Romina Lezcano Product designer — Valencia, Spain / remote

Interfaces, systems, and interactive worlds — designed to feel obvious.

I'm Romina, a product & UX/UI designer who's spent years shaping B2B, SaaS, and data-heavy platforms — and now leads UX/UI and technical art direction for interactive 3D worlds at Impossible Studio. A computer-science background means I move comfortably between design, systems, and engineering — but the craft always starts with how it feels to use.

01Product & UX/UI design across B2B, SaaS and interactive products
02Currently leading UX/UI + tech art direction for 3D worlds
03100% async remote, since 2021
Portrait of Romina Lezcano
A bit about me

I design for how people actually feel using something.

My favorite part of the job is the moment a messy, ambiguous problem turns into something a user doesn't have to think about — a flow that just clicks, a dashboard that finally makes sense, a world that feels alive to move through.

A systems-analysis degree taught me to see the logic underneath a product before I ever touch Figma — which is an asset, not the main event. For the last five years I've worked 100% remote and async, moving between Argentina, Brazil, Dubai, and now Valencia, without losing craft or momentum.

🎨 Product & UX/UI design 🎮 Into interactive & game UX 📍 Valencia, Spain 🌍 UTC+1 · flexible across time zones
0+
years shaping digital products
0
teams & companies collaborated with
0
continents, fully async

From messy problem to interface people love.

Most of what I've designed didn't start as a clean brief — it started as a confusing workflow, a stakeholder's complaint, or a legacy tool nobody wanted to touch. This is the sequence I default to when a problem hasn't been shaped yet.

01 — understand

Research before pixels

I sit with users, stakeholders, and the workflow itself — through moderated testing and interviews — before I open Figma. When research isn't valued yet, I've had to pitch it: at Telecom Argentina, this meant proving ROI to an IT-driven team that initially saw testing as a waste of time.

02 — structure

Build the skeleton first

Paper sketches and low-fidelity wireframes let a team align on structure fast, before anyone commits to pixels. Then I build the real system: Figma variables and tokens, component libraries, and flows that hold up across desktop, tablet, and mobile.

03 — ship

Design for handoff

A design system only works if engineering can pick it up without asking questions. I document every decision and use AI-assisted tools — Cursor, v0, Google Stitch — to move faster without lowering the craft bar. My CS background makes this handoff genuinely frictionless.

UX/UI & systems
Design systems (Figma tokens)Web & mobile designInteraction designRapid prototypingDev handoff
Product & strategy
Product thinkingData-driven designEnd-to-end ownershipUsability testingUser researchAgile
Software & tools
Figma (Advanced)DovetailAmplitudeBlenderAdobe Substance 3DJira / Confluence / Miro
AI & emerging workflows
AI-powered designPrompt engineeringAgentic AIUI automationGoogle StitchUXPilot / Lovable
Technical & data
SQLData visualizationHTML/CSSComponent architectureCursor / Vercel v0

Currently open to new opportunities

🎮
Open to new projects

Currently leading UX/UI and technical art direction for interactive 3D worlds at Impossible Studio. Now looking to bring that same product & UX thinking deeper into game studios and interactive teams — alongside product companies, startups, and scale-ups building complex digital experiences.

Say hi →

Eight years, eleven teams, one throughline.

Agencies, startups, and enterprise teams across Argentina, Brazil, Dubai, and now Spain — almost all of it remote and asynchronous, most of it data-heavy B2B and SaaS work.

2025 — present
Co-Founder & UX/UI Lead — Impossible Studio
Leading UX/UI and technical art direction for interactive virtual worlds; designing and optimizing real-time 3D environments in Blender and Unity.
Active now
Jun — Oct 2024
UX/UI Lead — Atos (Telecom, Agency Argentina)
Remote
Jun — Jul 2024
UI Designer — AeroWise (Startup, AR/UY)
Remote
Jul — Sep 2023
UX/UI Designer — Magoya Agritech for Bayer Brazil
Remote
2021 — 2023
Design Thinking Lead & UI Designer — Taligent (Agency Argentina)
Remote
2022 — 2023
UX/UI Designer — Seeker (Startup Argentina)
Remote
2022 — 2023
UX/UI & Data Viz Designer — Own Experiences (Startup Dubai)
Remote
2020 — 2021
Graphic & Mailing Designer — Cohen Aliados Financieros
Remote
2018 — 2021
UX/UI Designer & BI Analyst — Solútica for Bayer (Agency Argentina)
Hybrid
Education
Technical Degree in Systems Analysis (Computer Science), IFTS N° 18 — Web Development, Digital House — UX/UI Design, Coderhouse & Educación IT.
Languages
Spanish — native. English — advanced (B2++), fluent in professional async remote environments.
Get in touch

Let's talk about your product.

Open to product & UX/UI roles across game studios, product companies, and startups building complex digital experiences — remote-first, based in UTC+1 and flexible across time zones.

🎮 Game & interactive teams 🧠 Product companies 🚀 Startups & scale-ups