
  • Component libraries, states and standards
  • Art direction and implementation review
Read the case
Official Amikin Village artwork, Helio Games
Amikin collection interface detail
03 / VISUAL SOLUTIONS

Different worlds.
The same care.

Selected UI, art direction and icon work. A closer look at hierarchy, character and the details that make an interface belong to its game.

Manor Matters

LIVE EVENT OFFER UI

Manor Matters

REWARD ICON CRAFT

CSR2

SEASON PASS UI

CSR2

PASS BADGES AND TOKENS

Rambo Strike Force

CHARACTER PROGRESSION UI

Fighting Arena

CHARACTER SELECTION UI

Node Guardians

INVENTORY UI

Cyberpunk MMORPG

CHARACTER SYSTEM UI
Igor Bogatyrev
IGOR BOGATYREV / VALENCIA, SPAIN

Lead the direction.
Stay close to the work.

I’m a Lead / Senior game UI/UX designer. I connect product thinking, visual quality and practical production, from player flows and team standards to hands-on design, tools and implementation review.

My experience includes Helio Games, Room 8 Studio, Wall of Sparta and Voki Games. Today, AI is part of how I explore, build and improve the workflow around the design.