Monica Mae Dizon

Game UX/UI
Designer

Designing the systems players feel — and never notice.

Seven years of building intuitive, immersive interfaces for games that millions of people play. From HUDs to onboarding flows, inventory systems to menus — every pixel has a purpose.

Designing for Players.
Thinking Like One.

I'm Monica Mae Dizon — a Game UX/UI Designer with 7+ years of experience crafting interfaces that disappear into the experience.

I specialize in designing for games: the unique challenge of building UI that serves real-time decision making, emotional pacing, and player progression — all without breaking immersion. I've worked across mobile, PC, and console platforms, collaborating with cross-functional teams of developers, artists, producers, and narrative designers to ship polished, player-centered experiences.

My process starts with understanding how players think, not just how they click. I use research, rapid iteration, and a deep obsession with game feel to build interfaces that are clear under pressure, satisfying to navigate, and aligned with the visual identity of each game's world.

I've contributed to 8 shipped titles across mobile RPGs, PC strategy, and console action-adventure. Whether embedded in a studio team or brought in as a specialist consultant, I show up ready to solve hard design problems — and make the game better for the people who play it.

The Work

Each project below is a case study — not just screenshots, but the full story behind the design decisions, constraints, iterations, and outcomes. Explore screens, prototypes, and video walkthroughs that show what shipped and what it took to get there.

HUD · Real-time Systems

Combat HUD Redesign

Project Nightfall · Yirisoft Studios · PC & Console — 2024

The Challenge

Players were losing track of critical status effects mid-combat. The HUD needed a full information-hierarchy rebuild without adding visual noise.

My Role

Lead UX/UI Designer · Researcher · Prototyper

What I Designed

  • HUD layout and real-time feedback system
  • Status effect and cooldown visual language
  • Damage and threat directionality indicators
  • Accessibility options for colorblind and low-vision players
→ View Full Case Study

Includes: wireframes · high-fidelity mockups · prototype videos · final in-game screenshots

Inventory · Menus

Inventory & Loadout System

Emberfall RPG · Indie Collab · Mobile & PC — 2023

The Challenge

A deep crafting economy was buried in a four-level menu tree. Players needed to compare, equip, and craft in seconds — on a phone screen.

My Role

Lead UX/UI Designer · Art Direction collaborator

What I Designed

  • Inventory and item management UI
  • Item comparison and stat-delta system
  • Crafting flow and material tracking
  • Menu architecture and navigation model
→ View Full Case Study

Includes: wireframes · high-fidelity mockups · prototype videos · final in-game screenshots

Onboarding · FTUE

Onboarding & Tutorial Flow

Skyward Tactics · Mobile Studio · iOS & Android — 2022

The Challenge

Day-1 retention was bleeding at the tutorial. The first-time user experience had to teach a complex tactics system without ever feeling like a lecture.

My Role

Lead UX/UI Designer · Researcher

What I Designed

  • Onboarding and tutorial flow
  • Contextual hint and coaching system
  • Progressive feature-unlock cadence
  • Settings, accessibility options, and menu architecture
→ View Full Case Study

Includes: wireframes · high-fidelity mockups · prototype videos · final in-game screenshots

Seven Years in the
Game Industry

⬇ Download Resume (PDF) PDF · 2 pages · 268 KB

Creative and efficient Game UX/UI Designer with 7 years of experience in the game industry. Proficient in transforming complex features into scalable, polished UI systems with smooth developer handoffs — and eager to bridge the gap between design and code.

Experience

Oct 2023 — Present · Makati City, PH

Game UX/UI Designer

Sovrun (formerly BreederDAO)

  • Own the end-to-end UX/UI pipeline — high-fidelity game and web prototypes in Figma, from interactive flows to polished, user-centered experiences.
  • Established the product's foundational design systems with variables, color tokens, and shared component libraries.
  • Assist with UI implementation directly in Unreal Engine 5's UMG framework, bridging design and development.
  • Create and optimize motion graphics in Adobe After Effects with cross-browser compatibility.
Aug 2021 — Oct 2023 · Remote

Mid 2D Artist

Taktyl Studios

  • Led and mentored a cross-functional team of up to 11 artists across multiple concurrent game projects.
  • Designed UI assets — menus, buttons, HUD icons — and built interactive wireframes and prototypes to test usability before handoff.
  • Streamlined the team's design workflow with Figma components, auto-layout, and advanced plugins.
Jan 2021 — Dec 2024

Founder / Lead Artist

Yirisoft Lab

  • Created VTuber models and rigs using Clip Studio Paint and Live2D Cubism for startup clients.
2019 — 2022

Earlier Roles

Yangyang Mobile · Dumadu Studios · Octal Philippines · ABS-CBN

  • 2D art, storyboards, UI assets, and game design mockups for clients including KidZania, NutriAsia, and ABS-CBN Studio Experience — plus a game developer internship building Unity proof-of-concepts.

Let's Build Something
Players Will Love

Whether you're a studio looking for a design lead, a team that needs a specialist for a specific system, or a project in early development that needs a UX foundation — I'd love to hear about it.

I'm currently open to full-time roles and freelance engagements and always happy to have a conversation before anything is formal.

📧 Email monica@yirisoft.art 🔗 LinkedIn Connect with me
💼 Available for Full-time · Contract · Consulting

Response time: within 48 hours · NDA-friendly · Happy to share additional work samples upon request