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About

Yash Pathak

Studios

  • Twin Atlas
  • HyperPenguin Games
  • Rush Interactive / First Post

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

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 that work has been game UI — HUDs, inventories, shops, progression systems — for Roblox studios and independent teams. Over a hundred commissions, run on a fixed pipeline from a client's first message to a working hierarchy in Studio. The process is written down, because re-deciding it on every job is what burns designers out.

The rest is product: SaaS interfaces, dashboards, design systems, the occasional site. That side sharpened what games do not teach on their own — architecture, edge cases, and what happens on the fifteenth screen rather than the first.

I study Computer Science at McMaster. It is the other half of the job. It is why I hand off files built to be programmed instead of files that only look right, and why I can talk to the engineer implementing them without a translator in the room.

A fantasy inventory and a billing dashboard need completely different surfaces, and the mark of the job is that neither should look like me. What stays constant is underneath: hierarchy, spacing, states, and a component system somebody else can pick up.

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

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.