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Hey there I’m Falco, (she/her) an Illustrator, UX designer, UI artist and all around game maker with 9 years of industry experience!


Hi! I’m Falco, a visual designer and UI/UX specialist with a passion for crafting beautiful, intuitive digital experiences. Over the years, I’ve had the opportunity to work with high-profile clients—including the legendary team at Blizzard—helping bring big ideas to life through impactful design.

Whether it’s creating user-friendly interfaces, developing cohesive branding, or delivering full-spectrum visual design solutions, I’ve been a one-stop shop for clients looking for creative clarity and polished results.

When I’m not designing, you can usually find me out on a run, on the couch watching wrestling, or hanging out with my three amazing dogs—who are easily my favorite coworkers.

Let’s create something great together!

Senior Visual UI/UX Designer
Sprocket Games

July 2023 - March 2025

Worked with the Creative Director and oversaw the entire UI and UX design process. Collaborated with engineers with both implementation and blueprint functions inside of the Unreal game engine. Communicated and presented feature designs to the team and iterated based on playtest feedback. Created visually appealing interfaces, icons, illustrations, and wireframes to demonstrate every feature of how the game functions.

UI/UX Designer
Hi-Rez Studios

February 2022 - July 2023

Part of a small team on the 3D brawler Divine Knockout! Helped lead, research, document, implement and create entire UX flows and UI assets for various game features. Lead discussions, communicated cross-teams and worked alongside various departments in order to bring full features to life within the Unreal Game Engine. Gathered and implemented User Feedback, created UI animations and illustrations, edited Blueprints, and coordinated with producers in order to outsource the work to other departments when needed. Helped shape the aesthetics of the game UI and lead designs for new UI pieces that need to be created.

UI/UX Designer
Demiurge

November 2020 - Present

Worked on various 3D, illustration, UX and UI efforts on Hearthstone to develop new features. Helped to craft function- al and appealing user interfaces, brand materials, and promotional art. Created illustrations, icons, prototypes, and lead UX designs, research, and documentation for various features on Marvel Puzzle Quest.


UI/UX Designer

Proletariat

June 2020 - October 2020

Created wireframe mockups, high fidelity flows and final art pieces for the Quest game feature. Created all icons and symbology for Spellbreak’s chapter and Quest items. Improved the Shop by creating various rarity frames and color backgrounds and worked with a Senior UI artist to create item set layouts and various shop item states. Worked on everything from asset organization in the Unreal Engine to feature and concept UI/UX design.

 

Lead UI/UX Designer
East Side Games

July 2020 - October 2020

Involved in all aspects of the creative process from creating and implementing in-game assets, to illustrating icons and mockups as the sole UI/UX artist of the team. Created wireframes, prototypes, and implemented directly into the Unity game engine. Directed and produced assets for the shipped mobile Archer : Danger Phone to keep other artists on style.

 

UI/UX Designer
Disruptor Beam

June 2019 - March 2020

Worked on the UX for a block-chain feature alongside a designer. Presented flows, mockups, and research for proposed features. Created a new style to refresh the old interface along with prototypes for animation. Owned entire features along with their documentation and redesigns artwork on the Star Trek Timelines game.

 

Art Director
Project:Stamina, LLC.

May 2018 - June 2021

Established the overall style for the upcoming game, Project : Stamina. Lead team of artists, 3D modelers and animators to create characters, animations and assets for the game. Contributed to feature planning, management, production, character and environment creation, UI/UX, 3D modeling and texturing.


UI Artist
Game Show Network

August 2014 - July 2016

Was the liaison between the San Francisco and Boston offices to ensure an art production pipeline and communication between the marketing and art departments of those respective offices. Had ownership of the GSN mobile casino app product, including designing the new look. Coordinated with producers and engineers from the concept stage of production to the final stages. Built and animated UI elements and advertisements in Unity and integrated them into the live product. Created new advertising styles and marketing art designs to generate revenue for the product.