I design and build engaging UI/UX and game systems that blend player psychology with technical feasibility. With over a decade in AAA titles, live-service, and VR/XR, I bridge design vision with engineering craft to deliver intuitive interfaces and robust gameplay frameworks. I specialize in cross-platform experiences from prototype to live operations, leading design-technical collaborations, balancing economies, and driving player retention through data-driven iteration. Proficient in Unity, Unreal, Godot, and coding in C#, C++, Blueprint, and GDScript.

James Lucia

I design and build engaging UI/UX and game systems that blend player psychology with technical feasibility. With over a decade in AAA titles, live-service, and VR/XR, I bridge design vision with engineering craft to deliver intuitive interfaces and robust gameplay frameworks. I specialize in cross-platform experiences from prototype to live operations, leading design-technical collaborations, balancing economies, and driving player retention through data-driven iteration. Proficient in Unity, Unreal, Godot, and coding in C#, C++, Blueprint, and GDScript.

Available to hire

I design and build engaging UI/UX and game systems that blend player psychology with technical feasibility. With over a decade in AAA titles, live-service, and VR/XR, I bridge design vision with engineering craft to deliver intuitive interfaces and robust gameplay frameworks.

I specialize in cross-platform experiences from prototype to live operations, leading design-technical collaborations, balancing economies, and driving player retention through data-driven iteration. Proficient in Unity, Unreal, Godot, and coding in C#, C++, Blueprint, and GDScript.

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Experience Level

Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Intermediate
Intermediate
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Language

English
Fluent

Work Experience

UI/UX Designer / Game Designer at Wave XR
August 1, 2023 - December 1, 2025
Designed and implemented interactive gameplay systems and UI/UX solutions for VR/XR experiences and mobile applications using Unity and Unreal Engine. Authored technical design specifications, wireframes, and production-ready prototypes in C# and Blueprint. Engineered responsive UI with complex animation states, particle effects, and real-time feedback for mobile and VR platforms. Collaborated with engineering to optimize performance and ensure seamless integration of design systems across multiple platforms. Produced comprehensive documentation for gameplay mechanics and UI architecture. Implemented data-driven design using analytics and telemetry to iterate on user experience and retention. Shipped multiple high-profile projects including UI systems for location-based AR experiences and VR social platforms.
UI/UX Designer / Game Designer at Future House Studios
March 1, 2022 - July 1, 2023
Designed and implemented game mechanics, interactive systems, and UI/UX solutions using Unity and Unreal Engine for educational, cultural, and entertainment clients. Programmed gameplay systems, UI controllers, and interactive elements in C# for Unity projects across mobile, web, and museum installations. Created responsive UI frameworks with adaptive layouts for multiple screen resolutions and platform requirements. Developed technical prototypes and proofs-of-concept to validate design decisions before full production. Collaborated with cross-functional teams to establish pipelines and ensure design feasibility. Iterated on feedback through testing and data analysis to optimize engagement and usability.
Lead Game Designer at Kabam
May 1, 2016 - November 1, 2020
Led design and technical implementation of core systems for Marvel: Contest of Champions, a top-grossing mobile title with millions of daily active users. Designed and balanced complex game economies, PvP progression systems, and seasonal content loops to drive long-term retention. Implemented LiveOps features and telemetry-driven balance changes. Architected player progression frameworks and monetization systems generating significant revenue. Conducted behavioral analysis to serve both casual and hardcore players. Managed cross-disciplinary teams across design, engineering, art, and analytics to deliver cohesive features on aggressive timelines. Mentored junior designers on systems thinking, economy design, and technical best practices. Notable achievements include champion acquisition progression, seasonal Alliance Wars increasing engagement, and dynamic difficulty scaling.

Education

Bachelor of Science in Game Art and Design at The Art Institute of Pittsburgh - Online
January 1, 2005 - December 1, 2008

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Media & Entertainment, Software & Internet