Freelance Game Designers in California
Freelance Game Designers in California
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Dani Marti
Malibu, USA
UI/UX Designer & Game Designer
10
Followers
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UI/UX Designer & Game Designer
2
UI/UX Design for Lobo: The Howl Within
2
44
0
A Dragon Ball-Inspired Version of Myself
0
22
1
Game-Ready Pistol Asset
1
16
0
Bhishma, Hindu Demi God
0
19
Game Designer
(6)
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Molly Mittal
max
San Mateo, USA
Product & Visual Designer · Brand Identity · UI/UX
2x
Hired
5.0
Rating
54
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Product & Visual Designer · Brand Identity · UI/UX
14
A 3D terrarium game where your flower grows or deflates, based on how well you care for it. Click to water it. Give it sunlight. Watch a balloon-glass flower bloom in real time; petals inflating, colour deepening, light catching the gloss as it grows. Terrarium is a 3D interactive game built entirely in Omma for the Omma Design Challenge. The concept is simple: care for your plant daily, watch it respond honestly. Feed it and it flourishes. Neglect it and it deflates, literally. Every plant is rendered in balloon-glass, the same inflated, high-gloss aesthetic you see in the references above. The whole thing runs in your browser. No install. Just some soil, and something small waiting to grow. Built with: Omma (100%); glass materials, 3D interaction states, camera animation, balloon-glass rendering. Socials: Instagram (https://www.instagram.com/p/DW2mnMLEbza/) | LinkedIn (https://www.linkedin.com/posts/mollymittal_molly-m-luminary-lab-on-instagram-i-activity-7447466756014501888-CJw0?utm_source=share&utm_medium=member_desktop&rcm=ACoAAC_0DC4BixouaIAU-uqpPv40e7S4CKji7g8)Try it → https://omma.build/p/terrarium-opening-scene-design-zuovgm (https://omma.build/p/terrarium-opening-scene-design-zuovgm)
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Project title STALL — Your farmers market, alive. A swipe-to-shop farmers market companion that connects local vendors with regulars before Saturday ever arrives. The problem Every Saturday, the same thing happens. You show up to the farmers market at 10am. The ramp vendor you wanted is sold out by 9. You forgot cash. You walk past a honey stall three times because you can't remember if you already bought some. And that new mushroom farm you heard about? Gone before you spotted them. On the vendor side, it's just as frustrating. Small farmers wake up at 4am, load the truck, drive an hour, and have no lightweight way to tell their regulars — the people who actually want what they grow — "I have asparagus this Saturday. Come find me." STALL fixes both sides of that problem. What STALL does STALL is a two-sided farmers market app built around one weekly ritual: Saturday morning. For shoppers: Follow vendors at your local market Swipe through a weekly produce deck — right to add to your list, left to skip — exactly like Bumble, but for ramps and sourdough Get a Friday evening digest: what your vendors have this week, your auto-built shopping list, and where each stall is on the map Pre-reserve high-demand seasonal items before you leave the house Discover first-of-season arrivals with a "what's new this week" spotlight For vendors: Post a weekly inventory update in 3 taps — what you're bringing, quantities, price Reach your regulars directly before market day Manage pre-reservations without a complicated system The app celebrates the seasonal nature of farmers markets — ramps in April, strawberries in June, squash in October. Every week feels like something worth showing up for. How I built this with Google Stitch STALL was designed and prototyped entirely using Google Stitch as the primary build tool, with Figma used only for initial wireframing. The workflow: Day 1 — Brand and wireframes I started by defining the brand: the name, palette (Pumpkin Spice Forest — a warm amber, fern green, mauve, and cream system), and illustration direction. I wireframed the three core flows — swipe deck, Friday digest, and vendor post — before touching Stitch. Day 2 — Into Stitch I imported my Figma file directly into Stitch using the .fig import feature. From there I used streaming generation to build each screen live on the canvas — watching the splash screen, onboarding flow, and homepage assemble in real time was genuinely remarkable. The HTML-native canvas meant every animation I added — card tilt on swipe, drawer slide-up, bento tile stagger — rendered exactly as it would in production. Key Stitch prompts used: "Add a swipe gesture to the produce card stack — right swipe shows a green Added overlay with 5° card tilt, left swipe shows a mauve Skipped overlay with -5° tilt" "Make the shopping list items stream in one by one with 120ms stagger on page load" "Add a bottom drawer that slides up from the vendor card with spring easing — show the farm bio, full inventory list, and two action buttons" "Build the Friday digest screen — vendor items animate in sequentially, the seasonal spotlight card pulses gently" "Export web assets and deploy to Netlify" In-place edits I used: Swapped the swipe overlay color from red to mauve to match brand Adjusted the bento grid gap from 8px to 6px after seeing it render on canvas Changed the CTA button from outlined to filled after in-place visual comparison Rewrote the seasonal spotlight copy directly on the canvas without regenerating What Stitch made possible that nothing else could: The swipe gesture interaction, the drawer spring animation, and the staggered list streaming — all three of these would have taken days to hand-code. In Stitch, they were prompt-driven and live on the canvas within minutes. The gap between "designed" and "interactive prototype" collapsed entirely. Screens delivered Splash screen — farmer illustration, full-bleed cream background Onboarding screen 1 — market basket illustration, "Your market, every Saturday" Onboarding screen 2 — swipe mechanic explainer with card UI Onboarding screen 3 — Friday digest bento preview Homepage — bento grid with market header, seasonal spotlight, list, map preview, swipe deck, streak tracker Swipe deck — card front, vendor expand drawer, swipe right (added), swipe left (skipped) Friday digest — streaming vendor list, seasonal spotlight, auto-built shopping list Market day map — vendor stall grid, spot numbers, live confirmation states Vendor post flow — 3-tap inventory update screen Design decisions worth noting The swipe mechanic — Borrowing the Bumble swipe pattern for produce discovery was the conceptual breakthrough. It transforms a passive browse into an active, satisfying decision. Every right swipe builds your list. Every left swipe still shows you where the vendor is on the market map — skipping is never permanent. The Friday digest as the hero feature — Most apps make you come to them. The Friday evening push notification with a personalised market brief is the one moment where STALL comes to you. It changes Saturday morning from reactive to intentional. Bento homepage — Instead of a scrolling feed, the homepage gives you everything at a glance: your market, your list, the seasonal moment, your vendors. Seven tiles, seven pieces of information, zero scrolling. The color system — Pumpkin (#E8872A), Fern (#728040), Mauve (#B07090), Cream (#FDFAF6), and Moss (#4A5228). Every color has one job. Pumpkin is interactive. Fern is seasonal and confirmed. Mauve is reserved and streaks. Cream is every surface. Nothing competes. What I learned Stitch genuinely changes the prototyping workflow. The moment I stopped thinking of it as a design tool and started thinking of it as a build tool — one where the canvas is the product, not a picture of the product — everything accelerated. The in-place edit feature is the one I'll keep coming back to: being able to change a color, rewrite copy, or swap a component without regenerating the whole screen is the difference between iteration and rework. STALL started as a hackathon idea. After building it in Stitch, it feels like something real. Live Prototype: https://stitch.withgoogle.com/preview/8229547464152593644?node-id=e53124995cda49808685283be978dc8c
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1.1K
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Boatsetter Email Marketing System
0
6
3
Pfizer Nurtec x Lady Gaga Campaign
3
11
Game Designer
(1)
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Shawn Borsky
pro
Fullerton, USA
Expert Mobile & Web Designer + Startup Specialist
7
Followers
expert
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Expert Mobile & Web Designer + Startup Specialist
0
StarX: Fan Engagement App
0
2
3
Augmented my Rivian X NASA concept with video from my experiments with multiple video models. Blown away by the results TBH. https://fantasycollabs.com/rivian-nasa
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3
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There are 100,000+ museums worldwide. Exploring culture, history and art has become more about ticket sales and less about learning. Introducing Museum Envy. A website & mobile app that uses AI-powered data enrichment to help people discover museums and cultural sites using important, typically hard-to-find information like time to visit, kid-friendliness, free days, accessibility and more. There will also be Journeys and Passports. Offering playlists of museums enriched by history and art. Users can check-in, document and earn badges to share. It will be free to use with a $30/yr premium subscription offering enriched journeys, offline features, create-your-own journeys, smart planning & more! Revenue will also come from ads and museum partnerships. Early prototype (much to do!): https://museumenvy.com/version-test/
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5
150
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Finishing up a new plugin for Figma that integrates ElevenLabs for easy use in prototypes. It converts generated speech and sound effects into MP4s with or without an animated waveform. Should be up in Figma Community this week. I'll respond to this post with the link once its live. Check it out!
1
2
89
Game Designer
(1)
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Ramoo Rojas
San Francisco, USA
I move people with visual media.
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I move people with visual media.
1
UI/UX Design for Sonic the Hedgehog (student work)
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9
1
Art Direction for SFMTA and APEC 2023
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8
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May 2023, Playing Around with Seeing
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11
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March 2023, Counting the Uncounted
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9
Game Designer
(1)
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Moka Studios
San Bernardino, USA
AI Art & Video Guru: Creative Solutions Expert
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AI Art & Video Guru: Creative Solutions Expert
0
QA & Design Review: Our Journey with 35+ Devs
0
24
2
AI Runway - 300+ Images & Video of Styled Looks
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26
1
Advanced AI Video & Transformation
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14
0
Advanced AI Generation & Transformation
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10
Game Designer
(1)
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Elijah Shaw
San Jose, USA
Creative Technologists crafting immersive experiences
New to Contra
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Creative Technologists crafting immersive experiences
2
Bond: Wish of the Forest is a creature collector roguelike game made in Unity. It takes from classic RPGs like Breath of the Wild and Hades to create a memorable experience of bonding with magical beings
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I contributed to the development of WWE2K23 at Visual Concepts, specifically to the MyRise mode. I focused on combat design, camera systems, dialogue, voice-over (VO) implementation, and extensive cross-team collaboration to ensure a cohesive and compelling player experience. This experience sharpened my narrative and technical design skills in an AAA environment.
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This was a fully functional shooter level built in Unreal Engine 5 using both C++ and Blueprints. I implemented core gameplay architecture including a modular Gun class, AI Controller, and responsive character damage system. The project features behavior tree logic, blackboard-driven enemy AI, and nav mesh-based pathfinding. Enemies detect and chase the player using line-of-sight checks, and execute ranged attacks through a custom shooting behavior task. Additional systems include: Damage and death logic tied to animation montages A dynamic lose screen UI using UMG and C++ State-driven animation blueprints for player feedback This project strengthened my understanding of Unreal’s gameplay framework and real-time AI decision-making.
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55
1
Soundromeda:
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1
29
Game Designer
(4)
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Zhengzhou Huang
Los Angeles, USA
Transforming Ideas into Engaging Experiences
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Transforming Ideas into Engaging Experiences
1
3D Animation & Interactive Game Projects
1
26
1
Kindred Spirit Website Redesign
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20
0
Marketing Video, Graphics and Web Design for GTL
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16
1
ACEA Landing Page Redesign
1
17
Game Designer
(1)
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Mariya Diminsky
Los Angeles, USA
Senior Frontend Engineer | Software Engineer | 9+ years
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Senior Frontend Engineer | Software Engineer | 9+ years
1
Engineer & Manager for Engaging Interactive Mobile Game
1
16
1
Creative Fabrica - Frontend Engineer
1
18
1
Cooltrax - Frontend + UX Engineer
1
35
0
Hearing Tracker - Frontend Engineer
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17
Game Designer
(1)
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