Albert Sröder
Albert Sröder
Senior UI/UX Designer
London, United Kingdom

Summary

Portfolio update in progress (85% complete)

With nearly a decade of experience designing engaging products in the gaming industry, I blend creativity, technical expertise, and user-centred design to craft engaging digital experiences.

Now, I’m looking to broaden my impact beyond gaming by applying game design principles to build more beautiful, habit-forming digital products that drive retention and user engagement.

Resume PDF

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Skills

UX DesignUI DesignDesign SystemWireframingPrototypingInteraction DesignIcon ArtMotion GraphicsVisual StorytellingUser ResearchScrum MethodologyUI Art3D Modelling

Software proficiency

Figma
Figma
After Effects
After Effects
ProtoPie
ProtoPie
Adobe XD
Adobe XD
Photoshop
Photoshop
Illustrator
Illustrator
Unity
Unity
Rive
Rive
Blender
Blender
Procreate
Procreate
Affinity Designer
Affinity Designer
Affinity Photo
Affinity Photo
Jira
Jira
Unreal Engine
Unreal Engine

Experience

  • Senior UI/UX Designer at Marmalade Game Studio
    London, GB
    November 2023 - February 2025

    - Collaborated within a cross-functional team to design the UX, create UI assets, and support implementation for Exploding Kittens 2, meeting an ambitious 8-month deadline.

    - Established the company’s first Figma design system, making it accessible while supporting complex UI creation and a vast component library, replacing an inefficient Photoshop workflow.

    - Owned the game's front-end UX, from wireframes, mockups and prototype to high-fidelity UI assets and supported implementation.

    - Designed and implemented the Leaderboards and Scoring system, ensuring brand alignment, account integration, and handled multiple edge cases.

    - Helped define a cohesive UI design across platforms, ensuring a seamless experience on mobile, consoles, and PC.

  • Senior UI/UX Designer at Ubisoft London
    London, GB
    October 2021 - November 2023

    - Sole UI designer responsible for Hungry Shark World’s UI elements and features during that time, from icons to ability buttons, onboarding and monetisation systems, across 15 major updates (3.5 years).

    - Designed and helped implement five visually distinct Battle Pass seasons, significantly boosting engagement and revenue.

    - Mentored and managed a UI Designer, providing guidance, structured feedback, and support to help her integrate into the team.

    - Designed & Implemented UI for Endgame Systems with new play styles and mechanics to enhance long-term player retention.

    - Redesigned the game’s UI as scalable vector graphics, established better guidelines for creating new assets and improved the UX creating a more cohesive flow for the game.

    - Designed, animated and helped implement 10 complex ability buttons with full UI integration and onboarding for each feature.

    - Participated in planning sessions with different departments, in order to map out the next features and their requirements.

  • UI Designer at Ubisoft London
    London, GB
    October 2019 - September 2021

    - Worked on designing the visual identity of the UI for an unreleased multiplayer mobile game. Worked on creating and implementing most of the UI in Unity using the studio's custom UI system.

    - After that, I moved to the Hungry Shark World project, where I worked on creating and implementing over 15 live updates with distinct features, themes and challenges

    - Along with the UX designer, we improved the game's outdated UX in all new feature we worked on and created a more visually appealing way of presenting information to the players while keeping the game's original art style intact

    - Created over 100 unique vector and painted icons while on the project

    - Was responsible for implementing UI that supports different languages in the game along with the text for those languages

  • UI/UX Designer at Dream Reality Interactive
    London, GB
    January 2019 - October 2019

    - Designed and prototyped the user experience for an augmented reality application focused on singing and facial expression tracking.

    - Led user flow prototyping and workshops to identify key usability challenges and provide actionable design solutions.

    - Created custom UI assets and implemented them directly within the engine, ensuring seamless integration.

    - Worked on UI design for a VR demo experience, gaining expertise in VR interaction design and best practices for immersive interfaces.

  • Game Artist & UI Designer at Twim Studio
    Bucharest, RO
    February 2016 - January 2019

    - Designed and developed UI and 2D assets for a diverse range of web and mobile games, adapting to various themes and genres, including cooking, driving, fighting, and platformers.

    - Created and implemented UI/UX updates to enhance user experience and visual consistency across multiple game projects.

    - Owned the end-to-end design process for a cooking themed mobile game over an 8-month period, from early design to implementation.

    - The game was highly successful, reaching over 10 million downloads across iOS and Android.