UI / UX Designer

Interfaces that get out
of the user's way.

I'm Amerigo William De Pisapia, a UI/UX designer based in Italy. I work the seam between user intent and product response — the moment someone reaches for what they want and either finds it or doesn't. My focus is information design, interaction patterns, and the feedback systems that determine whether a product feels considered or improvised. I work primarily in games — mobile, tabletop, console — but the methodology travels.

2+ Years designing product
Mobile · Tabletop · Console Domains shipped
Research → Ship End-to-end practice
Portfolio

Featured UI / UX Work

Idle Crops Tycoon refined UI
Mobile UI — Hypercasual

Idle Crops Tycoon — UI Overhaul

Unity UGUI DOTween Mobile

The first build shipped working but felt unfinished — buttons didn't respond on press, modals were inconsistent, hierarchy was flat. I led a focused interaction-design pass: a standardized feedback system, a unified modal pattern, gesture-based navigation, and a layer of micro-interactions. Shipped end-to-end in 3 months.

Role: UI / Interaction Designer, UI Engineer

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Beyond the Mist redesigned encounter card
Tabletop — Information Design

Beyond the Mist — Card & Board Redesign

Figma Print Iconography

Six unmoderated user sessions surfaced the same complaint: too much to track. I rebuilt the iconography system, established visual hierarchy on every card, and designed three physical boards as ambient rule containers. Setup time dropped from 15 minutes to 5; the “I get it” moment moved from turn 5 to turn 1.

Role: Solo UI / Information Designer

View Case Study →
Who I Am
Amerigo William De Pisapia

About me

I'm a UI/UX designer based in Italy. I came to this work through games — and stayed because the discipline keeps asking the question I find most interesting: how do you design something complex so that it feels simple?

My approach is problem-first and evidence-based. I audit the existing experience, run user sessions, and separate what users say is broken from what's actually breaking. Reframing a complaint into a testable problem statement is where most of the design work happens — once a problem is named clearly, the solution is usually small.

I follow the standard design-thinking loop — Empathize, Define, Ideate, Prototype, Test, Iterate — with a bias for shipping. I implement my own designs in Unity UGUI and Unreal UMG when the team is small, which keeps me honest about what's cheap to build and what isn't.

I think a lot about information design — hierarchy, iconography, the cost of every label — and about feedback systems: the micro-interactions that tell a user the product heard them. These are the invisible parts of an interface, and they're where perceived quality lives.

Figma Photoshop Unity UGUI Unreal UMG DOTween Miro After Effects
Get In Touch

Let's Make Something Together

I'm always open to discussing UI/UX work, game projects, or just geeking out about interface design.