Designed to convert. Refined for impact.
Built across 7+ years and 100+ projects, crafting polished digital experiences designed to engage, perform, and scale.
- 7+
- Years designing interfaces
- 100+
- Commissions delivered
- 4B+
- Visits across titles I have shipped on
I don’t have one style. I have one standard.
I started designing interfaces because I wanted the games I played to feel better to use. Seven years later that is still the job: make it legible, make it feel right under the thumb, and make it survive contact with a real codebase.
Most of my work is game UI for Roblox studios: HUDs, inventories, shops, progression systems. The rest is product: SaaS interfaces, design systems, dashboards. Computer Science at McMaster is the other half of it, and it is why my files hand off without a rebuild.
What I get hired to do
Roblox studios come for the screens, product teams for the systems. The middle column is the one people are surprised by: the interface has to look like it belongs to your game, not to me.
Screens I design
- HUDs and loading screens
- Inventories and item grids
- Shops, bundles and monetisation
- Progression, quests and passes
- Lobbies, menus and settings
- Trading, clans and social
- Leaderboards and results screens
- Onboarding and the first session
Styles I work in
- Clean and modern
- Fantasy and medieval
- Anime and stylised
- Sci-fi and tech
- Cartoony and bright
- Glass, neon and gradient
- Product and minimal
What comes with it
- Art direction pulled from your existing look
- Design tokens and a component library
- Icon and asset systems
- Studio-ready file structure
- Engineering handoff specs
- A system your team can extend without me
Five stages, five gates
Nothing moves to the next stage until the current one passes. It is written down so no part of it gets re-decided mid-project.
Intake
You fill in a short brief: screens needed, style direction, deadline, budget. Scope and price are agreed in writing before anything is drawn.
Spec
I turn the brief into a screen list and a style direction, and pull the style DNA from your existing art. You approve both before any pixels.
Build
Tokens, then components, then screens, never the reverse. Every screen is built from component instances, so nothing is a one-off node your dev has to untangle.
Iterate
Three rounds of feedback, batched and written down. Every defect gets a rule and a check so it cannot happen on a second screen.
Handoff
The file is audited and imported straight into Studio: PascalCase names, icons tagged at the container, bars with a drivable fill, every clickable a button with hover and pressed layers. Then every screen is checked in Studio on real device sizes, from a phone to an ultrawide.
What it costs
Priced per frame, at $75 a screen once a set is five or more frames. Fixed scope, fixed price, agreed before anything is drawn.
Individual frames
$100–175
One-off screens, priced per frame. Anything under about five screens sits here: a short run costs more per frame because the component system has to be built either way.
Screen pack
$375+
A connected set (shop, inventory, settings) sharing one component system so they stay consistent as you add more. The per-frame rate drops here because the system is built once.
Full interface
Most booked$750+
Every screen a title needs, art-directed from scratch and built on one system your team can extend without me. No cap on the screen list; it is quoted from what the game actually needs.
Before you write in
The six things every client asks in the first message.
Join the Discord or send the form below. You get an intake brief, and once scope, deadline and price are agreed in writing, I start on the spec.
Three, batched and numbered. Scope is fixed at spec, so rounds are for refinement rather than redesign. A fourth round is a new invoice. That rule is what keeps deadlines real.
A file built to be programmed, not just to look right: PascalCase layer names, icons tagged at the container, progress bars with a drivable fill, and every clickable element carrying hover and pressed layers.
That is most of the job. I pull the style DNA from what you already have so the interface looks like it belongs to your game, not to me.
Yes. Roughly a third of my work is product and web: SaaS interfaces, dashboards and design systems. The discipline transfers both ways.
Three to fourteen days, depending on how many screens and how much art direction the set needs. You get a date in writing at spec, not an estimate. Rush work is possible and quoted separately.
Experience
Studios, products and the years behind them.
Astrix Solutions
Founder, Product Lead
Co-founded a product agency and took it past $5,000 MRR in three months, designing the funnels and CRM platforms behind it.
GitCloud
Founding Product Designer
Owned UX and information architecture for an early-stage SaaS app, from onboarding through the dashboard system.
Twin Atlas
UI/UX Designer
Interface systems inside an award-winning Roblox studio, on experiences with millions of visits.
HyperPenguin Games
Lead UI/UX Designer
Directed UI redesigns on live products, sharpening usability and visual hierarchy at scale.
Rush Interactive / First Post
UI/UX Designer
Scalable UI systems across mobile and web gaming, built as reusable components adopted across updates.
Independent
Freelance UI/UX and Product Designer
100+ commissions for Roblox studios and independent teams, run on a fixed intake-to-handoff pipeline.
McMaster University
BASc Computer Science
The implementation half of the job: why my files hand off without a rebuild.
Reputation
The one thing I can't design
Trusted across teams, studios, and long-term projects.
“Work was fantastic, we looked at 100s of designers before landing on Raze. He stood out since his work has its own creativity and didn't seem to be the same designs over and over that we saw from others. Highly recommend!”

“Was really in a hurry, managed to squeeze me between 2 clients. Perfect quality, perfectly imported, def would recommend.”

“Brilliant HUD for my game which matched my ideas perfectly. Fully reliable.”

“Aside from some delays initially, really great UI work, easy to work with and accomplished the desired style. :)”

“High quality UI, timing was a bit off but nothing too serious. Nice guy 🙂”

“Raze’s UI design is nothing short of phenomenal, sleek, intuitive, and visually stunning. The attention to detail is unmatched, making every interaction a delight.”

“Everything went smooth, fast delivery and good communication, satisfied with the final product”

“Very responsive, got service done in time. Clean UI work 👍”

“Amazing, would recommend, good uis, done pretty quickly, responds quickly, and reliable 100%”
“Really great work + efficient. Would recommend”

“It was great to work with you!”

Tell me what you’re building.
Taking commissions for the coming month, and open to full-time roles. Send the brief below and pick how you want to be answered.
Start a project
The more of this you fill in, the faster I can quote it. Nothing here is binding.
Roblox and game work
The server is where briefs, previews and revisions actually happen.
Product and everything else
No Discord needed. Pick email in the form and it lands in my inbox, or write directly.










































