Ilaria Cogo
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Designer based in Los Angeles. Crafting digital products and design systems with clarity and character.

Based Los Angeles, California
Focus Product UX/UI, Design Systems
Languages English, Italian
Currently Riot Games
Ilaria Cogo
Featured Project Ongoing · 2026
UX/UI Design Engine Migration Design Systems

Rebuilding TFT's
Around-Game in Unreal

Role Senior Visual Design Lead
Platform PC · Mobile · Tablet
Timeline 1 Year (Ongoing)
TFT home page rebuilt in Unreal Engine — mobile layout
Project Overview

Led the visual design foundation for Teamfight Tactics' engine migration, transitioning the around-game (out-of-game) experience from the legacy Hextech engine to Unreal Engine. As the founding visual designer on this initiative, I bridged the gap between art, design, and engineering to establish the UX/UI frameworks, design systems, and pipelines that will power TFT for years to come.

TFT lobby screen in Unreal Engine — party state, loadout preview and pass progression
Key Contributions & Leadership
01
Figma Architecture & Design System Built the design system in Figma from the ground up, including layout rules, grid systems, file organization, and asset best practices enabling org-wide scalability.
02
Global Typography & Localization Curated TFT's universal font library for all global regions and built a Figma-to-Unreal font pipeline for seamless localized text implementation.
03
Engine Architecture & Pipelines Co-created file folder structures, content organization, and naming conventions with engineering for a clean, scalable Unreal project environment.
04
Custom Technical Tooling Led development of custom Unreal tools, including asset optimization systems to manage memory budgets, and flexible text objects for deeper visual customization.
05
Cross-Platform Scaling Established the foundations for responsive UI scaling, including safe zones, aspect ratio anchors, and asset overrides. Then documented them and onboarded the entire team, ensuring a smooth experience across PC, Mobile, and Tablet.
06
Team Scaling & Mentorship Started as the sole designer before expanding the team, onboarding incoming designers, managing sprint planning, tracking timelines, and providing creative direction through consistent design reviews.
Feature Ownership

Responsible for designing and implementing the end-to-end user experience and high-fidelity visual specs for the following core high-traffic screens.

Home Page & Navigation Battle Pass System Loadouts & Customization Missions & Progression Store Grid System Cosmetics Mythic Preview Reward Ceremonies Meta Progression Systems
Screens · Built in Unreal

Every screen below is running in engine. Switch between mobile and tablet to see how the same design adapts to each device.

View as
01 Home & Navigation
HOME. The main hub, with entry points to the pass, store, and loadouts.
LOBBY. Where players pick a mode, create a party, and start a match.
MISSIONS. Weekly and seasonal challenges players complete to earn pass XP.
02 Battle Pass
PASS. The reward track, where players follow their progress and claim rewards.
LEVEL PURCHASE. The shared purchase flow, here used to buy pass levels.
03 Store & Monetization
MYTHIC STORE. Where players spend medallions on premium cosmetics.
SEASONAL STORE. The full rotation of limited-time offers, with what players already own.
MYTHIC PREVIEW. Shows everything included in a mythic before buying.
TREASURE REALMS. Where players open capsules and track drop rates and progress.
ITEM DETAIL. A quick look at an item and whether players own it.
04 Loadouts & Customization
LOADOUTS. Where players customize their tactician and view their collection.
CATALOG. The full collection, with filters and a preview of the selected item.
PROFILE ICONS. Where players pick the icon shown on their profile.
EMOTES. Where players assign emotes to the in-game wheel.
STAR SHARDS. The top-up flow for buying the loadouts currency.
The Impact

By combining high-level visual strategy with deep technical implementation, I helped transform a complex engine migration into a structured, scalable workflow. The resulting frameworks empowered our growing design team to build faster, localized seamlessly for a global audience, and delivered a unified, premium look and feel across all devices.

Selected Work 05 Projects
About

Visual Designer Artist shaping game UI for millions of players at Riot Games.

Originally from Bassano del Grappa, Italy. Now based in Los Angeles. I specialize in UI, UX, and visual design, currently crafting player-centered experiences for Teamfight Tactics at Riot Games. I believe great design is enjoyable, useful, and usable all at once.

Role Visual Designer Artist, Riot Games
Skills UI · UX · Visual Design · Product Design · Tech Art
Tools Figma · Photoshop · Illustrator · Procreate · Unreal · Notion · Jira · Google Suite · Vizcom · Perforce
Location Los Angeles, California
Contacts

Thank you for reading. For any question please feel free to contact me :)