Hiya! I'm Remcy ( • ᴗ - ) ✧

What are we looking for?

Remcy Pimentel is a Filipino-American creative that seeks to incorporate her unique and versatile design strategies into her work to provide her audience with a memorable visual experience. She is a multitude of things: a solutionist, team-player, and a self-driven designer.Driven by her hobbies of playing countless JRPGs, worldbuilding, and illustrating, it has led her to study why and how people interact with design features. She aims to integrate this study by creating story-driven designs that invoke strong emotions and experiences.Remcy attended UC San Diego and graduated with a Bachelors degree in Cognitive Science with a Specialization in Design and Interaction.

My Experiences ʕ ᵔᴥᵔ ʔ

Wargaming, World of Tanks: Modern Armor

Graphic Design Artist, 2022 - 2025

World of Tanks: Modern Armor is a free-to-play multiplayer action game developed by Wargaming West and published by Wargaming.As an artist on the Publishing team, I worked on several marketing operations. This included the development of digital ads (A/B testing), splash screens, and social media activations. I also undertook designing several in-game content assets, broadcasting/livestreaming assets, and helped leveraging the global brand style of World of Tanks: Modern Armor.Tools: Adobe Creative Cloud (Photoshop, InDesign, Illustrator)


Logo's for In-Game Events

Text

Cloud9 Esports

Graphic & Apparel Design Intern, 2022

Cloud9 Esports is a pioneer to esports organizations in NA having forged a legacy as an iconic team with a vast number of accomplishments.As a design intern on Cloud9’s merchandise team, I was able to deliver apparel pieces from concept to production. I also worked on the store and emails, designing various modules and templates.Specifically, my works include Cloud9’s Holiday ‘22 Collection— which featured my design for their Holiday Sweater, as well as various website assets.Tools: Photoshop, Illustrator


FACEIT Collegiate

Contract Graphic Designer, 2022

FACEIT Collegiate is home to empowering young college students to compete in various gaming tournaments and all things esports. Tournaments vary in different gaming categories including, Rainbow 6 Siege, CS:GO, Valorant, Rocket League, and more!As a graphic designer, I specialized in creating seasonal marketing assets as well as deliverables for streaming and broadcasting on the official FACEIT Collegiate Twitch.

UCSD Recreation

Graphic Designer, 2021 - 2022

At UCSD Recreation, I've had the opportunity to work in a professional setting, while also being able to work on a variety of projects that I'm familiar with as well as never have done before. I get to support all our recreational teams from our traditional sports all the way to our newest added sport-- esports! Since I was hired, my design skills have been challenged from logo, apparel, and website design!Under the guidance of my Lead Graphic Designer, I was able to take charge of our esports departments graphics as well-- conceptualizing and redesigning the website and visual identity for that department.

UCSD Esports

Creative Lead, 2021 - 2022

I joined UCSD Esports in Winter 2020 shortly after its establishment and was welcomed as their graphic design manager and social media strategist. Since joining, I've been working to explore new trends to help create our brand from the ground up with our small creative team. As a new organization, there are many rocky paths and obstacles, so I always have to be ready on my toes, and ready to take on tight deadlines. It’s been a wonderful time to work with our individual Esports team and I hope that as we expand, we can work even more with them and highlight their efforts in the best creative way possible.

Triton Gaming

Designer, 2019 | Creative Director, 2020 - 2021

Working with Triton Gaming has allowed me to push my creative abilities to heights beyond my own expectations. From working with print material, digital graphics, and even apparel, I’ve been able to create works that express my talents as a designer on my favorite hobby— gaming! During my stay at Triton Gaming, I’ve passionately led a group of 15+ individuals in various creative projects ranging from branding, merchandise, sponsorship decks, and website building.Below are a few of my works that I've done in my college career!

Triton Gaming Expo '21


Lead a team of 50+ students of varying skills to organize and execute our largest annual live event during COVID-19. The live event was translated to an online format that reached over 4000 attendees. As Creative Director, I was responsible as well for a 10+ student team of varying skill levels to rehaul the outlook of our event and assure that my team produced work abiding to our branding guideline that I created. I also handled our merchline for this event were we were able to sold out all our inventory!Range of projects: sponsorship decks, social media posts, stream overlays, promotional prints, and merchandise.

** TGEX 2021 limited edition long sleeve and mascot katana design collaborated with Triton Gaming's Creative Committee.

Elected as Triton Gaming's Creative Director for the 2020 - 2021 school year, I faced the COVID-19 pandemic head on. setting my sights on polishing and refining the Triton Gaming brand while pushing my teams abilities and innovative thinking. Thus, my journey to expand our digital portfolio and skills began.I honed in on my teams creative potential to expand all their skills by focusing a lot of efforts into: twitch stream graphics, motion graphics, website development, and creative social media usage.Most of our recent work that I've moderated, taught, and helped to maintain our vision of our brand can be found on Triton Gaming's official social media.I'd love to thank my wonderful team that has grown so much over these past few months. Many of them have only started their graphic design hobbies/careers, because they were inspired by our creative team's passion and initiative.

Drawing is a way for me to express myself and my countless ideas.

Worldbuilding and creating elegant, but creative designs has always been my interest after playing games like Pokemon and Fire Emblem. I've been world-building since then, and hope to one day share my world that I've been building since I was 11. In 2025, I've dedicated more of my time to my craft and what I love and hope to share it as much as I can with everyone!Remcy ♡

Project R 🐻🍴

I'm not a streamer myself, but I love consuming vtuber entertainment! Some of my oshi's (favorite streamers) being Selen Tatsuki and Ike Eveland from Nijisanji EN. I've also been inspired by my own vtuber/streamer friends to venture into a fun little project for myself to experiment and learn from!

Project Showcase

Select a project to view! ( ˙▿˙ ) /

Context

Genshin Impact is an open world gacha game playable on both PC, console, and mobile devices. Players can summon playable units and create teams to explore and complete challenges throughout the world!

Because of the vast gameplay nature of the game, there’s a few quality of life additions that we can work towards to elevate the player experience!

Solutions

╰┈➤ˎˊ˗ QOL buttons to quicken the gameplay experience!

╰┈➤ˎˊ˗ As Genshin continues to include new gameplay content, the switching of weapons
and artifacts are becoming increasingly important for different content.

Details

Role
UX/UI Designer

Timeline
2 weeks
Tools
Figma, Photoshop

Skills
Wireframing | Visual Design


Artifacts Screen

Challenges

╰┈➤ˎˊ˗ Players (especially new) don't know what artifacts to equip
╰┈➤ˎˊ˗ Difficult to switch between different sets (longer term players)

References

I explored several games that have a feature of saved loadouts/items:

Infinity Nikki (Saved Custom Looks)
╰┈➤ˎˊ˗ Drop down menu
Team Fight Tactics (Team Planner)
╰┈➤ˎˊ˗ Scrollable saved loadout






Flow Chart

We will expand the player flow so that older players can quicken the artifact process to adapt to various situations. For newer players, expanding the artifact flow will get them into the routine faster to catch up with older players.


Wireframes

New 'artifacts loadout' button for ease of access.

Left Side; list of saved artifacts and players are able to continue to add new ones as needed
Right Side; loadout information with green and red arrows indicating which stats are increasing or decreasing


Hi-Fi Prototype


As A Result. . .

I've implemented a new artifacts loadout button so users can create a customized loadout to adapt to various situations-- perfect for the expanded world of Genshin Impact!

Personal Insights & Reflections

There's an abundance of ways to elevate the player experience-- especially in a content-rich game like Genshin Impact. The artifacts system as a whole is an ecosystem in itself that requires even more invesitgating and can possibly be driven by player-data.I would love to explore more player-data driven designs and reflect that into the artifacts loadout proposal. As different gameplay and features are explored in Genshin Impact, players needs to be able to switch to differnt equipment and loadouts to prepare for their battles. But if players are unable to know which or quickly do so while mid-combat, it can hinder the player experience.Let's make it even easier for players to adapt to different combat easier!

Context

Genshin Impact is an open world gacha game playable on both PC, console, and mobile devices. Players can summon playable units and create teams to explore and complete challenges throughout the world!

Challenges

╰┈➤ˎˊ˗ Not only is their continuous content added, but the world itself becomes more vast.

╰┈➤ˎˊ˗ Exploring the world can feel slow and sluggish to players

Details

Role
UX/UI Designer

Timeline
1 week
Tools
Figma

Skills
Wireframing


Let's explore a MOUNT system!

What will it do for our players and business?

Provide a new stream of revenue and sense of achievement.

╰┈➤ˎˊ˗ Mounts have a purpose of either being locked behind: payment or earned achievements

Easily add QOL features for players as gameplay experiences increase.

╰┈➤ˎˊ˗ Mounts not only serve as cosmetics and achievements to show to other players, but attaining one's with buffs will overall help players as new features and experiences continue to be added to the game.


Work Process






Flow Chart

Expanding the player flow to show where mounts can be found in archive and in the existing menu's.



Wireframes

Mounts in Dressing Room
Dressing Room is a current feature that holds existing character outfits and wind gliders.

╰┈➤ˎˊ˗ Screen showcases equipped, obtained, and locked/unobtained mounts.

╰┈➤ˎˊ˗ Ease of access button to equip to all obtained characters.


Mounts Collection in Archive Section
Archive's is an existing feature in Genshin Impact to show all the exisitng list of items and other features in the game.

╰┈➤ˎˊ˗ Showcase a collection of all mounts that are or were obtainable.

╰┈➤ˎˊ˗ Button to provide more in depth information about the mount.


Mount Shop╰┈➤ˎˊ˗ Exciting splash art preview of new mount; players will be able to preview before purchase!


As A Result. . .

I've explored a new mount system that not only helps create a new stream of revenue, but also help and excite our player to explore the world of Genshin Impact!

Personal Insights & Reflections

There's a few things that need to be considered when trying to balance the mount system between paid and achievement based rewards. While the aim is to help add another stream of revenue, the mounts also need to have a purpose for players to seek them out. Mounts are based on the assumption that players need help exploring the world and that they like the looks of them. I think it's a bit hard to discern at the moment what might be the difference between having a mount system versus a pet system instead-- and which would be a better feature.Furthermore, the feature does require even more insight on when it should be introduced into a new player's experience. However, I still do believe there's a lot of potential with this idea-- as it's being introduced in character utility talents (Mavuika). If players are unable to claim characters who have mobility talents like Mavuika, what are other alternatives players can achieve such? Or should this remain as a luxury?The mount system requires a whole ecosystem that needs to be further explored.

Context

Call of Duty Mobile is a FPS game on mobile devices. This project will explore an analysis on Day 1 retention where I will analyze the first 16 minutes of gameplay and propose solutions to help with early gameplay experiences.

What's Happening?

Most features are defined for FTUE and allow players with instant, clear, and rewarding feedback. However, there are key features that lack clearer detail that could impact Day 1 experiences. What I want to improve are important features such as: weapon loadout/utility & scorestreaking.

Details

Role
UX/UI Designer

Timeline
1 week
Skills
Retention Strategy | Retention Evaluation | Engagement Evaluation


Current Problems

Current tutorial is great at getting players started with basics, however there is missing details about important features like scorestreaks and weapon loadout. These can still be taught to the players without overwhelming players.

Explored Solutions

Scorestreak
Include a further repeat tutorial to explain other scorestreaking items and equipping them.

Weapon Loadouts
Further tutorial on loadout items like attachemnts, optics, and grenades.


Issue 1: Scorestreaking

Scorestreaking tutorial lacks clarity leaving players unknown or excited about the feature during gameplay.

Current Retention Evaluation

Current Learning Strategy

✔ Teaches players what is a Scorestreak and how to use it.

X Lacks further clarity and desirability of Scorestreak feature as it is presented once during tutorial.

Current Engagement Strategy

Reminder: players accumulate points and is signaled when ready for activation, however player must reach a number of points before being able to

Routine: players can see how to complete Scorestreaks and how to activate it

Reward: feedback is clear, instant, and rewarding.


Proposed Improvements

Solutions

Add a further Scorestreak experience tutorial during second gameplay where they can either equip or use a different scorestreak item.This encourages users to not only be more comfortable with scorestreaking with repetition, but also expose them to a new variety of scorestreak items so that they may seek how to further unlock more.

Impact

Repeition and exposure of scorestraking should show increased impact in:
- gameplay engagement (#of sessions and length of sessions)
- scorestreaking activation per session
- scorestreak item purchases


Issue 2: Weapon Loadouts

Current weapon loadout tutorial lacks explanation for other important utility.

Current Retention Evaluation

Current Learning Strategy

✔ Shows how to customize your loadout and where to find it.

X Lacks information about what other important utility does like attachements and grenades.

Current Engagement Strategy

Reminder: accessible button on main screen as well as before a game

Routine: players customize their loadout based on their accumulated utility items, they must earn them first

Reward: feedback is clear and instant, but reward is dependent on whether player achieved their outcome


Proposed Improvements

Solutions

Add further tutorial having players equip a new loadout including a grenade.This shows and excites users of what a new and improved loadout feels like to eliminate their enemies faster. This also covers missing coverage of utility like grenades.

Impact

Exposure of attachments and utility in the game should show increased impact in:
- weapon loadout purchases
- increased number of gameplay sessions to try out different equipment


Conclusions

It is important that Call of Duty Mobile players are able to swiftly eliminate their enemies, so they can improve to earn more rewards and achievements.

Key Issues

1. Scorestreaking tutorial lacks clarity leaving players unknown or excited about the feature during gameplay.

2. Current weapon loadout tutorial lacks explanation for other important utility.

Solutions

- Introducing a reformatted onboarding system that while makes the tutorial a bit longer, will help hone in the player experience to have more clarity on key features to the game.
- Helps new players be more exposed and adapted to features that will quicken their gameplay experience.