Suggested rewrite: Led a cross-functional initiative that improved [business outcome] by [measurable result], demonstrating experience relevant to this role...
Technical UI Designer
- Remote from
- Cyprus
- Salary
- Undisclosed
- Department
- Web, UI & UX Design
- Employment
- Full Time
- Experience
- Senior
- Published
- Apply before
- 10 Dec 2026
- Listing views
- 29
- Application actions
- 3
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About this role.
HyperHug is an international game development studio specializing in the shooter genre. Our main office is based in Cyprus, but our talented team works remotely from around the world. We’re developing Oxide: Survival Island, an immersive multiplayer survival shooter for mobile platforms, and we’re always looking for motivated individuals who want to grow with us, contribute their creativity, and help shape the future of our games.
We’re looking for a skilled Middle+/Senior Technical UI Designer to bring polished, intuitive game interfaces to life. You’ll turn design concepts and mockups into responsive, production-ready UI, creating scalable systems that look great, perform smoothly on mobile devices, and are easy for the development team to integrate and maintain.
What You’ll Be Doing:
Implement core and meta-game interfaces in Unity.
Build responsive screens that adapt correctly to different resolutions and aspect ratios.
Create and maintain a scalable UI architecture, including window structures, reusable components, UI kits, and prefabs.
Create UI animations using DOTween, Timeline, and custom animation solutions.
Set up and optimize UI effects using Unity’s Particle System.
Optimize UI performance for mobile devices, including draw calls, batching, and Canvas setup.
Work with text styles, materials, and localization.
Optimize textures, atlases, and import settings.
Create UI materials using Shader Graph and custom material setups.
Refactor, simplify, and systematize legacy UI.
Create and maintain UI documentation.
Write simple C# scripts when needed.
What We Expect From You:
3+ years of experience in a similar role.
Strong experience using AI tools to improve day-to-day workflows, create and integrate reusable UI components and event systems.
Strong hands-on expertise with Unity UI.
Solid understanding of UI performance optimization, especially for mobile devices.
Ability to work independently and propose practical solutions.
Strong attention to detail and a structured, systematic approach to work.
English – B1+ level, Russian – C1 level.
What We Offer:
Competitive salary.
Remote work format.
A passionate and supportive team that values creativity and ownership.
Opportunities for professional growth.
A culture built on initiative, transparency, and collaboration.
Annual salary information is not provided for this position. Explore salary ranges for similar roles in our Salary Directory ›
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Role DNA
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Pace & Pressure
4/5Autonomy Level
4/5Communication Load
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Core skills
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Sample interview questions
I would profile the screen first, then reduce unnecessary Canvas rebuilds, split static and dynamic Canvas elements where appropriate, minimize draw calls, use atlases, avoid expensive layout recalculations, and validate the result on target devices.
I use clear window and navigation structures, reusable prefabs, centralized style and component patterns, defined ownership for UI state, and documentation that explains setup and extension points. This makes new screens faster to build and safer to maintain.
I begin with anchored responsive layouts, appropriate Canvas Scaler settings, safe-area support, and flexible containers rather than fixed pixel positions. I then test representative aspect ratios and device classes early to catch layout edge cases.
I use DOTween for reusable code-driven UI transitions, Timeline for authored sequences that need visual coordination, and custom solutions when the interaction requires specialized state control or performance behavior not covered by the other tools.
I would audit dependencies, identify high-impact pain points, define component and naming standards, and migrate incrementally behind stable interfaces. I would test each replacement in production scenarios and document the new patterns for the team.
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