I'm a UX/UI designer with ~20 years in digital products, mainly mobile games and consumer apps. I design end-to-end: problem framing → flows → interaction patterns → motion → design systems → production-ready specs / Unity scenes and prefabs. I run research at scale (remote configs, PlaytestCloud, live tests, focus groups) and iterate with funnels/cohorts and A/B tests to lift FTUE, readability, and retention. I also understand the business side—user acquisition, market research, and marketability tests—so decisions are product- and marketing-aware. Formally trained in graphic design; I apply typography, color theory, and grid systems to keep interfaces readable and consistent. I'm comfortable with Unity/engine contexts and collaborate with engineers to ship robust experiences.

Štěpán Fiala

I'm a UX/UI designer with ~20 years in digital products, mainly mobile games and consumer apps. I design end-to-end: problem framing → flows → interaction patterns → motion → design systems → production-ready specs / Unity scenes and prefabs. I run research at scale (remote configs, PlaytestCloud, live tests, focus groups) and iterate with funnels/cohorts and A/B tests to lift FTUE, readability, and retention. I also understand the business side—user acquisition, market research, and marketability tests—so decisions are product- and marketing-aware. Formally trained in graphic design; I apply typography, color theory, and grid systems to keep interfaces readable and consistent. I'm comfortable with Unity/engine contexts and collaborate with engineers to ship robust experiences.

Available to hire

I’m a UX/UI designer with ~20 years in digital products, mainly mobile games and consumer apps. I design end-to-end: problem framing → flows → interaction patterns → motion → design systems → production-ready specs / Unity scenes and prefabs. I run research at scale (remote configs, PlaytestCloud, live tests, focus groups) and iterate with funnels/cohorts and A/B tests to lift FTUE, readability, and retention.

I also understand the business side—user acquisition, market research, and marketability tests—so decisions are product- and marketing-aware. Formally trained in graphic design; I apply typography, color theory, and grid systems to keep interfaces readable and consistent. I’m comfortable with Unity/engine contexts and collaborate with engineers to ship robust experiences.

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Language

Czech
Fluent
English
Advanced

Work Experience

UX Designer at Geewa
June 1, 2022 - October 2, 2025
Owned UX/UI for multiple live titles: FTUE, meta/economy, inventory/collection, and shop. Delivered motion-aware interactions and consistent state handling. Created durable component libraries/design systems; converted assets to Unity scenes/prefabs and implemented interactions & animations in Unity. Conducted research & experimentation: PlaytestCloud, focus groups, live tests; set up analytics events, funnels/cohorts; executed A/B tests. Collaborated with growth on UA creatives and marketing tests; integrated market and monetization context into design decisions.
Solo Designer & Developer at Letter Fair
January 1, 2017 - Present
Designed the entire product: game design, UX design, UI design, motion, asset creation, and implementation in Unity (assets → reusable prefabs/screens with proper states). Built levels, established pacing curves and difficulty tuning; iterated structure based on Playtest data. Instrumented analytics and iterated UI/UX across FTUE; created marketing assets including multiple video ads and store creatives. Ran constant A/B tests using remote config + feature flags to validate onboarding, copy, and layout; conducted PlaytestCloud studies and moderated live UX tests; translated findings into concrete updates.
UX Designer at Notre Game
June 1, 2025 - Present
Redesigned core-game readability; simplified interaction patterns to improve onboarding. Led UX for meta-game pivots: loot boxes monetization, ability redesign, and shop flows. Analyzed user stories & funnel data (Firebase/BigQuery) to propose UX changes that improved FTUE clarity and early retention. Conducted remote usability tests with PlaytestCloud; synthesized findings into prioritized design changes.
UX/UI Designer at Geewa
June 1, 2022 - October 2, 2025
Owned UX/UI for multiple live titles: FTUE, meta/economy, inventory/collection, and shop. Implemented motion-aware interactions; built durable component libraries and design systems; converted assets to Unity scenes/prefabs and implemented interactions & animations in Unity. Conducted research & experimentation: PlaytestCloud, focus groups, live tests; set up analytics events, read funnels/cohorts; executed A/B tests. Collaborated with growth on UA creatives and marketing tests; brought market and monetization context into design decisions.
UX Designer (Remote, embedded with PeopleFun) at AppLovin
June 1, 2022 - October 2, 2025
Projects: Tanks & Troops prototype; designed meta-game loops (progression/economy), shop; built interactive prototypes; produced assets; participated in internal playtests; captured observations, synthesized insights, and provided feedback. Helped validate UX flows through experimentation and iterative design.
UX Designer at Good Friend Games
November 1, 2022 - Present
Defined player flows for onboarding/FTUE, core-game, progression, and shop; authored interaction patterns and emotional hooks to improve readability and completion. Built a Figma design system (components, variants, tokens) and shipped production-ready specs with redlines; exported as Unity scenes/prefabs for a smooth handoff. Ran remote usability tests (PlaytestCloud) and in-person sessions; synthesized insights into design changes and acceptance criteria. Instrumented analytics and analyzed funnels/cohorts; ran A/B tests. Collaborated daily with engineering/product; led design QA to ensure parity and motion timing/easing.
UX Designer at Notre Game
June 1, 2025 - Present
Leading design for One Fight Arena project; focused on core UX flows and meta-game mechanics; collaborated with team to ensure clear onboarding and compelling progression.
UX Designer at Good Friend Games
November 1, 2022 - Present
Defined player flows for onboarding/FTUE, core game, progression, and shop; built a Figma design system with components, variants, tokens; shipped production-ready specs with redlines; exported as Unity scenes/prefabs for smooth handoff. Ran remote usability tests and synthesized insights into design changes and acceptance criteria. Instrumented events and analyzed funnels/cohorts (Firebase/BigQuery) and ran A/B tests. Collaborated daily with engineering/product; led design QA to ensure spec parity and motion timing/easing.
Solo Designer & Developer at Letter Fair
January 1, 2017 - Present
Designed the entire product: game design, UX design, UI design, motion, asset creation, and implementation in Unity (assets → reusable prefabs/screens with proper states). Designed & built all levels; established pacing and difficulty curves; iterated structure based on playtest and funnel data. Instrumented analytics; iterated UI/UX multiple times using funnel/cohort reads; improved clarity, guidance, and click paths across FTUE and meta loops. Created all marketing assets including multiple video ads and store creatives. Ran constant A/B tests using UG Remote Config + Game Overrides to validate onboarding, copy, and layout changes. Conducted PlaytestCloud studies and moderated live UX tests; turned insights into concrete interaction and content updates.
UX Designer at Notre Game
June 1, 2025 - Present
Redesigned core-game readability and simplified interaction patterns to reduce confusion and lift onboarding funnel. Led UX for major meta-game pivots: Loot Boxes monetization, Ability redesign, and Shop redesign — flows. Analyzed user stories & funnels from analytics events (Firebase/BigQuery) and proposed UX changes that improved FTUE clarity and early retention. Ran remote usability tests on PlaytestCloud; synthesized findings into prioritized design changes.
UX/UI Designer at Geewa
June 1, 2022 - October 2, 2025
Owned UX/UI for multiple live titles: FTUE, meta/economy, inventory/collection, and shop. Delivered motion-aware interaction patterns and consistent state handling. Created durable component libraries/design systems; converted assets to Unity scenes/prefabs and implemented interactions & animations in Unity. Ran research & experimentation: PlaytestCloud, focus groups, live tests; set up analytics events, read funnels/cohorts, and executed A/B tests to guide iterations. Collaborated with growth on UA creatives and marketability tests; brought market/monetization context into design decisions.
UX Designer at AppLovin
June 1, 2022 - October 2, 2025
Designed meta-game loops (progression/economy, shop), card collection UI, and Web3 marketplace concept for Tanks & Troops prototype; produced flows, IA, and state charts. Built interactive prototyping (advanced components, variants, variables, animation previews) to validate interactions and edge states. Participated in internal playtests with teams; captured observations, synthesized insights, provided feedback. Remote collaboration with teammates.

Education

Google Indie Games Accelerator - Alumnus (Top 30 indie developers) at Google Indie Games Accelerator
January 1, 2022 - October 2, 2025
Master’s degree in Accounting & Finance at Prague University of Economics and Business
January 11, 2030 - October 2, 2025
Bachelor’s in Graphic Design at College of Graphic Design, Prague
January 11, 2030 - October 2, 2025
Master’s, Accounting & Finance at Prague University of Economics and Business
January 11, 2030 - October 2, 2025
College of Graphic Design at College of Graphic Design, Prague
January 11, 2030 - October 2, 2025
Alumnus, Google Indie Games Accelerator at Google Indie Games Accelerator
January 1, 2022 - October 2, 2025

Qualifications

Google Indie Games Accelerator - Alumnus (Top 30 indie developers)
January 1, 2022 - October 2, 2025
Google Indie Games Accelerator – Alumnus, Top 30 indie developers
January 1, 2022 - October 2, 2025

Industry Experience

Gaming, Media & Entertainment, Software & Internet