Exoborne
Industry
Scope of work
/ UI & UX
/ Visual Design
/ Motion

Game UI is product design at its hardest. Designing for games means competing with the game itself - for attention, focus and split-second decision making.
Compared to most digital products, game interfaces are denser, more immersive, and heavily themed - built for both mouse and controller, functioning in real time while competing for the player's focus, attention and ability to multitask, specially in a AAA extraction shooter.
All of this, designed for the most unforgiving user base in the world.
Most of this work is under NDA. What's shown here is a high-level overview from some of my work before the 2025 playtest.


Extraction shooters are among the most complex games to design for.
Players manage inventory, track mission objectives, monitor health and resources, navigate stores and battle passes - all within a visual language that has to feel themed and immersive.
The density is extreme. The challenge is making that density feel relevant and intentional, while getting the UI out of the way.
Designing for both PC and console adds another layer entirely. A menu that works beautifully with a mouse becomes a navigation nightmare with a controller if the focus states, tab order and input hierarchy aren't thought through from the ground up.



Exoborne scope of work.
When I joined the Exoborne team at YAGER, the design system was already pretty much established.
My focus was on UX flows and systems - Tutorial Archives, Store, Battle Pass, Exo-Building, Rewards, Main Navigation, Player Backpack, and Session Summary - refining existing UI and building animation prototypes that helped communicate interaction intent to the broader team.
Exoborne is one of the most anticipated extraction shooters of 2026, set to launch on PC, PlayStation 5 and Xbox Series X/S.




