UI/UX Specialist

Sunblink, LLC
United States
3 days ago
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Role details

Contract type
Temporary contract
Employment type
Full-time (> 32 hours)
Working hours
Regular working hours
Languages
Polish
Job source

Tech stack

Computer Animation Adobe After Effects C Sharp (Programming Language) Design of User Interfaces Software Prototyping Ui Patterns Visual Effects Adobe XD Figma Color Theory

Job description

  • Own the end-to-end UX/UI vision, from high-level art direction, mood, and tone down to final polish in Unity
  • Design and implement UI systems: HUD, menus, onboarding, settings, with equal weight on usability and feel and a judiciousness of design
  • Craft “game feel”: micro-interactions, transitions, easing curves, screen shake, particle timing, and sound/haptic sync that make interactions feel alive
  • Build and maintain a cohesive visual design system (typography, color, iconography, spacing, motion language) and keep it consistent across iterations
  • Prototype and iterate rapidly and independently; take a one-line brief or a rough sketch and turn it into a shippable, polished result with minimal oversight
  • Collaborate tightly with engineer and design on a small team of 3-5 folks
  • Balance accessibility (colorblind modes, readability, input-method parity across controller/KBM/touch) against aesthetic ambition
  • Build reusable UI components/prototyping tools so other team members can extend the system without breaking its integrity, + Strong hands-on Unity skills: UGUI and/or UI Toolkit, Animator/Timeline, basic Shader Graph, and enough C# to implement and iterate on UI logic themselves
  • Shader/VFX authoring for UI (glows, distortions, dissolve/transition effects, Shader Graph node work)
  • Tools programming (has built custom Unity editor tools to speed up UI iteration for a team)
  • Accessibility specialization (colorblind-safe palettes, subtitle/caption systems, adaptive UI scaling)
  • UX research chops - user testing, session recordings, analytics-informed iteration
  • Motion graphics background (After Effects) used to prototype transitions before engine implementation
  • A shipped title specifically praised for its UI/UX polish

Requirements

  • Shipped at least one commercial game with visible, personal ownership over UX/UI
  • A portfolio showing both design thinking and actual in-engine implementation - not just Figma comps (we are looking for people who can create beautiful, intentional works of art , not just functional interfaces)
  • Solid grasp of animation/motion principles (easing, timing, anticipation, follow-through) applied to interface and feedback design
  • Comfortable in Figma/Adobe XD (or similar) for high-fidelity mockups, and able to translate those faithfully into engine without losing intent
  • Real understanding of “juice” and feedback-loop design: why small delays, overshoots, and particle bursts make actions feel satisfying
  • Demonstrated self-direction: has taken ambiguous creative direction and driven it to a finished, polished state without heavy supervision
  • Strong fundamentals in typography, color theory, layout, and visual hierarchy
  • Experience coordinating visual polish with audio and haptic feedback

Apply for this position

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Good distractions

Talks and stories from around this role — technically off-topic, practically not.

10:09 min

Transitioning from graphic design to large scale frontend architecture

Erasmo Hernandez Erasmo Hernandez · World Congress 2026 Europe

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Integrating recommended UI architectures with Jetpack Compose

Crístian Viana · World Congress 2023

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Configuring the Figma MCP for local code generation

Perf + AI

3:38 min

Showcasing web design capabilities through extreme user interface customization

Chris Heilmann +2 · LIVE

2:31 min

Core concepts of reactivity and the observer pattern

Marc Backes · World Congress 2021

1:26 min

Implementing custom component libraries with Figma

Philipp Kremer · World Congress 2023

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