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Hi~ I am Juny

Senior UI/UX Designer · Mobile & Game Interfaces · Available for Freelance

AAA titled games I worked on
 

At Heavy Iron Studios, I collaborated with Epic Games' UI/UX team on Fortnite Creative mode — a AAA live-service title with hundreds of millions of players worldwide.

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Fortnite Creative

At Heavy Iron Studios, I partnered with Epic Games' UI/UX team to redesign and expand Fortnite Creative mode's interface. My work centered on introducing new in-game devices and streamlining the creative toolset — balancing visual clarity with the complexity that power users demand.

Pac-Man Mega Tunnel Battle

At Heavy Iron Studios, I partnered with Bandai Namco to design the web experience for Pac-Man — one of gaming's most iconic IPs. My work spanned gameplay interface layout, visual style integration faithful to the original aesthetic, and a seamless web interaction flow optimized for browser play.

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In-house projects I worked on
 

Beyond client collaborations, I led UI/UX design across several Heavy Iron Studios in-house titles — covering diverse genres including first-person shooter, aerial combat, and melee action.

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Foundry 

This is a UI/UX template designed for Heavy Iron Studios, specifically built for first-person shooter (FPS) games.
It also serves as a reusable framework for future projects of a similar genre, allowing the team to implement consistent visual and functional design more efficiently.

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Ronin Blade

This is a UI/UX visual design project I worked on for an internal title at Heavy Iron Studios.
The game features a first-person action perspective, and I was responsible for defining the overall interface style, user flow, and interactive elements.

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Flying Aces

This is a UI/UX design project I worked on for an internal title at Heavy Iron Studios.
The game is a World War I–themed flight combat game focused on aerial battles.

Mobile Games I worked on
 

At Jam City, I designed UI/UX for two live-ops match-3 mobile games — Family Guy and Juice Jam — owning the end-to-end interface design, user flows, and visual consistency across ongoing content releases.

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Family Guy - Another Freakin mobile game

As Senior UI/UX Designer at Jam City, I led the interface design for Family Guy — a licensed mobile game based on the globally recognized IP. My work covered end-to-end UX planning, visual interface design, and interaction flows, ensuring a consistent experience true to the brand while optimizing for mobile usability.

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Juice Jam

At Jam City, I designed the UI/UX for Juice Jam — a live-ops match-3 casual mobile game. I was responsible for gameplay interface design, optimizing user flows and interaction logic, and collaborating closely with art and engineering teams to deliver consistent, polished updates across ongoing content releases.

Self developed web game - Hamster Run
 

Using ChatGPT and Cursor, I independently designed, built, and shipped a fully playable web game — from concept to GitHub to itch.io — in under a week.

The process was eye-opening. AI tools are powerful, but what made it work was knowing what to ask for — understanding what's best for users and what visual style resonates. That experience reinforced something I believe strongly: AI is a tool, not a threat. Designers who understand people will always have the edge.

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Mobile Apps UI Design
 

Before specializing in games, I worked as a UI Designer on mobile operating systems — including projects at OnePlus Design Center and Acadine Technologies. These early roles built my foundation in systematic design thinking, visual consistency, and designing for hardware constraints at scale.

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Acadine Technologies

This is a clamshell mobile operating system project I worked on as a UI Designer at Acadine Technologies.

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Oneplus

This is a smartphone operating system project I worked on as a UI Designer at the OnePlus Design Center.

Contact with me

Thanks for visiting my site. 

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