I build commercial game UI systems — inventory, shop, crafting, HUD. Sold as Figma kits on itch.io, picked up by developers who want to skip the UI work and ship faster. Available for remote work.
98 components across three kits — Inventory, Bazaar, and Forge. One world, one rarity system, one palette. Part of a growing 15+ screen collection.
34 components. Hex slots, neon glow, full rarity system — built in one day with Auto Layout and a complete variable system.
37 components. Dark RPG inventory with 7 rarity tiers, filter sidebar, item grid, detail panel — full interactive prototype included.
15 components. Circular orbital slots, glowing rarity rings, stat bars — sci-fi inventory built in one day with full Auto Layout and variable system.
52 components. Status bars, compass, minimap, objectives tracker, floating damage numbers — every state covered, all in Figma.
A personal exploration of Steam's biggest daily frustration: 200 games, no way to decide what to play. Mood-based discovery, smarter downloads, storage out of the settings menu.
One structural fix for a real remote-control problem. Navigation moved from top to left — always reachable with a single button press.
Dark-mode SaaS dashboard for creators. Metrics, content system, and offer tracking in one clean interface.
Full 6-page website for a physiotherapy brand. Conversion-focused layout, trust hierarchy, booking flow.
Clean light-theme website for a Hamburg hair salon. Mobile-first, single conversion goal, partner branding.