I design intuitive interface structures that help users stay oriented, reduce friction, and build confidence in navigation. My expertise spans interaction flows, accessible design systems, and UX research — with a strong focus on games, apps, and tools that demand clarity and immersion.
I thrive in cross-functional teams where I translate feedback into iterative, visual solutions that serve real user needs. My approach balances logic with creativity, aiming to craft user experiences that are both structured and emotionally engaging.
Beyond design, I value collaboration, empathy, and respectful teamwork — qualities that drive both my professional projects and my creative pursuits.
Carried out concept and research projects in UX and game interface design.
Key Projects & Focus:
Designed KASPRZAK BIKE – Mobile eCommerce Flow (Hi-Fi Prototype in Figma).
Conducted UX analysis for AAA and mobile titles (Overwatch 2, Valorant, Honkai Star Rail).
Built and documented a cross-project UX pattern comparison.
Created motion and UI animation tests in Moho and Blender.
Continued voice setup and stream branding for content UX communication.
devcom 2025 – Speaker: UX Roundtable & Cross-Platform Design
As part of devcom 2025 in Cologne, I hosted a roundtable discussion on UX and cross-platform design in modern game development.
The session brought together designers, producers, and researchers from studios across Europe to exchange methods for improving player experience and UI coherence across different hardware and input systems.
Focus topics:
• UX pipelines for cross-platform titles
• Accessibility and interface scalability
• Emotional design consistency between PC, console, and mobile
• Knowledge-sharing between indie and AAA environments
The roundtable aimed to create an open, collaborative space where participants could compare production workflows, toolchains, and research-driven UX practices.
As a speaker and facilitator, I summarized the key outcomes for the community and documented them as part of my ongoing UX pattern research project.
Event: devcom 2025, Cologne (Germany)
Role: Speaker / Moderator
Theme: UX & Cross-Platform Design
Part of an independent game development team focusing on mobile UX and interaction design.
Key Responsibilities:
Designed and tested UI flows for the mobile puzzle game Sum Fun.
Focus on cognitive load reduction and casual player accessibility.
Developed UI icons, animations and interactive feedback loops.
Collaborated with developers to test interface logic and player onboarding.
Collaborated with Saphenus Medical Technology during a testing phase focused on 3D visualization & motion design for prosthetic innovation.
Key Responsibilities:
Created 3D models and animated medical visuals in Blender.
Designed UI motion sequences for educational and product explanation videos.
Edited and finalized video material in DaVinci Resolve for scientific presentation.
Coordinated visual consistency across teams in Austria and Germany.
Role: UX & Visual Designer in a medical research environment
Focus: Design for accessibility, patient education & clinical communication
Key Responsibilities:
Created 2D medical animations and infographics to explain surgical procedures, especially for amputation patients.
Designed visual elements for scientific publications and internal documentation.
Conducted UX analysis of medical interface systems and contributed to early VR design studies for training and patient care.
Gained direct insight into the needs of vulnerable users through interaction with patients and clinicians.
Focus: UI principles, UX fundamentals, accessibility & design methods
Key Topics Taught:
UI Design Systems & Interface Logic.
Usability & Accessibility in Interactive Media.
UX Pillars such as Maslow’s Hierarchy, Flow Theory, Octalysis.
Practical application using Figma and concept-based prototyping.
Note: The course emphasized self-directed learning, with students encouraged to adapt tools and methods to their own projects under guidance.
Focus: Interface logic, layout prototyping, and UI consistency for a new game IP.
Key Contributions:
Designed UI structures from scratch, including in-game menus and interaction flow.
Created wireframes and layout drafts using Figma and Adobe XD.
Supported an international team in early-stage development with UX input and interface mockups.
Collaborated on visual language and usability goals during weekly team meetings.
Note: This is a non-commercial, unpaid project focused on collaborative learning and prototyping.
Talk: Improving Game UI Through UX Design Systems
Content Highlights:
Analyzed how to enhance existing UI/UX in live games.
Case studies: Overwatch 2 and Valorant.
Showcased techniques for identifying friction points and improving player flow.
🔗 More insights available on my blog
Focus: Event support, guest assistance & international networking
Key Responsibilities:
Welcomed and guided visitors at the entry desk and info points.
Assisted with access control and logistics during speaker sessions.
Helped coordinate communication between teams, guests, and organizers.
Contributed to the overall experience by creating a friendly and professional atmosphere.
Master Thesis and Kolloquium
'User Interface Design in Games and resulting User Experience of the target group'
- UI Analysis
- UXR: Player and Design Questions, 2 Examples: Overwatch2 and Valorant, Interviews
- UX Design Analysis
More on the page of Portfolio: UI Design Pattern OW2
Game: Mario + Rabbids: Kingdom Battle
Role: UX Researcher | Personal Study
Key Focus:
First structured UX test conducted with an extreme (non-target) player.
Observed and recorded player behavior using think-aloud and silent observation.
Analyzed unexpected navigation patterns and cognitive friction.
Derived practical improvement suggestions for UI clarity and onboarding.
Note: This case study reflects early-stage UX research skills and a strong interest in accessibility and inclusive design.
Duration: 3 months
Focus: Practical design experience across game interface and visual design tasks
Key Contributions:
Developed UI layouts and interaction flows for in-game menus.
Designed icon sets and interface components based on project needs.
Supported character concept development and visual consistency.
Assisted in logo design and branding refinement for internal projects.
Role: Teaching & Event Support in Game Design Department
Key Responsibilities:
Supported teaching sessions for Bachelor students in Game Design, Game Elements, and Game Engines.
Helped explain foundational systems like interaction design, gameplay logic, and prototyping.
Co-organized the Global Game Jam at the university alongside faculty staff.
Assisted with coordination, logistics, and mentoring during student-led projects and jam events.
Location: Hochschule Harz (Germany) · Hybrid (on-site & Discord)
Role(s): Game Designer · Community & Event Assistant
Key Contributions:
Co-developed Frost & Flamme, a puzzle-platformer created within 48h using Unity and Figma.
Created UI layouts, gameplay logic, and frame-by-frame animation for in-game assets.
Provided organizational support for the local jam site: Discord moderation, participant help & tech guidance.
Assisted university staff in maintaining smooth communication and structure during the event.
Location: Hochschule Harz (Germany) · On-Site
Role(s): Game Designer · Community Assistant
Key Contributions:
Collaborated in a cross-functional team to create a prototype game in 48 hours.
Contributed to gameplay concept, UX flow, and interface elements.
Assisted with event logistics and supported participants with technical and organizational questions.
Helped maintain a structured environment during the jam in coordination with university staff.
Role: Frontend Support & Teaching Assistance
Key Contributions:
Assisted in frontend development tasks using HTML and CSS for internal tools.
Edited PowerPoint slides and academic PDFs for course material optimization.
Supported organizational and visual preparation of content for cybersecurity and network courses.
Role: Project Management & UX Support · Interdisciplinary Collaboration
Key Contributions:
Gained hands-on experience working with an international game studio team.
Managed internal workflows and contributed to team coordination.
Created 2D vector graphics and assisted in asset preparation.
Documented design processes and contributed to presentation materials for cross-cultural collaboration.
Company: Hochschule Harz (University Production)
Time: Winter Semester 2016-2017
Type: Bachelor Final Project · Game Production (Team of 60)
Responsibilities:
Edited gameplay and trailer videos for internal review and final presentation.
Supported level layout implementation using in-engine tools.
Worked collaboratively with students across departments in a large-scale production pipeline.
Project was finalized and published by a successor for public release on Itch.io:
https://games-studieren.itch.io/koa-bunga