Nerian
Bortein

Lead UX Designer

Nerian Bortein, Lead UX Designer, picture

Contacts

Email

LinkedIn

Location

Warsaw, Poland

Interested in remote work only (worldwide, including on a B2B basis)

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Skills

Technical

  • Figma
  • Adobe XD
  • Adobe Photoshop
  • HTML, CSS

Design

  • Information Architecture
  • User Flow
  • Wireframing
  • Prototyping
  • Product Design
  • Content Strategy
  • Systems Design
  • Jobs To Be Done Methodology
  • Design for Accessibility
  • Design for Mobile
  • Multi-platform App Design

Collaboration

  • Confluence
  • Miro
  • Jira

Languages

English – Professional working proficiency (B2)

Russian – Native

Summary

Lead UX Designer with a passion for crafting meaningful, cross-platform experiences in games and apps. I build scalable design systems rooted in strong information architecture and well-structured, goal-oriented user flows – driving user engagement and supporting product success.

With a background in Human-Computer Interaction, I bring a user-centered, business-aware mindset – balancing user needs with product goals to create experiences that are both valuable and viable. I thrive in collaborative environments, contributing to product vision, mentoring peers, and working closely with cross-functional teams to deliver thoughtful, high-quality solutions.

Work Experience

Lead UX Designer @ Sperasoft, a Keywords Studio

Sperasoft is a game co-development company headquartered in California, and part of Keywords Studios – a global provider of technical and creative services for the video games industry. We collaborate with leading publishers to deliver high-quality titles across platforms.

Selected projects:

  1. "Rainbow Six: Extraction" (Ubisoft, 2022):
    • Co-developed a wide range of UX/UI features, including the Quick Communication Wheel, Mark & Ping system, After Action Reports, and Tutorials.
    • Contributed to core utilities like the friends list, onboarding menus, and accessibility settings.
  2. Mortal Kombat Mobile & Injustice 2 Mobile (NetherRealm Studios)
    • Designed major features such as Team Presets, Battle Pass, Collection, Combat HUD, Store, and Survivor Mode – several of which significantly improved player engagement and product performance.
    • Led a UX/UI team of 3–5 designers, focusing on quality-of-life improvements and close collaboration with game designers.

Beyond project work, I actively contribute to hiring processes and business development initiatives, helping shape team growth and project direction.

Due to the nature of co-development and strict NDAs, my public portfolio is limited. However, I’m able to share general challenges and design approaches in conversation, without revealing sensitive details.

User Research Intern @ ITMO University

7 mos

Worked at University Usability Lab providing user research services to its clients.

  • Performed UX audits of web and mobile applications;
  • Conducted usability testing using eye trackers (Tobii);
  • Conducted user surveys and interviews.

Education

ITMO University

Master's Degree in Human-Computer Interaction, 4.5/5.0