Anna Loseva

About

From graphic and game design to building the systems behind the screen.

I started in graphic design, drawn to how a single well-placed image or layout could make something instantly understandable. Game design pulled that interest toward systems: characters, rules, worlds, and the interfaces that hold them together during actual play.

Working on tabletop tools and game projects, I kept running into the same moment — a design was finished, but it needed someone who could actually build it, wire up its state, and make it work on a real device. So I learned to do that part myself, rather than hand it off.

That's the throughline in TableTopGames and Rena Companion: both start from a system that's genuinely complex — a multi-ruleset campaign platform, a dense Dungeons & Dragons character — and the work is figuring out how to structure that complexity before a single screen gets designed. The interface comes after the system is understood, not before.

Today that means moving fluidly between product design, frontend development with Next.js and React, and native iOS development with SwiftUI — plus the visual and game-design background (Blender, Unreal Engine, Unity) that the interface work is still built on. I'm preparing to study Computer Science at HIT (Holon Institute of Technology), to put a more rigorous foundation under work I've mostly learned by building.

I'm interested in the same kind of problem wherever it shows up: a lot of information, several different users, and a real need for the result to be usable under pressure — whether that's a Game Master running a live session or a player mid-combat looking for the right spell.