tato.

UX/UI Designer

Systems people can learn at a glance.

I'm a designer based in Buenos Aires, Argentina, with a pull toward interface work over pure research, though I take methodology seriously and let it guide my decisions. I care about building accessible, user-first experiences — I've worked across a range of digital products, but games are where I do my favorite work. Off the clock, I'm playing guitar or working through my game backlog.

Selected Work

Personal Project 2026

Limpiavidrio — arcade game

A one-button arcade game about a squeegee man searching for his lost dog, made with GameMaker.

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Online RPG 2025

Big Time — full UI system

HUD, inventory, progression, quests, crafting economy, world customization, and supporting systems for a multiplayer online RPG.

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Mobile Game 2025

Pet Time — systems layer

Collection, farming, fishing, incubation, and a shop for a cozy mobile pet-collecting game.

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Concept Work 2026

Battle Pass UI — concept to final screens

A full battle pass UI for a fictional AAA tactical shooter, from a rough wireframe to two finished layout directions.

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Travel 2019

Avantrip — component studies to landing

Component-by-component studies of cards, headers, and search boxes that fed into a full homepage redesign.

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Mobile Game 2016

Splashy Cats — pitching the look

Before/after comparison decks used to sell the visual direction for character select, HUD icons, and the store.

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Automotive 2015

deAutos.com — catalog, comparator & VIP

A touchscreen catalog concept for a trade-show totem, a car comparison tool, and a redesign of the listing pages.

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Children's App 2014

Santiago the Dreamer — book to tablet

An interactive book concept with narrated pages and didactic minigames, based on Ricky Martin and Patricia Castelao's story.

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Restaurant 2014

Mostaza — wireframe to final screen

Annotated low-res wireframes and the final high-resolution screens for a fast-food chain's website.

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Mixtape 2014–2015

Assorted Early Work

Five early products: three mobile app concepts, a route-accounting app for iPad, and a time-tracking web app.

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Tools

Design

Figma This is what I use the most for wireframing and prototyping — I've even made icons with this. Don't do that.
Ps Photoshop I used to use it for everything at some point — web layouts, prints, you name it. These days it mostly comes out for quick touch-ups.
Ai Illustrator I use this mainly for prints and icons. It doesn't come up as often anymore, but it's still my first pick for vector work when it does.
Ae After Effects I've made several animated presentations, walkthroughs, and brought interactive designs to life before Figma was around. I still enjoy working with Ae, most of the time.
DaVinci Resolve My go-to tool for editing, color grading, or converting videos to a different format, size, or framerate.
Blender The only 3D software I've picked up. Not aiming to be a 3D artist — I use it to build simple, usable renders for items or any UI element that "needs" 3D.

Game Engines

Unreal Engine 5 I bring what I've made in Figma here and prepare the layouts so technical designers can hook them up. I can read UI widget blueprints and materials well enough to speak the same language as the engineers who take it from there.
GameMaker I made my first arcade game with this. I like this one.

AI

Claude The AI assistant I use the most — it helped me code the game I made, and it made this site too. ¡Gracias, Claudio!
Gemini Mainly for brainstorming, quick images, or daily use — not so much for long-term projects.