Anna Loseva

Product Design · UX · Next.js · SwiftUI · System Architecture

Designer-developer building clear tools for complex systems.

I combine product design, frontend development and native applications to create visual, information-rich tools for games and creative workflows.

Rena Companion character dashboard on iPad

Selected work

Three projects that show how I think, not just what I've shipped.

01TABLETOPGAMES

A modular digital workspace for tabletop roleplaying campaigns.

A platform combining character sheets, campaign management, collaborative game tables, rules references, journals, media tools and game-specific systems within one extensible product. The current game domains are Vampire: The Masquerade V5 and Pathfinder 2.

Product architecture · UX design · Full-stack development

Next.jsReactTypeScriptSupabaseTipTapFramer Motion

2026 · In active development

Rena Companion interface

02RENA COMPANION

An offline iPad companion that turns a complex tabletop character into a fast, visual interface for live play.

A native, fully offline iPad app for playing Renaelis d'Cannit, a 3rd-level Battle Smith Artificer. It combines a live dashboard, three interactive maps, a local rules compendium, search, and tracked game resources — with no dice roller, no server, and no account.

Native iOS development · Information architecture · Visual design

SwiftSwiftUISwiftDataJSONXcode

2026 · Personal project, in active use at the table

03NAILA

A solo Unreal Engine 4 project built to practice character movement, level design and visual storytelling.

Naila is a solo project built in Unreal Engine 4. It sits earlier in Anna's path than TableTopGames or Rena Companion, and shows the visual and game-design foundation that later work builds on, rather than a current product focus.

Level design · Visual storytelling · Interactive systems

Unreal Engine 4Blueprints

2023 · Completed (coursework)

Smaller projects

Experiments and earlier work

Shorter explorations across engines and tools — where a lot of the systems thinking started. A few are directly interactive below.

01

Farm — 3D asset library preview

Farm — 3D asset library

An isometric farming and cooking game prototype in Unity, with a full set of hand-modeled ingredient and building assets — browsable here in 3D.

UnityC#Blender

02

Rumi & Bo preview

Rumi & Bo

A character design and 3D modeling study — two toon-shaded creature characters.

Blender3D ModelingCharacter Design

03

Wall Run Prototype

A small Unreal Engine experiment focused on movement, collision handling and camera behaviour.

Unreal EngineC++Movement

04

Cradle of Dragonkind

A dragon-themed game concept prototyped in GDevelop.

GDevelopGame Design

05

2D Platformer Prototype

Movement, camera and rendering experiments from a guided Unity shader course.

UnityShaderLabRendering

06

Game Jam

A short game built during a timed game jam, focused on finishing a complete play loop under a deadline.

UnityGame Jam

07

Air Alarm

A Unity scene about reacting to an air raid alarm at home — doors, a backpack and other objects respond to interaction.

UnityC#Interaction Design

08

Blender Studies

Short environment, shading and simulation studies — a cyberpunk city block, a fantasy forest, and a cloth study.

Cyberpunk city

Forest

Flag colored

Blender3D EnvironmentShading

09

Naila Interfaces

Interface design work for Naila — an interactive Figma prototype, browsable below.

FigmaUI DesignPrototyping

10

Aavarat Meser 2

A video, voice and music installation piece built at Shenkar College, with gamepad-driven volume control and playlist logic.

Interactive WebGL build coming soon

UnityShenkar CollegeInteractive Installation

How I work

Same process, whatever the platform.

  1. 01

    Understand the system

    Map the users, their roles, the entities involved, how they relate, and what constrains the design.

  2. 02

    Structure the information

    Build the information architecture, separate primary data from secondary, define the real user scenarios, cut visual noise before any screen is drawn.

  3. 03

    Prototype the interaction

    Sketch the flow, wireframe it, and test navigation against the scenarios that actually matter.

  4. 04

    Build the product

    Implement the interface and the architecture behind it, wire up real state, make it responsive, and fix what only shows up in practice.

  5. 05

    Iterate

    Use the product, collect what doesn't work, simplify, rework, and document why each decision was made.

About

I started in graphic and game design, and moved toward code to build the systems behind the screens myself.

That path — visual design, interactive systems, then frontend and native development — is what shapes how I approach a product: understand the system first, then design and build the interface for it.

Contact

Let's build something useful.

I'm open to internships, junior opportunities, freelance projects and collaborations involving complex interfaces, creative tools and information-heavy products.