About

Hi, I’m
Manuella.

I’m a game UX/UI designer from Rio de Janeiro, with roots in product design and 3D. I’ve built a B2B platform from scratch, modeled props for games on Steam, and implemented game interfaces straight in the engine.

Most recently, at ARVORE Immersive Experiences, I worked on UX/UI strategy and design for a mobile game under NDA, from wireframes and prototypes to the UI style guide, QA rounds and implementation in engine.

At Bellona Studio, I worked as a 3D environment artist on games and animation: 5 environments and 250+ modular props for Skroyder Rumble, on Steam, and sets for Joy Joy World, alongside concept artists, riggers and animators. Earlier, I spent four years at Whats designing conversational products for brands like L’Oréal and Coca-Cola, and leading Zapper from zero to launch for clients like GSK, Servier and Eurofarma.

I bring in AI where it helps: to structure, to speed things up and to test ideas early. The creative decisions stay mine.

TL;DR.

Career
4+ years in digital product design · 4 years in 3D production for games and animation
Based in
Rio de Janeiro, Brazil
Experience
Mobile games, B2B SaaS, conversational products, 3D for games and animation
Skillset
Game UX/UI, UX research, design systems, visual design, 3D props & environments, AI-assisted workflows
Tools
Figma, Photoshop, Illustrator, Unity, Blender, Substance Painter, Claude, ChatGPT
Education
Industrial Design, PUC-Rio · Postgrad in Game Development, IBMR · Postgrad in User Experience and Beyond, PUCRS (ongoing)
Languages
Portuguese (native), English (advanced, EF SET C1)

Where I’ve worked.

  1. Game UX/UI Designer ARVORE Immersive Experiences 2026
  2. 3D Environment Artist Bellona Studio 2022–2026
  3. Product Designer Whats · Zapper 2020–2022
  4. UX/UI Designer (Intern) Whats 2018–2020
Resume

Designing with AI.

  1. 01

    Design systems

    On a recent mobile game, I built a design system using AI as a central tool for structuring and documentation, keeping it consistent and scalable.

  2. 02

    Playable prototypes

    Every game in the Mini Game Series starts as a rough build Claude codes from my rules, so I can test flow and pacing before drawing anything.

  3. 03

    My own tools

    Custom Figma plugins for my own workflow: I define what each one should do, and AI agents write them.

  4. 04

    Built with AI

    I design the layout, interactions and visual direction, then build them with AI-assisted coding. This portfolio is one example: designed by me, coded with AI.

What I bring.

Off the clock.

Playing since before my first console, a Super Mega Drive 3. Happily outnumbered by two cats.

Games that shaped me

Sonic the Hedgehog1991 · Mega Drive Crash Bandicoot N. Sane Trilogy2018 · PC Spyro Reignited Trilogy2019 · PC World of Illusion1992 · Mega Drive God of War II2007 · PS2 The Sims 22005 · PS2 Tibia1997 · PC Naruto Shippuden: Ultimate Ninja 52007 · PS2 Pokémon Emerald2004 · Game Boy Advance League of Legends2009 · PC and many more.

Your doubts, cleared.

Are you open to remote or hybrid?
Both work for me. I’ve been working remotely for the past six years, so staying close to a team from a distance, with clear async communication and regular check-ins, is second nature by now. Hybrid works too, and I’d enjoy some time in the same room as teammates again.
Are you open to relocating?
Yes. For now I’m mainly looking within Brazil, and I’d happily move to São Paulo or another city for the right role. I’m also open to opportunities abroad: I speak native Portuguese and advanced English (EF SET C1).
What about freelance or contract work?
Yes, both. Game UX/UI and product design are where I can help the most, followed by 3D props and environments, and visual identity for products and games. Short projects or longer contracts, either works.
How do you work with developers?
As collaboratively as I can. I bring developers in early to check whether ideas are technically feasible, stay available for questions during implementation, and keep files and documentation easy to navigate. I’m comfortable with Git and have implemented UI directly in engine myself, so I know what the handoff looks like from both sides.

Open to new opportunities

Let’s make it work
in a game, on mobile, on the web, in 3D.

Have a game, a product, or something in between?
I’d love to hear about it.