UI Designer
Designs the screens and controls a game is operated through: menus, HUD, flows and all the states in between.
UI design in games covers everything a player touches that is not the game world: menus, inventories, the HUD, onboarding, store screens and the error states nobody puts in a trailer. The constraints are tighter than on the web, because one layout has to work with a gamepad, a touchscreen and a mouse, at several aspect ratios and in every shipped language.
The work moves from flow and wireframe to visual design and then into the engine, where font sizes, scaling and input focus decide whether a layout holds up. UI/UX design is the skill named in most postings; Photoshop and the engine's own UI system sit next to it, and user research is what settles an argument about a flow.
A UX designer or researcher owns the structure and the evidence behind it, a UI artist leans towards visual style, and a UI programmer towards the implementation. The UI designer owns the screen.
Where these positions are: Frankfurt (1 position), Hamburg (1 position)
