H. Idris / Game UI/UX Designer

Design that respects the player's attention.

I'm Hadjoudj Idris, a UI/UX designer with 6+ years designing intuitive, engaging digital experiences for games, VR, mobile apps, websites and desktop software.

UpworkTop Rated100% Job Success

Profile

Hadjoudj Idris

Across my career I've taken on multiple roles, from hands-on designer to team lead, working closely with developers, artists and stakeholders to turn ideas into polished, user-centred products.

Most of my work is in games, where the constraints are unforgiving: a menu has to work on a controller and a mouse, a HUD has to stay readable at 200 km/h, and every pixel you spend on interface is a pixel taken from the world the art team built. That pressure is exactly what I like about it.

I work greyscale-first. Structure, hierarchy and navigation get resolved as wireframes before any styling, because a beautiful screen with the wrong hierarchy is still the wrong screen. Once the bones hold up, the visual language goes on top, and gets applied consistently across every state, every screen, every time.

I'm comfortable owning UI direction for a full title, dropping into an existing team to fix specific screens, or building a design system another designer will carry forward.

Most of that client work runs through Upwork, where I'm a Top Rated freelancer with a 100% Job Success score across every contract I've delivered.

Services

What I do

01

Game UI/UX design

Intuitive, visually polished interfaces for PC, mobile and console. From wireframes and HUDs to complete menu systems, every screen is designed around the player's flow, not just the layout grid.

02

App & product UI/UX

Clean, modern, user-friendly interfaces for mobile, web, VR, AR and desktop applications, focused on usability, accessibility and a seamless experience from concept to final design.

03

Logo & game identity

Simple, memorable marks for games, studios, apps and digital brands. Every logo is built for clarity and scalability, so it holds up from a store icon to a splash screen.

Capabilities

What I bring to a team

  • 01Menu & flow architecture
  • 02HUD design for fast-paced gameplay
  • 03Design systems & UI kits
  • 04Wireframing & prototyping
  • 05Controller & keyboard navigation
  • 06Readability & accessibility passes
  • 07Asset production & handoff
  • 08Unity implementation support

Toolkit

Software I design and build with

Design, motion and enough engine and code knowledge to hand off work that actually gets implemented.

Figma
Affinity Designer
Affinity Photo
Adobe Photoshop
Adobe Illustrator
After Effects
Unity Engine
C#
Construct 3

Experience

How the work has gone

  • 2026

    Lead Game UI/UX Designer, Astro Protocol

    Owned the interface direction for a turn-based 4X strategy game shipped on Steam: main menu, hex-grid gameplay HUD, scoreboard, tutorial and onboarding systems.

  • Aug 2024 to Mar 2026

    UI/UX Designer, Metawe, Canada (remote)

    Project Kenora, a sci-fi indigipunk strategy RPG. I ran the full UI/UX scope, from the first wireframes through to finished HUDs, icons, menus, panels and maps, working with the development team so the interface fit the mechanics rather than sitting on top of them. The whole brief was keeping a lot of systems readable at once.

  • Jan to Feb 2024

    UI Designer, Kurosudevelopment, USA (remote)

    Mark of the Ram, a third-person survival horror set in 1950s America. I designed the entire in-game interface: HUD, main menus, inventory, dialogue panels and interaction prompts, all pulled toward a retro-horror aesthetic where the UI had to carry the occult tone without ever getting between the player and the room they were standing in.

  • Aug to Sep 2023

    UI/UX Designer, Cyquential Studios, USA (remote)

    Psychophrenesis, a hardcore narrative survival game. HUD, main menu, settings, map and in-game panels, plus the user flows and wireframes underneath them. The constraint that shaped it was psychological: a player under pressure had to be able to tell a real threat from a hallucination, and the interface was where that distinction lived.

  • Jul to Nov 2023

    UI/UX Designer, LandVault (Napster), London (remote)

    Led UI/UX for two immersive 3D applications built for blockchain and Web3 users: BlockTrust (Brand Pay) and RAKDAO (Innovation City). Designing an interface that reads correctly inside a 3D environment is a different problem to designing a flat screen, and most of the work was making complex systems navigable in that space alongside the 3D artists and developers.

  • Jul to Aug 2022

    UI/UX Designer, VR Centre, Australia (remote)

    A cross-platform PC and VR training tool for construction and building practice, used by vocational institutions, TAFEs and universities. The interface had to move between desktop and immersive VR without breaking the user's flow, and had to stay usable for students arriving with very different levels of digital experience.

  • 2018 to 2025

    Freelance UI/UX Designer

    Running alongside the studio contracts: UI and HUD for CODA Arena Combat, UI/UX for Beat Runner in VR, work at 16-Bit Games, UI for Metal Coffin at MXPSI, and UI for Tensei Asterism. Small teams, short briefs, and a lot of range across genres and platforms.

  • 2016 to 2018

    Indie game developer and designer

    Built and released games on the Construct engine, including the mobile title PUPEY: Reach New Heights. Shipping a small game end to end is where the interface habits came from, because every unclear button is one you have to sit with yourself.

Clients

Studios and teams I've worked with

BlockTrust
Metawe
Landvault
VR Centre LTD
Rakdao
KurosDev

Contact

Have a game that needs an interface?

Menus, HUDs, full UI systems or a single screen that isn't working. Tell me what you're building and I'll tell you honestly whether I'm the right fit.

Email
Discord
Résumé Download PDF
Based Remote, worldwide