User Interface Artist
Match_Hunters_logo.png

MATCH HUNTERS | Voodoo

UI/UX design for Angry Birds 2 in Rovio Stockholm

 UI - UX

MATCH HUNTERS

by VOODOO - BARCELONA

Role: Lead UI/UX Artist
Company: Voodoo
Genre: Match-3 / Casual Mobile

At Voodoo, I led the UI/UX vision for Match Hunters, a new match-3 title built from the ground up with a strong focus on clarity, engagement, and scalable production workflows.

Our ambition was to push the genre beyond its traditional boundaries by reimagining match-3 as a casual dungeon crawler. The experience blends a highly polished core puzzle loop with elements of exploration, treasure looting, and light questing. Encounters with quirky enemies unfold directly on the board, introducing moments of tension, surprise, and strategic variation within the familiar match-3 gameplay.

This hybrid approach required crafting an interface that could seamlessly support both the readability of a classic match-3 and the richness of a progression-driven adventure, without overwhelming the player.


Building the Foundations

One of my core responsibilities was establishing the UI/UX pipeline and ways of working for a brand-new team. This included defining a structured process that ensured consistency and speed across development:

  • Collaborative ideation sessions with game designers

  • End-to-end Figma flows and wireframing

  • Iterative design loops based on team and player feedback

  • Close collaboration with developers for Unity implementation

  • Continuous playtesting and UX validation


Crafting the Player Experience

I focused on designing a UI that feels intuitive, rewarding, and aligned with modern casual market expectations. The goal was to create a seamless experience where players can easily understand progression, goals, and rewards without friction.

  • Defining the overall UI style and usability principles

  • Designing core gameplay HUD and meta systems

  • Creating clear and satisfying feedback loops for player actions

  • Ensuring accessibility and readability across all player segments


Team Growth & Collaboration

I played a key role in building and mentoring the new UI/UX team members. I worked closely with designers of different backgrounds (including tech art and game design), helping them align with product goals and grow their skill sets.

  • Conducting UI/UX reviews and feedback sessions

  • Supporting hiring and interviewing processes

  • Bridging communication between design, art, and engineering


TOOLS & SKILLS

Figma, Unity, UI Systems Design, UX Strategy, Team Leadership, Prototyping, Player-Centric Design

Below is an overview of selected UI/UX explorations:

 

© 2026 Victor Mora