Vision sounding great but execution not matching it
Losing motivation due to rejections and doubt
Team feeling lost and burnt out
Hard time getting buy-in from investors or publishers
/The Offer
How I help you and your players
Audience definition & research
Workshops to further define who's the audience beyond just age and gender. Building personas based on real players and not only developer's assumptions.
Playtesting support
Mentoring through selecting player research methods and support in carrying out playtests and designing surveys.
UX, UI & game design consulting
UX & game design evaluation and consulting. Hands-on UI design support for layout and accessibility.
/The Value
What it means
✔ Making sure your game truly engages the players.
✔ Translating abstract vision into actionable tasks and bringing clarity to complex design decisions.
✔ Covering your blind spots that might sabotage your game.
✔ Supporting playtests to not miss valuable insights.
✔ Providing external perspective to untangle creative conflict in the team.
...
/About Me
Hi, I'm Justyna
I'm a UX and game designer based in Umeå, Sweden, with a strong background in interaction design backed by years spent inside startups and indie studios. I deeply care about games that offer players something beyond entertainment - empathy, new perspectives, meaning.
Here's what guides how I work.
I know a lot but I don't know everything. I'd rather test an assumption and be proven wrong early than protect an idea that isn't serving the player.
I'll include you in the process so you can learn alongside me, instead of delovering a black-box solution.
Years of studies, problem-solving, and pattern-recognition mean I rarely start from zero - but I never force a textbook solution onto a problem it wasn't built for.
Background in computer science, graphic design and user research, mixed with work experience in game design and owning the game vision allows me to quickly identify the right solution for you.
I know you don't have time, and the build has to be ready in a few weeks. I'll propose solutions that can make big impact with minimum implementation time.
Games can leave lasting impressions on us - happiness, sadness, joyful cheesiness, nostalgia. I want people to feel seen. And sometimes cast a light on unique stories we have not lived yet in our lives but other people have.
Devil May Cry 3 taught me that an emotional story of a family drama can be paired with the most ridiculous stunts.
/Testimonials
Others say that...
Justyna continuously turned abstract game visions into tangible prototypes and helped the whole team to reach ambitious goals.
Tim
Product Owner, Mindforce Game Lab
Justyna has a real talent for digging deep into research, getting to the core of problems, and helping the team uncover solutions that truly make a difference.
Dave
COO, Kinda Brave
From UI looks and placement, to player guidance, controls and interface, Justyna's work literally enabled us to improve our game greatly in a matter of weeks, with dozens of elements fixed based on her feedback.
Cruz
Creative Director, Ember Trail
Justyna came onto the project as a talented graphic artist. As she picked up more game design responsibilities, restructured the game, efficiently integrating new fun puzzles while maintaining the workflow for other departments.
Zoe
Art Director, freelance
Justyna guided and ran several playtests, carefully compiling data from each session and delivering invaluable insights. Her input helped us speed up production and refine our design approach.