Hey there I’m Falco, (she/her) an Illustrator, UX designer, UI artist and all around game maker with over a decade 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!
Lead UX Designer
Aspiring Unicorn Games
June 2025 - Present
Work on the live-service game, Rocket League. Involved in creating UX systems, feature definition, and cross-discipline leadership. Created component libraries, robust playable prototypes, and presented features to leadership and technical teams. Collaborated with product, marketing, and creative leads to build an improved franchise from the ground up. Established UX practices and mentored junior designers, creating space for designers to own problems themselves.
Senior Visual UI/UX Designer
Sprocket Games
July 2023 - March 2025
Owned the end-to-end UX process across the game, from feature definition and prototyping through playtesting and iteration. Collaborated with the Creative Director to establish a streamlined UI/UX pipeline and partnered cross-functionally on implementation, art requirements, and content delivery. Translated feature needs into clear tasks for the art team and refined designs based on playtest feedback to improve usability.
UI/UX Designer
Hi-Rez Studios
February 2022 - July 2023
Led UX flows and features for the game "Divine Knockout", a multiplayer live service game. Established component libraries, created prototypes and video examples to seell feature ideas, and collaborated cross-disciplines to create various features. Created robust UI and UX designs thematically typing together the
UI/UX Designer
Demiurge
November 2020 - Present
Created 2D illustrations, 3D assets, UI artwork, and user flows for the live-service development of Hearthstone, working within its established visual and UI standards. Contributed to the launch of Battlegrounds and the development of a new Battle Pass. Established accessibility practices that improved the usability of new features for a broader range of players.
UI/UX Designer
Proletariat
June 2020 - October 2020
Designed wireframes, high-fidelity flows, and production-ready UI assets for features including quest systems and the new-player experience. Partnered with UX and product teams to define functional and visual requirements, then implemented UI in Unreal Engine using established technical standards and design systems.
Lead UI/UX Designer
East Side Games
July 2020 - October 2020
Owned end-to-end UI/UX design, from wireframes and prototypes through animated Unity implementation. Designed social features, menus, modals, illustrations, and reusable icon libraries. Partnered with external teams to establish and maintain efficient art-production pipelines.
UI/UX Designer
Disruptor Beam
June 2019 - March 2020
Owned the visual design and UI production for the GSN Casino mobile app, partnering with producers and engineers from concept through live implementation. Coordinated art and marketing pipelines across the Boston and San Francisco teams, created and animated UI and promotional assets in Unity, and established asset-management processes to improve production efficiency.
Art Director
Project : Stamina, LLC.
May 2018 - June 2021
Led the visual direction for Project: Stamina, guiding artists, 3D modelers, and animators in the creation of characters, environments, animations, and game assets. Contributed across feature planning, production, UI/UX, 3D modeling, texturing, and overall creative development.
UI Artist
Game Show Network
August 2014 - July 2016
Owned the visual design and UI production for the GSN Casino mobile app, partnering with producers and engineers from concept through live implementation. Coordinated art and marketing pipelines across the Boston and San Francisco teams, created and animated UI and promotional assets in Unity, and established asset-management processes to improve production efficiency.