Portfolio

Thomas Heim // UX UI Designer

Thomas Heim Rojas

thomasheimrojas@gmail.com

About me

As a designer, I am passionate about making games as I believe they represent the purest form of experience design. The fine-tuning required in every detail of a game is essential in delivering an enjoyable and entertaining experience.

I completed my BA degree in Integral Design at the University of Valparaiso in Chile and later specialized in UX/UI Design through the Talento Digital program sponsored by Sence and Desafio Latam academy. Even before starting my professional journey, I knew I wanted to work in the videogame industry, so I acquired many skills and knowledge as a self-taught professional in game design and UX/UI design. This experience helped me not only to secure my current position but also to become a self-sufficient, proactive, organized, and thorough professional capable of adapting to different work environments. Therefore, I highly value places where I can be in a constant state of learning, looking for different challenges and more ways to grow as a professional.

Experience

UX/UI Lead at Entropy Unit

January 2024 - Current

• Vow of Nazca is an independent project made in collaboration with peers i've met alongside my journey in the industry.

• As the lead on the project, i work on every aspect of the user experience and interface, including conceptualization, architecture, visual design and implementation into Unreal Engine.

UX/UI Designer at Joyride Games

June 2023 - April 2024

• Worked in the redesign of the ui for their flagship franchise, Super Champs Racket Rampage.

• Updated various existing designs and layouts for various screens with the help of the art and design teams.

• Created and strucutred the FTUE flows for new player experience as well as new game features.

UX/UI Designer at Seismic Squirrel

October 2022 - December 2023

• UX/UI Designer for their upcoming project "Aether&Iron"

• Worked on the UX and UI design of multiple iterations of the project, iterating and refining based on user feedback.

• Designed documentation for various aspects of the project, including product fit, target demographics, heuristics, and core UX principles.

• Conducted both internal playtests and user research surveys to inform design decisions.

• Designed user flows and the overall information architecture of the game, ensuring a cohesive and intuitive user experience.

• Conducted experience research on multiple aspects and features of the project to ensure that the design met the needs and expectations of users.

• Designed the UI for multiple screens, starting from wireframe designs and iterating up to final implementation in Unity.

• Collaborated with the game designer to create new features for the game, ensuring they were designed with the user's needs in mind.

• Designed and updated the UX and UI style guides of the project, ensuring consistency and coherence throughout the game.

As the sole UX/UI Designer at Seismic Squirrel, I oversaw the entire user experience for their upcoming game. Working alongside experienced professionals challenged me to become a proactive and independent UX/UI Designer. I collaborated with other departments and provided UX support throughout the development cycle. This experience helped me gain valuable skills and a deeper understanding of the design process.

UX/UI Designer at Osmo Chile

November 2020 - September 2022

• UX/UI Designer and artist for Squiggle Magic special content

• UX/UI Designer and artist for Math wizard and the Fantastic Foodtruck

• UI artist for Little Genius Kit ABC's special content

• UX/UI Designer and artist for Genius Tangram redesign

As a UX/UI Designer at Osmo, I developed gamified learning experiences for children, collaborating with cross-functional teams to optimize learning outcomes and user engagement. I overcame challenges posed by our young target audience and innovative technology, leading the development of two top-performing games as measured by NPS. My experience at Osmo honed my skills in STEAM product development, and I am excited to apply my innovative ideas in my next role.

Game designer and Graphic designer at Niebla Games

May 2016 - August 2016

• Game designer for Causa: Voices of the dusk initial prototypes

• Graphic designer for Careta: un juego de sumas, restas y artimañas board game

As a graphic designer at Niebla Games, I helped design the company's first tabletop game by creating visually engaging graphics, including logos, character designs, and packaging. I collaborated with game designers, artists, and production teams to ensure the final product met quality standards. This experience allowed me to develop my skills in a fast-paced environment and find creative solutions to design challenges. I am proud to have contributed to the game's success and excited to use my skills in future roles.

Game designer and UI Artist at IDK Games

January 2015 - July 2017

• UI Designer and Game Designer for Barbacteria's Oddysey

As an indie game developer, I gained valuable experience in game development, working on all aspects of the process from concept to design to programming. Despite limited resources and support, I learned to manage my time and resources effectively, prioritize tasks, and make difficult decisions. This experience provided a solid foundation for my future career in the video game industry, honing my skills in programming, game design, and project management.

Education

Desafio latam

February 2020 - June 2020

Talento Digial program sponsored by Sence

Scolarship winner

University of Valparaíso

2013 - 2019

BA in Design

Academic Excellence Award

Best of Generation Award