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Ramassés Romero

Ramassés Romero on Game UI, Stylized Interfaces, and Immersive UX – Interview

Ramassés Romero is a São Paulo-based UI artist and visual designer whose work blends game UI, handcrafted interface design, and strong artistic direction. With more than nine years of experience across casual games, gambling games, indie AA titles, ARPGs, and Web3 card games, he has built a design approach centered around expressive visuals and immersive user experiences. Known for his passion for stylized and handcrafted interfaces, Ramassés Romero continuously explores ways to bring stronger artistic identity into game UI while balancing functionality, feedback, and usability.

“Games and movies animation are the ones that inspire me, because of the creativity, stylization we usually see in such productions.”

Ramassés Romero
Ramassés Romero

Why did you decide to step into the design field? What inspires you and why?

When in high school, in my 8th grade, I was introduced to CGI classes, at that time, I had the opportunity to learn 3 and to go deeper in the many segments of Design. When in college, I could start Game design classes, which allowed me to know better about the many fields of design and helped to decide to choose the career path of Ui Designer, which led me to work with many companies through the years since my graduation.

It wasn’t a plan to work with games, but sparkled my interest a lot when studying in College. I always enjoyed video games, and used to play a lot when as a kid, but never thought I could work with that, until starting college. Games and movies animation are the ones that inspire me, because of the creativity, stylization we usually see in such productions. It is what sparkles my eyes and imagination in this field.

Ramassés Romero
Ramassés Romero

How do you measure the success of your design?

It is hard to say. I hate to articulate myself as perfectionist, but I’m always a bit worried if my decisions are the right way, if I’m good enough in my designs. That syndrome of impostor that constantly lives around us. rs. Despite such worries, I usually request feedback, try to talk with my team when developing new systems (designs) to understand if it is readable, and how easy it is to understand all the requirements the design requests. With that I can guarantee I’m going in the right direction and constantly refining the designs I’m working on.

What is your biggest challenge in the design creation process?

Well. The biggest is always in the beginning of the project. Trying to find a nice art direction, solve as many complexities as possible we usually face in the UX phase as everything is still cooking, we do not have proper answers or decisions to make in best practice. Though in the same time, is really great, as we can abuse of the creativity, experiment designs without much concerning at this stage, as at this phase, usually I’m just trying to get the mood of the designs, to see what can work well, before starting doing all the breakdown and translation for technical side to make it functional and as accessible as possible to the users.

Ramassés Romero
Ramassés Romero
Ramassés Romero

What principles do you follow when creating attention-grabbing design?

As working with games, the main focus is to bring designs that are immersive to the users. Designs that help to bring fun when interacting with it, but at same time that do not overload the user with information or make them tired when they need to iterate with the designs. Somehow that is the same way is something new and creative, but still feels familiar and comfortable regarding their background experience in similar designs.

What, in your opinion, is the future of design? Or the next big change?

Well, I see a lot of A.I use. Although we face a bit of controversy about its use and how it is integrated in the daily tasks, projects.. I see good things coming along with that. Of course, much has to be improved and better aligned, but eventually, and I hope, it will be more a side tool for designers. Helping us to speed up processes that nowadays require a lot of time, or even when we face such creativity blockouts. So I see this coming to help, since it doesn’t try to replace the fun work in developing designs, solving problems that still I understand, is only possible by a designer who cares about good usability and thinks in users first.

Key Facts

  • 9+ years in game UI/UX and visual design
  • Specialized in stylized game interfaces
  • Experience across ARPGs, indie AA, mobile, and Web3 games
  • Current UI Artist at Memory Ware
  • Works with Unity, Figma, Blender, Photoshop, and After Effects
  • Based in São Paulo, Brazil

About the Designer

Ramassés Romero is a São Paulo-based UI artist and visual designer specializing in UX/UI for games, with more than 9 years of experience in the game industry across casual games, indie AA projects, ARPGs, and Web3 titles.

His work is strongly focused on handcrafted and stylized interfaces, combining immersive visual identity with intuitive gameplay experiences. Working across UI art, UX systems, Unity implementation, motion graphics, and visual direction, he focuses on creating interfaces that feel integrated into the game world rather than separate functional layers.

Ramassés Romero currently works as a UI Artist at Memory Ware and also collaborates through YOU, DESIGN, while previously contributing to projects at The Bad Nomads. His portfolio includes projects such as Dino Quest 2, Turma do Chico Bento, and Dysrhythmia.

Alongside UI/UX, he also explores complementary disciplines including 3D assets, illustration, motion graphics, and Blender workflows, allowing him to adapt to different artistic styles and production needs.

His approach combines strong artistic personality, gameplay-focused usability, and immersive visual storytelling, creating interfaces that feel both functional and deeply connected to the player experience.

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