Design-led prototyper with a Graphic Design & UX foundation. I turn ideas into small, testable slices: interactive 3D proofs that balance clarity, usability and a bit of emotion. Strong typographic hierarchy and layout systems carried through to both print and screen. I work well in small remote teams and keep boards, checklists and release notes tidy so hand-offs are easy. Worlds of VR (AR-enabled photo book): curated and designed a typographic and visual system to document virtual environments; added simple AR overlays on selected spreads and verified recognition on device. Produced Blender mockups and a digital flipbook; captured reflections on readability, type scale, contrast, pacing, and print constraints.

Emil Galczynski

Design-led prototyper with a Graphic Design & UX foundation. I turn ideas into small, testable slices: interactive 3D proofs that balance clarity, usability and a bit of emotion. Strong typographic hierarchy and layout systems carried through to both print and screen. I work well in small remote teams and keep boards, checklists and release notes tidy so hand-offs are easy. Worlds of VR (AR-enabled photo book): curated and designed a typographic and visual system to document virtual environments; added simple AR overlays on selected spreads and verified recognition on device. Produced Blender mockups and a digital flipbook; captured reflections on readability, type scale, contrast, pacing, and print constraints.

Available to hire

Design-led prototyper with a Graphic Design & UX foundation. I turn ideas into small, testable slices: interactive 3D proofs that balance clarity, usability and a bit of emotion. Strong typographic hierarchy and layout systems carried through to both print and screen. I work well in small remote teams and keep boards, checklists and release notes tidy so hand-offs are easy.

Worlds of VR (AR-enabled photo book): curated and designed a typographic and visual system to document virtual environments; added simple AR overlays on selected spreads and verified recognition on device. Produced Blender mockups and a digital flipbook; captured reflections on readability, type scale, contrast, pacing, and print constraints.

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Language

English
Fluent

Work Experience

AR/VR Designer (Course) at ELVTR
July 31, 2024 - July 31, 2024
AR/VR Designer course with three projects: Embodied AI (AR/mobile), Collaborative Space (XR), and Digital Twin (VR). Built a Unity slice, planned presence cues, and noted accessibility and performance improvements.
XR/Interaction Prototyper at Independent
August 1, 2024 - November 9, 2025
Co-created and shipped real-time digital character products via a storefront. Led design intent, Unity assembly, and release operations. Built modular customization (Animator toggles and blendshape/viseme visibility) to manage variants and control draw calls. Led weekly async check-ins; kept notes, tasks and next steps in FigJam, and shared assets via Google Drive. Tuned for standalone headsets with light baking, basic performance budgets, and simple draw call control. Shaped launches with thumbnails, short promo clips, concise storefront copy, creator outreach, and giveaways, following a structured sale cadence.

Education

BA (Hons) Graphic Design: UX Design at Sheffield Hallam University
January 1, 2020 - January 1, 2024

Qualifications

Add your qualifications or awards here.

Industry Experience

Software & Internet, Gaming, Media & Entertainment