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Available for work

RAZEDZN · Stoney Creek, Ontario


Yash Pathak, UI/UX and product designerYash PathakUI/UX and product designer

Interfaces built to be programmed, not just to look right.

Seven years of game UI for Roblox studios and product work for teams shipping to real users. Every file hands off as components your engineers can build from on day one.

Shells — heads-up display

ShellsGame UI, Modern, 2026


7+
Years designing interfaces
100+
Commissions delivered
Billions
Cumulative audience reached

32 shipped interfaces · Hover to hold

Browse everything

Every project looks like the game it belongs to, not like me.

Six art directions. The same structure, hierarchy and handoff discipline underneath every one of them.


I don’t have one style. I have one standard.


Yash Pathak, UI/UX and product designer

Yash Pathak · Stoney Creek, Ontario

I started designing interfaces because I wanted the games I played to feel better to use. Seven years later that is still the job: make it legible, make it feel right under the thumb, and make it survive contact with a real codebase.

Most of my work is game UI for Roblox studios — HUDs, inventories, shops, progression systems. The rest is product: SaaS interfaces, design systems, dashboards. Computer Science at McMaster is the other half of it, and it is why my files hand off without a rebuild.

What I get hired to do

Two practices that keep sharpening each other. Games taught me hierarchy under pressure; product taught me to make it hold up at scale.


Game interfaces

  • HUD and heads-up systems
  • Inventories and item grids
  • Shops and monetisation flows
  • Progression and quest systems
  • Menus, lobbies and settings
  • Onboarding and first-session flow

Product and web

  • SaaS product interfaces
  • Dashboards and data density
  • Mobile and responsive systems
  • Marketing and studio sites
  • Information architecture
  • Interaction design

Systems and direction

  • Design systems and tokens
  • Component libraries built for handoff
  • Art direction and visual language
  • Iconography and asset systems
  • Engineering handoff specs
  • Creative direction

Five stages, five gates

Nothing moves to the next stage until the current one passes. It is written down so no part of it gets re-decided mid-project.


  1. 01

    Intake

    You fill in a short brief: screens needed, style direction, deadline, budget. Scope and price are agreed in writing before anything is drawn.

    GateForm returned and scope agreed

  2. 02

    Spec

    I turn the brief into a screen list and a style direction, and pull the style DNA from your existing art. You approve both before any pixels.

    GateScreen list and direction signed off

  3. 03

    Build

    Tokens, then components, then screens — never the reverse. Every screen is built from component instances, so nothing is a one-off node your dev has to untangle.

    Gate100% component instances, zero one-offs

  4. 04

    Iterate

    Three rounds of feedback, batched and written down. Every defect gets a rule and a check so it cannot happen on a second screen.

    GateRound three signed off

  5. 05

    Handoff

    The file is audited and imported straight into Studio: PascalCase names, icons tagged at the container, bars with a drivable fill, every clickable a button with hover and pressed layers.

    GateImport audit reports zero violations

What it costs

Fixed scope, fixed price, agreed before anything is drawn. Larger titles are quoted from the screen list.


Single frame

[ADD PRICE]per screen

One screen, built as components and exported ready to import. Best for filling a gap in an existing interface.

  • One screen
  • Component set for that screen
  • Two revision rounds
  • Studio-ready export

Screen pack

Most booked

[ADD PRICE]5–10 screens

A connected set — shop, inventory, settings — sharing one component system so they stay consistent as you add more.

  • 5–10 screens
  • Shared component library
  • Three revision rounds
  • Studio-ready export
  • Handoff notes

Full interface

[ADD PRICE]whole title

Every screen a title needs, art-directed from scratch and built on one system your team can extend without me.

  • Full screen list
  • Art direction
  • Design system and tokens
  • Three revision rounds
  • Studio-ready export
  • Ongoing support window

Every tier is quoted before work starts. Rush work and licensing are priced separately.

Who I’ve shipped with

Studios where the work went live, and what the people who commissioned it said afterwards.


  • Twin Atlas

  • HyperPenguin Games

  • Rush Interactive / First Post

  • [ADD QUOTE — one or two sentences, in their words, about what changed after the work shipped]
    [ADD NAME][ADD ROLE, STUDIO]
  • [ADD QUOTE]
    [ADD NAME][ADD ROLE, STUDIO]
  • [ADD QUOTE]
    [ADD NAME][ADD ROLE, STUDIO]

Before you write in

The six things every client asks in the first message.


  • Join the Discord or send the form below. You get an intake brief, and once scope, deadline and price are agreed in writing, I start on the spec.

Experience

Studios, products and the years behind them.


  • Astrix Solutions

    2025–Present

    Founder, Product Lead

    Co-founded a product agency and took it past $5,000 MRR in three months, designing the funnels and CRM platforms behind it.

  • GitCloud

    2025–2026

    Founding Product Designer

    Owned UX and information architecture for an early-stage SaaS app, from onboarding through the dashboard system.

  • Twin Atlas

    2025

    UI/UX Designer

    Interface systems inside an award-winning Roblox studio, on experiences with millions of visits.

  • HyperPenguin Games

    2023

    Lead UI/UX Designer

    Directed UI redesigns on live products, sharpening usability and visual hierarchy at scale.

  • Rush Interactive / First Post

    2022–2024

    UI/UX Designer

    Scalable UI systems across mobile and web gaming, built as reusable components adopted across updates.

  • Independent

    2019–Present

    Freelance UI/UX and Product Designer

    100+ commissions for Roblox studios and independent teams, run on a fixed intake-to-handoff pipeline.

  • McMaster University

    2025–2029

    BASc Computer Science

    The implementation half of the job — why my files hand off without a rebuild.

Available for work

Tell me what you’re building.

Taking commissions for the coming month, and open to full-time roles. Send the brief below and it lands straight in my Discord, where every commission is run.

Start a project

The more of this you fill in, the faster I can quote it. Nothing here is binding.

Rather talk first

The server is where briefs, previews and revisions actually happen.