UI/UX | Environmental | Narrative
Designer

Hi! My name is Nataliia! I’m a game designer from Russia studying Creative Media & Game Technologies.

Creative industry is my passion and I’m motivated to show my work to the world. I am interested in studying the impact of games on modern society and its culture. I specialize in UI/UX design, level design, and environmental design.

Download my CV to see my abilities!

My Projects

Weaving Factory (2025)

NARRATIVE
VR
TEAM PROJECT
Overview:
"Dive into the immersive atmosphere of a loud and dusty weaving factory. Take on the role of an explorer and experience the live of 1920-1930 worker."

The Enschede Weaving Factory project was commissioned to Saxion by De Museumfabriek, located in Enschede and participated in IMT&S module. Initially, the project consisted of animated weaving machines, with minimal focus on historical accuracy. The task was to create a VR experience that would immerse museum visitors in a 1920s - 1930s weaving factory. Together with 9 other students, we created a live scene of this setting using Unreal Engine 5, Xsens motion capture suits, and other tools to deliver the most realistic and historically accurate experience possible.
About the project:
In this VR experience, users would wear a headset, which features a teleportation system activated by focusing on a point for 2-3 seconds. As users explore the factory, they would encounter workers, whose idle movements were captured using motion capture suits. Each worker maintains four weaving machines. The factory's atmosphere, enhanced with volumetric fog, dust particles, limited lighting, and loud machinery sounds, recreates the harsh working conditions.
Initially, the team planned to create a VR live scene with triggerable "microstories" that would play when users approached certain workers. These 20-40 second snippets would depict the workers' daily lives and feature the unique sign language they had invented for communication. Unfortunately, due to the scope change of the project, these microstories were not included in the final product.
My contribution to the project:
During this project, I was responsible for narrative design. Together with other two designers, I studied the sign language of factory workers, learned the conditions that they worked in, and based on that created micro stories depicting their day-to-day lives. The goal of these micro stries was to teach museum visitors the factory sign language through workers’ interactions. My task was to feature at least 3 gestures within each story. Overall, we wrote 10 micro stories and recorded 4 using the Xsens Link motion capture suit. Each recorded micro story consisted of 2 versions: “subtle”and “expressive”, these versions were prepared for further AB tests. While acting, I paid great attention to the accuracy of exhausted workers’ movements,depicting the harsh conditions of their jobs. Additionally, we recorded 11 idle animations for workers and I partly took responsibility for cleaning the animation tweaks. This experience helped me understand how to integrate motion capture recordings into Unreal Engine 5.
Even though the micro stories were removed from the project due to the scope change, we performed the AB testing to define which version (subtle or expressive) provided the best experience for museum visitors. The expressive versions had grander movements that were easier to read, however lacked the realistic restriction of exhausted and pressured workers. Testing revealed that the expressive versions performed better, as most testers found the gestures in the subtle version difficult to read and struggled to understand workers’ emotions.

A short video demonstration of a micro story recorded with motion capture.

The Sorrow King's Castle (2024)

NARRATIVE
LEVEL DESIGN
UI/UX
GAME JAM
Overview:
"Explore the deadly castle of the Forgotten King. Take on the role of an explorer or a navigator together with a friend and retrieve the three treasures held by this haunted building."
This game was made in 3 days by a team of 6 for the CMGT Festival Game Jam 1 (24/25), it is an adventure game requiring communication. This game is designed to be played together as it strongly relies on teamwork and communication, where the first player is the Explorer of the mysterious castle and the other is the Navigator, who knows its every single corner. Even if it offers fun for two, you can play solo if you want to take on the mysterious castle alone!
You can check the game out on itch.io!
My contribution to the project:
As one of two designers on the team I was responsible for the narrative and level design, UI/UX, and 2D illustrations. In the brainstorming phase, me and my fellow designer pitched the idea of a castle with a haunted king and this short ghost story matched with the Game Jam Theme though the game stayed relatively short. Me and one of our engineers worked in collaboration to design the game’s map, based on it we created the level. All hallways and rooms were carefully tested and adjusted to hit the ideal difficulty. After each testing session we added adjustments to the game and the map, ensuring smooth game experience. After the finalizing the layout, I designed an easy-to-follow map that featured recognizable symbols for both the explorer and navigator. As the level design was done, I moved to 2D illustrations, that spiced the game art style and decorated the itch.io page.

"Fight of Lotus" OST (2024)

COMPOSER
TEAM PROJECT
Overview:
With a team of 6 people I was working on a combat magic game, my responsibility in the team was to create an epic Asian-based soundtrack that would fit the fighting scene. "Fight of Lotus" was made with Ableton Live 11 and was my first experience in composing, yet successful. To create a suitable theme, I had to analyze various Chinese and Japanese compositions as well as take inspiration from more western composers like Hans Zimmer (author of Kung Fu Panda score album) and Jeremy Zuckerman (author of Avatar: The Last Airbender album). By exploring both traditional and modern styles I've managed to create my own concept, which stays appealing to the gaming industry and keeps the charm of Asian music.
About the project:
The OST drew inspiration from Japanese Taiko drum performances, as its rhythmic beat effectively represents themes of battle. A Chinese plucked zither called Guzheng was chosen as the main instrument and provided the OST with memorable leitmotif.
To implement the OST into Unreal Engine, I  explored FMOD, I gained knowledge in branching, transitioning, layering and reverbing within the program. Once the OST was fully interactive, I integrated it to an Unreal Engine 5 and built a demonstration scene.

Pando - CVS-Gaming (2024)

UX DESIGN
INTERNSHIP
Overview:
During this internship I performed as a UX Designer had the opportunity to contribute to Pando’s development, focusing on innovative ways to enhance user engagement. I was given the responsibility to research market trends and the needs of our target audience, which allowed me to take an active role in shaping the direction of Pando’s development. My work involved brainstorming interactive features like mini-games, improving UI experience and exploring new monetization models, which helped me develop and provide practical solutions that aligned with user needs and company goals.This experience rapidly improved my understanding of user-centered design and enhanced my skills in communication and collaboration, adaptability, and strategic decision-making for product development.
While designing 3 mini-game concepts, I researched similar games to understand their mechanics and challenges, focusing on clear visuals and smooth gameplay that would fit Twitch platform. Each game works as an activity to build an engaged community among stream viewers. To clearly deliver my ideas to my collegues I documented the detailed design for each game, outlining mechanics, UI, and user interaction, and then delivered as finalized user requirements to the team.
About UI:
The project aimed to introduce new customization features in Pando that were previously unavailable to users. My responsibility was to utilize the existing Customize menu and develop new features by writing clear user requirements and Figma guidelines. The final design for Pando's background feature provides an easy-to-navigate customization option for streamers' virtual pets. I offered the team clear UI instructions to ensure a straightforward and transparent user experience and shared new ideas on how to integrate this feature into the new monetization model.
About Monetization models:
Based on the company’s requirements, I have researched potential monetization models that would be suitable, focusing on freemium and paywall strategies. After pitching the idea and getting company's approval I was able to move onto monetization system design. I conducted research on what would be the best balance between paid and free content. Next, following the same path as in my previous tasks within company, I offered the team clear UI instructions to provide them with a straightforward and transparent user experience. Nowadays, Pando successfully uses this subscription system.

Next Door Help (2023)

UI/UX
INDIVIDUAL PROJECT
App overview:
This app is a prototype of system that helps students borrow/lend things from each other. The idea was to create an app that allows transactions at the smallest of scales, such as a “spoon of sugar” or “some flour”. It has no money  for which a "quid pro quo" or an “I owe you” system would work well. This concept allows students to post their requests on online platform. The user can get credits for borrowing and lending items and that's what makes them a reliable user. The prototype was made in Figma and had two iterations. Each version was tested among 12 people (6 testers for each). By using this A/B testing method I was able to choose the best version and then polish it to the best. This project was mostly aimed to analyze users experience, yet, it greatly improved my UI designing skills.
You can view the full prototype by clicking this Link.

Sky: CoTL Village (2023)

3D MODELLING
PROCEDURAL ART
INDIVIDUAL PROJECT
Overview:
On 2nd year of my study I learned logic behind procedural generations and went through the process of creating one myself.  The task was to pick a city or a village from existing game and recreate it. I chose a small village from "Sky: Children of the Light" by That Game Company. To recreate the village, I learned the style of buildings and generation patterns like golden peaks on tall buildings or number of windows on short ones. The models were made in Maya and worked as blocks that could be stacked on each other, textures were made in Substance 3D Designer and the whole scene was arranged in Unity project. While buildings were placed manually, the design of them could be changed procedurally with the inspector. As a nice addition, during this project I learned how to use terrain in Unity and used it to create better immersion.

Baba-Yaga Hut (2022)

3D MODELLING
INDIVIDUAL PROJECT
Overview:
While 1st year of my study in Saxion I introduced myself to Autodesk Maya. The objective was to create a tree house - a combination of organic and "man-made" structures. While brainstorming for some good inspirations, I've stumbled upon recreating a creature from Slavic folklore - Baba-Yaga hut. This figure is often described as a small, wooden house perched on giant chicken legs. Following the assignment I turned tree house branches into chicken legs that imitate the organic shape. The model was highly inspired by swamp theme as it is a natural habitat of this creature. To bring more character to this model, I raised one of the chicken legs and gave it slight tilt forwards to show how heavy the house structure is. Once the model was done and UV unwrapped, it manually textured in Substance 3D Painter.
Check out my Baba-Yaga Hut model on SketchFab!

Spider Collider (2022)

UI/UX
LEVEL DESIGN
TEAM PROJECT
Overview:
"Spider Collider" is a family-friendly physics-based puzzle game inspired by games like "Cut the rope" or "World of Goo". Play as a spider, collect flies and avoid obstacles to get back to your pretty girlfriend!"

The game allows the player to attach and detach themselves from connection points spread throughout the levels. With a limited amount of legs, the player has to be careful where they swing and think strategically before they make a move.This game was made by the team of 7 students and won the prize of "The best puzzle-based game 2022".
Check out the game on itch.io!
My contribution to the project:
As a designer I was performing as a UI developer, level designer and artist coordinator. My job was to create info-graphics and UI elements for the game and create challenging levels. With my fellow designer I created multiple levels that introduced the player to the game and taught them how to progress.
During this project I've learned how crucial clear infographics and UI design are in enhancing the player’s experience. Initially, I focused on aesthetics and functionality individually. However, after observing our testers struggle with spider legs' functionality, I dived into improving my clarity in UI. I also learned that effective and transparent infographics are used to transform complex data into accessible, intuitive visuals. This project improved my approach, making me prioritize player-centric designs.
After the game was done, I wasn't satisfied with the game menu I made for this project. The basic functional was there, but I made crucial mistakes in asset import, logic behind the script. I've decided to improve my skills in UI as well as learn how to build UI within Unity engine. In the process, I learned 2D UI and 3D UI in Unity. The final results can be seen in a video below.Another nice skill that I learned during this UI improvement is to how to implement and edit sound in Unity.

Enschede Weaving Factory (2025)

NARRATIVE
VR
Overview:
"Dive into the immersive atmosphere of a loud and dusty weaving factory. Take on the role of an explorer and experience the live of 1920-1930 worker."

The Enschede Weaving Factory project was commissioned to Saxion by De Museumfabriek, located in Enschede and participated in IMT&S module. Initially, the project consisted of animated weaving machines, with minimal focus on historical accuracy. The task was to create a VR experience that would immerse museum visitors in a 1920s - 1930s weaving factory. Together with 9 other students, we created a live scene of this setting using Unreal Engine 5, Xsens motion capture suits, and other tools to deliver the most realistic and historically accurate experience possible.
About the project:
In this VR experience, users would wear a headset, which features a teleportation system activated by focusing on a point for 2-3 seconds. As users explore the factory, they would encounter workers, whose idle movements were captured using motion capture suits. Each worker maintains four weaving machines. The factory's atmosphere, enhanced with volumetric fog, dust particles, limited lighting, and loud machinery sounds, recreates the harsh working conditions.
Initially, the team planned to create a VR live scene with triggerable "microstories" that would play when users approached certain workers. These 20-40 second snippets would depict the workers' daily lives and feature the unique sign language they had invented for communication. Unfortunately, due to the scope change of the project, these microstories were not included in the final product.
My contribution to the project:
During this project, I was responsible for narrative design. Together with other two designers, I studied the sign language of factory workers, learned the conditions that they worked in, and based on that created micro stories depicting their day-to-day lives. The goal of these micro stories was to teach museum visitors the factory sign language through workers’ interactions. My task was to feature at least 3 gestures within each story. Overall, we wrote 10 micro stories and recorded 4 using the Xsens Link motion capture suit. Each recorded micro story consisted of 2 versions: “subtle”and “expressive”, these versions were prepared for further AB tests. While acting, I paid great attention to the accuracy of exhausted workers’ movements,depicting the harsh conditions of their jobs. Additionally, we recorded 11 idle animations for workers and I partly took responsibility for cleaning the animation tweaks. This experience helped me understand how to integrate motion capture recordings into Unreal Engine 5. Even though the micro stories were removed from the project due to the scope change, we performed the AB testing to define which version (subtle or expressive) provided the best experience for museum visitors. The expressive versions had grander movements that were easier to read, however lacked the realistic restriction of exhausted and pressured workers. Testing revealed that the expressive versions performed better, as most testers found the gestures in the subtle version difficult to read and struggled to understand workers’ emotions.

The Sorrow King's Castle
(2024)

NARRATIVE
LEVEL DESIGN
UI/UX
Overview:
"Explore the deadly castle of the Forgotten King. Take on the role of an explorer or a navigator together with a friend and retrieve the three treasures held by this haunted building."

This game was made in 3 days by a team of 6 for the CMGT Festival Game Jam 1 (24/25), it is an adventure game requiring communication. This game is designed to be played together as it strongly relies on teamwork and communication, where the first player is the Explorer of the mysterious castle and the other is the Navigator, who knows its every single corner. Even if it offers fun for two, you can play solo if you want to take on the mysterious castle alone!

You can check the game out on itch.io!
My contribution to the project:
As one of two designers on the team I was responsible for the narrative and level design, UI/UX, and 2D illustrations. In the brainstorming phase, me and my fellow designer pitched the idea of a castle with a haunted king and this short ghost story matched with the Game Jam Theme though the game stayed relatively short. Me and one of our engineers worked in collaboration to design the game’s map, based on it we created the level. All hallways and rooms were carefully tested and adjusted to hit the ideal difficulty. After each testing session we added adjustments to the game and the map, ensuring smooth game experience. After the finalizing the layout, I designed an easy-to-follow map that featured recognizable symbols for both the explorer and navigator. As the level design was done, I moved to 2D illustrations, that spiced the game art style and decorated the itch.io page.

"Fight of Lotus" OST (2024)

COMPOSER
Overview:
With a team of 6 people I was working on a combat magic game, my responsibility in the team was to create an epic Asian-based soundtrack that would fit the fighting scene. "Fight of Lotus" was made with Ableton Live 11 and was my first experience in composing, yet successful. To create a suitable theme, I had to analyze various Chinese and Japanese compositions as well as take inspiration from more western composers like Hans Zimmer (author of Kung Fu Panda score album) and Jeremy Zuckerman (author of Avatar: The Last Airbender album). By exploring both traditional and modern styles I've managed to create my own concept, which stays appealing to the gaming industry and keeps the charm of Asian music.
About the project:
The OST drew inspiration from Japanese Taiko drum performances, as its rhythmic beat effectively represents themes of battle. A Chinese plucked zither called Guzheng was chosen as the main instrument and provided the OST with memorable leitmotif.To implement the OST into Unreal Engine, I  explored FMOD, I gained knowledge in branching, transitioning, layering and reverbing within the program. Once the OST was fully interactive, I integrated it to an Unreal Engine 5 and built a demonstration scene.

Pando - CVS-Gaming (2024)

INTERNSHIP
UX DESIGN
Overview:
During this internship I performed as a UX Designer had the opportunity to contribute to Pando’s development, focusing on innovative ways to enhance user engagement. I was given the responsibility to research market trends and the needs of our target audience, which allowed me to take an active role in shaping the direction of Pando’s development. My work involved brainstorming interactive features like mini-games, improving UI experience and exploring new monetization models, which helped me develop and provide practical solutions that aligned with user needs and company goals.This experience rapidly improved my understanding of user-centered design and enhanced my skills in communication and collaboration, adaptability, and strategic decision-making for product development.
While designing 3 mini-game concepts, I researched similar games to understand their mechanics and challenges, focusing on clear visuals and smooth gameplay that would fit Twitch platform. Each game works as an activity to build an engaged community among stream viewers. To clearly deliver my ideas to my colleagues I documented the detailed design for each game, outlining mechanics, UI, and user interaction, and then delivered as finalized user requirements to the team.
About UI:
The project aimed to introduce new customization features in Pando that were previously unavailable to users. My responsibility was to utilize the existing Customize menu and develop new features by writing clear user requirements and Figma guidelines. The final design for Pando's background feature provides an easy-to-navigate customization option for streamers' virtual pets. I offered the team clear UI instructions to ensure a straightforward and transparent user experience and shared new ideas on how to integrate this feature into the new monetization model.
About Monetization models:
Based on the company’s requirements, I have researched potential monetization models that would be suitable, focusing on freemium and paywall strategies. After pitching the idea and getting company's approval I was able to move onto monetization system design. I conducted research on what would be the best balance between paid and free content. Next, following the same path as in my previous tasks within company, I offered the team clear UI instructions to provide them with a straightforward and transparent user experience. Nowadays, Pando successfully uses this subscription system.

Next Door Help (2023)

UI/UX
App overview:
This app is a prototype of system that helps students borrow/lend things from each other. The idea was to create an app that allows transactions at the smallest of scales, such as a “spoon of sugar” or “some flour”. It has no money  for which a "quid pro quo" or an “I owe you” system would work well. This concept allows students to post their requests on online platform. The user can get credits for borrowing and lending items and that's what makes them a reliable user. The prototype was made in Figma and had two iterations. Each version was tested among 12 people (6 testers for each). By using this A/B testing method I was able to choose the best version and then polish it to the best. This project was mostly aimed to analyze users experience, yet, it greatly improved my UI designing skills.

You can view the full prototype by clicking this Link.

Sky: CoTL Village (2023)

3D MODELLING
PROCEDURAL ART
Overview:
On 2nd year of my study I learned logic behind procedural generations and went through the process of creating one myself.  The task was to pick a city or a village from existing game and recreate it. I chose a small village from "Sky: Children of the Light" by That Game Company. To recreate the village, I learned the style of buildings and generation patterns like golden peaks on tall buildings or number of windows on short ones. The models were made in Maya and worked as blocks that could be stacked on each other, textures were made in Substance 3D Designer and the whole scene was arranged in Unity project. While buildings were placed manually, the design of them could be changed procedurally with the inspector. As a nice addition, during this project I learned how to use terrain in Unity and used it to create better immersion.

Baba-Yaga Hut (2022)

3D MODELLING
Overview:
While 1st year of my study in Saxion I introduced myself to Autodesk Maya. The objective was to create a tree house - a combination of organic and "man-made" structures. While brainstorming for some good inspirations, I've stumbled upon recreating a creature from Slavic folklore - Baba-Yaga hut. This figure is often described as a small, wooden house perched on giant chicken legs. Following the assignment I turned tree house branches into chicken legs that imitate the organic shape. The model was highly inspired by swamp theme as it is a natural habitat of this creature. To bring more character to this model, I raised one of the chicken legs and gave it slight tilt forwards to show how heavy the house structure is. Once the model was done and UV unwrapped, it manually textured in Substance 3D Painter.

Check out my Baba-Yaga Hut model on SketchFab!

Spider Collider (2022)

UI/UX
LEVEL DESIGN
Overview:
"Spider Collider" is a family-friendly physics-based puzzle game inspired by games like "Cut the rope" or "World of Goo". Play as a spider, collect flies and avoid obstacles to get back to your pretty girlfriend!"

The game allows the player to attach and detach themselves from connection points spread throughout the levels. With a limited amount of legs, the player has to be careful where they swing and think strategically before they make a move.This game was made by the team of 7 students and won the prize of "The best puzzle-based game 2022".
Check out the game on itch.io!
My contribution to the project:
As a designer I was performing as a UI developer, level designer and artist coordinator. My job was to create info-graphics and UI elements for the game and create challenging levels. With my fellow designer I created multiple levels that introduced the player to the game and taught them how to progress.During this project I've learned how crucial clear infographics and UI design are in enhancing the player’s experience. Initially, I focused on aesthetics and functionality individually. However, after observing our testers struggle with spider legs' functionality, I dived into improving my clarity in UI. I also learned that effective and transparent infographics are used to transform complex data into accessible, intuitive visuals. This project improved my approach, making me prioritize player-centric designs.
After the game was done, I wasn't satisfied with the game menu I made for this project. The basic functional was there, but I made crucial mistakes in asset import, logic behind the script. I've decided to improve my skills in UI as well as learn how to build UI within Unity engine. In the process, I learned 2D UI and 3D UI in Unity. The final results can be seen in a video below.Another nice skill that I learned during this UI improvement is to how to implement and edit sound in Unity.
Enschede Weaving Factory

Enschede Weaving Factory

VR live scene of a 1920s/30s weaving factory

The Sorrow King's Castle

First-person co-op Game Jam Project

Fight of Lotus

Original Soundtrack for a team project

Pando the Virtual Pet

Internship at CVS-Gaming

Next Door Help

UI/ UX Advanced project
Little Way
Home

Little Way Home

2.5D Platformer for children

Sky: COTL Village

Procedural Art project

Battle Tower

2D Arcade game

Baba-Yaga Hut

Dive into 3D

Spider Collider

2D Puzzle game
Want to get in touch?

Please contact me through LinkedIn, Email, or by filling the form below!
Looking forward to work with you :)

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