Game Design, Unity Development & UX/UI

Playable ideas shaped fast, tested early, and polished for real players.

I help studios, brands, and teams shape game ideas from multiple angles: system and feature design, development in Unity and interactive builds, and UX/UI that supports the experience instead of getting in its way.

01 PLAYABLE
Collage showing Unity development, top-down gameplay, design documentation, and systems diagrams.
  • Game Design
  • UX/UI for Games
  • Unity Development

Selected Work

Playable work shaped across original ideas and live productions.

A selection of projects showing original game design, technical design inside a live production, and hands-on Unity development.

Personal Project

Grid Town

An original PvP puzzle game designed and developed around spatial competition, readable feedback, and a compact playable loop.

Grid Town title art.
Professional

Ludo Teams

Technical game design and Unity development across metagame systems, player-facing interfaces, and production planning.

Ludo Teams title art.
Professional

Monster Mansion Blast

Unity gameplay programming, interface implementation, and optimization for a shipped mobile puzzle and progression title.

Monster Mansion Blast title art.

Services

Support built for projects that need design thinking, production sense, and hands-on execution.

I can plug into an existing team, help shape a feature from zero, or tighten an experience that already has a strong core but needs better framing.

01

Unity Game Development

Complete games, scoped features, bug fixing, maintenance, and gameplay implementation for new or existing Unity projects that need reliable production support.

  • Complete games and scoped feature development
  • Bug diagnosis, fixes, and existing-project support
  • Gameplay, UI, systems, optimization, and prototyping
Explore Unity development
02

Game Design & Systems

Mechanics, progression, feature framing, and loop structure designed around audience behavior, product goals, and what the team can realistically ship well.

  • Loop shaping and retention framing
  • Feature prioritization
  • Progression, pacing, and monetization logic
Explore game design
03

UX/UI for Games

Interface, information hierarchy, interaction flows, and player-facing clarity for games that need the UX/UI layer to support the loop instead of competing with it.

  • Onboarding and early-session flow
  • HUD, menus, and system readability
  • Interaction patterns and wireframes
Explore game UX/UI

Client Reviews

Trusted to turn ambitious ideas into stronger, production-ready games.

Long-term collaborators value a combination of design depth, technical understanding, and practical solutions that move production forward.

“Hiring Eduardo was key to unblocking the development of my game. His design contributions were invaluable in steering the project in the right direction.”

Albert Miró Solo Developer

“His many years of technical background as a developer give his work a level of precision, structure, and practical understanding that is rarely found in purely design-focused profiles.”

“He listens carefully, understands the needs of the project quickly, and consistently brings smart, thoughtful solutions that improve the final result.”

Åke Mora Temnerud COO, Twin Force

Full Review

Albert Miró

Solo Developer

Hiring Eduardo was key to unblocking the development of my game. His design contributions were invaluable in steering the project in the right direction and, without a doubt, I would have had serious difficulties moving forward without him. He understood the project’s needs perfectly and got to work straight away. I’m really looking forward to continuing our collaboration!

Full Review

Åke Mora Temnerud

COO, Twin Force

Working with Ed as a freelance game designer has been an outstanding experience.

He has led and contributed to the design of two games currently in production, TKI, whose full title cannot be disclosed due to privacy policies, and Wireflight, as well as one completed project. Across all of them, he has consistently demonstrated an exceptional ability to turn ideas into strong, playable, production-ready designs.

What makes EDAM stand out is the depth and quality of his design thinking. His many years of technical background as a developer give his work a level of precision, structure, and practical understanding that is rarely found in purely design-focused profiles. He does not design only from theory; he understands how games are actually built, what can scale, what can break, and how to create systems that are both creative and viable in a real production environment.

He is also extremely easy to work with: professional, open-minded, creative, reliable, and highly solution-oriented. He listens carefully, understands the needs of the project quickly, and consistently brings smart, thoughtful solutions that improve the final result.

EDAM is the kind of person who raises the quality of a project from day one. I will definitely work with him again on future developments as soon as the opportunity arises.

Visit Twin Force

Focus

Game design, development, and UX/UI shaped as one connected player experience.

Approach

Decisions tied to player behavior, production reality, and what the team can actually ship well.

Output

Games, systems, feature implementation, technical support, and interfaces aligned with the design intent.

How I Work

Designing for feel means designing for decisions, not just screens.

My work sits between concept, systems, implementation, and interface. I care about how strong the core idea is, how well it survives production constraints, and whether the final experience still feels clear, coherent, and worth staying in.

What I usually help with

  • Reframing game loops for broader or better-targeted audiences.
  • Designing or tightening systems, progression, and player-facing structure.
  • Developing games, features, and prototypes in Unity or interactive web formats.
  • Improving onboarding, readability, and UX/UI when the experience needs more clarity.

What that means in practice

  • Stronger game logic before production starts getting expensive.
  • Cleaner prioritization between gameplay, development scope, UI, and monetization.
  • Faster iteration because ideas become playable and testable earlier.
  • A more coherent product where systems, build, and presentation support the same direction.

Contact

If the experience is strong but the flow is not there yet, we should talk.

Whether you need help with game design, Unity and interactive development, or a sharper UX/UI layer, I can help shape the next step.

Use the form for project inquiries, or email contact@edamgames.com directly.

Best fit projects

  • Games that need stronger systems, clearer direction, or more production-ready execution.
  • Features that work on paper but still need design, build, or UX/UI alignment in play.
  • Teams that need support between concept, prototype, implementation, and player-facing polish.