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Mission briefing

Engagement
at first spawn.

UI/UX and product design for games, EdTech and software
people can't put down.

Gear up.

Your spawn point — pick a tool.

Portrait of Rachele Cespi, UX and product designer, smiling against a purple background.

Player profile

Nice to meet you.

I work with producers, founders and product owners who have ideas or products to turn into digital must-haves.

I'm Rachele Cespi, a UI/UX and Product Designer.

For 6+ years I've designed across games, edtech, software and immersive experiences — including the UI/UX for a mobile learning game whose studio was named Italy's EdTech Startup of the Year 2024.

My background in visual arts and communication lets me balance function and emotion, so an experience stays engaging, meaningful and easy to use.

I work as a hands-on partner to multidisciplinary teams — embedding with them, collaborating and coordinating closely with developers and team leads.

My rule is simple: zero problems, only solutions.

Civitanova Marche, Italy Italiano · English
6yearsGaming & EduTech
10yearsVisual design
1SpecializationNarrative & Immersive UXin progress

Stats loaded. Now unlock the skill set.

Loadout

Skills unlocked

Five fields, one design mindset — human-centred, detail-obsessed and built to hold up under real constraints.

GamesUX & Art Direction

Let's build games that stand out and pull players in. I bring art direction and UX alongside your game designers: I design the flows, coordinate the artists within the world-building, and bridge to the devs — so the interface belongs to the world instead of sitting on top of it.

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AppProduct Design

Let's bring your must-have product to life. I design intuitive, fluid flows and interfaces, and redesign products that lose users along the way. I turn an idea into a useful product people can no longer do without.

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Immersive AR/VRUI/UX Design

Let's build virtual worlds together. I design spatial experiences that are immersive, meaningful and comfortable to stay inside, working alongside artists and developers — until all the user can say is "wow, again!".

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EduTech& Gamification

Let's build learning experiences that stick. I design learning flows that draw people in and keep them going to the end — so a good course stays with them, head and heart.

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SaaS & On-PremiseProduct Design

I help companies and software houses turn complex tools into smooth, simple experiences. I raise the productivity of the people using management systems, ERPs and CRMs, whether it's a cloud platform or a locally installed system. The goal? To simplify processes, cut users' learning time and streamline company workflows.

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Something stuck in the backlog?

send me a link or a short screen recording: 3 concrete observations back in 48 hours.

People Purpose Experience

Every project starts with who it's for.

Rules of engagement

Human-focused. Data-informed. Creativity-driven.

I bring together research, observation and creative thinking, with the user at the centre.

Two ears.

First yours, to understand the project, the details and the goals. Then the users’, to make it usable, accessible and tailored to them.

One goal.

By crossing user insights and needs with the product’s aims, I turn ideas into playful or learning experiences, and services that can truly make a difference in people’s lives.

AI helps, it doesn’t replace.

I use it to speed up certain processes, but my creative thinking and design thinking stay in the driver’s seat. Generative AI? Too costly for the planet.

Intel

Knowledge Base

Do you only work on gaming projects?
Not at all. Games are where I started, but I also design software, SaaS, learning and immersive AR/VR. The common thread is engagement — making any product something people want to use.
How do you work with an in-house dev team?
I plug into multidisciplinary teams as a hands-on partner, adapt to your tools and rhythm, and keep collaboration open and drama-free. Zero problems, only solutions.
Do you do art direction and gamification too?
Often, yes. Alongside UI/UX I bring art direction, gamification, narrative/UX writing and product thinking — useful when a project needs more than one hat.
What does a UI/UX project include?
From early research and concept to wireframes, UI, prototypes and hand-off — as much or as little as you need. I fit the phase you're in.
Can you work remotely?
Yes — fully remote and used to distributed teams across time zones, with clear, reliable communication. On-site works too when it helps.
What makes your approach different?
I watch a real person's first fifteen minutes second by second and mark every hesitation. That's where the fix list comes from, ordered by impact rather than by taste. Then I bring in game-grade engagement craft — the part almost nobody applies to serious products.
How much does a UI/UX design project cost?

It depends on the type of project, the scope of the flow and the complexity. A few ranges:

  • Focused piece of work (an onboarding redesign, for example) — from €2,000.
  • Full project, from research to hand-off — from €5,000.
  • Ongoing partnership — if you need a designer on the team, in 6- or 12-month cycles: I become part of the product and don't start from scratch every sprint. Part-time from €2,000/month.

For a tailored quote, book a twenty-minute call here.

What does working with you look like?
Usually like this: a twenty-minute conversation to scope the work, a proposal with clear goals and timing, then work in blocks with one fixed check-in a week. I plug into your tools and your rhythm — you don't have to adopt mine — and I iterate in direct dialogue with your developers and team leads. I hand over files and specs your team can build from without having to interpret them.

Still have questions?

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Ready for the next build?

Let's talk.
Send me a link or a two-minute screen-capture.
Three concrete observations back within 48 hours. For free.

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