G Albuquerque UI/UX Designer

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Hey, I’m G Albuquerque!
I love to design cool digital products that EMPOWERS PEOPLE!

I’ve been designing for the past 13 years, I’m currently based in Sao Paolo - Brazil working at Wildlife Studios creating cool mobile games. My past experiences includes Booking.com, OLX Group, Folha de S.Paulo and others.

I believe that designers have holistic vision on things and what moves me is to use this characteristic on empowering people. That could be by supporting companies that have missions that goes beyond profit, by enabling users to do things that enrich their life somehow, and also by making the voices of the colleagues around me heard and making them feel that whatever they are working on is also theirs and part of something big.

Following, I’ll show specific cases that can exemplify my work. If you want to know more about a project, just shout out to me and I’ll be happy to explain.

You can call me G or Gui, Gui is the shortname for Guilherme, you say it like the gui on guitar. But GUI also means Graphical User Interface. My mother could never pick a better name, right? :)

Strengthen Booking relationship with its 6mi+ partners


Insights is Booking’s internal tool responsible for managing our partners. This tool is used by Account Managers all over the planet.

The work of an Account Manager (or AM) is based on the relationship with partners. From a small farm B&B on a 6h drive, to big hotel chains in Tokyo.

I was the main UX Designer of the project, to know our user I've travelled with them and watched them work, understood their needs and studied our partners.

As a result, the team and I delivered a redesigned and more powerful web tool and a new app to enable their work on the road, even offline.


Here is one of the problems the team and I solved.
After the research, we determined our main personas. Let's look at this major persona’s week.

An Account Manager’s Week

The purple items were covered by the tool, the green ones composed this epic and the others are just opportunities for the future. We had the list of partners, the “whys”, their info and we also had the google maps API inside the company environment, ready to use.


The low hanging fruit is: get the property address from our database and put it on google maps, done. But what if we could do better? We know much more than addresses, so we put to practice here what booking do best: big data analysis.

With the analysis, we’ve noticed that there was a large ammount of properties that never got inside our systems because of some simple things like: A verification visit where the AM just states “it exists”, or a property is missing a picture or some information on their registration form, those are usually really simple doubts that our partners had, specially for small business.

So we put suggestions for the partners along the way for quick wins! These are good for us and for them, research shows that most small partners get fully booked on their first weeks with us.

Because we knew that AMs runs on tight schedule, we also connected with their google calendar (and their teams) to make sure we offer suggestions that fit their agenda.

Here is a more detailed look on the feature, already inside of booking’s platform:

  1. On the map, the AM can check routes and see all of their partners with colored pins that signal attention points.
  2. Show their google calendar meeting and their visits.
  3. Topics that could be discussed by business Pillars and the value they could bring to the company.
  4. Visit and contact info. Clicking the number dials on the company’s phone system (land or mobile).
  5. Quick Actions shows short nearby visit suggestions that could push further partner relationships.


Booking is a data driven company so we suggest actions, talking points for the AMs and generate rich reports, all based on data science.

And because Account Managers are the biggest asset we had, the tool was built to empower and insight, never to decide, that’s what moved us as a team.

I’ve never been so close to the user as I did with this team, and it was also where I’ve learned lots and had the most fun on a job!


It’s always a good time for tennis and everyone is invited


Tennis Clash was the most downloaded mobile game in 78 countries during its October 2019 launch, and it has received a number of rewards and features by both App Store and Google Play.

I started on Tennis Clash on November 2018. On that time, Product and Game Design struggled to find a good balance between Tennis techniques and fun, as the sole ui/ux designer on that moment, I stuck together with them, trying to learn as much as possible in order to achieve a world class user experience.

When our prototype (on the right) started to give positive signals, the team scalated from 8 to 100+ colleagues, I was leading 3 designers, freelancers and a US outsource UI team. As a result from everyone's huge effort, the game made to top 10 worldwide downloads on launch.


On early stages, after some decisions with the developers, the Product Manager came to me with a specification that he believed created a good balance between real life tennis physics and a fun mobile game that you can have a nice feeling with short matches and good challenges to keep you playing for a long time.

The feature documentation lists that all items on the game should have 10 different stats, in 5 different groups with Level, cost of upgrade and name. It seems like a lot for our players, but I understood that all this information is valuable to tennis enthusiasts. So I took all that for a spin on wireframes.

I showed him theses experimentations and told him that this would not be ideal but we could try to compensante the ammount of information with Light Visuals and he replied ”Cool but what about comparing 2 cards?”. Although that wasn't on the documentation, its part of the metagame that we are going for, the same as Sniper3D, War Machines, CSR and Clash Royale. Well, that's a lot, right?

Right. So I realised that the challenge here was really trying to make the team see that this goes beyond this screen, this is the most important part of the game perception, and it is core for players strategy.

Luckly for most of us, having something tangible, supported by people you trust and with a good hypothesis, things start to makes more sense. So I created some prototypes, with different solutions that the team wouldn't like at first, went around the company getting opinions and feedbacks, and got back to them.

This is not about how I present these informations or tests that I do. This is about understanding our target audience. Yes, we want to attract Tennis enthusiasts and make them happy. But Tennis is in general an Elite sport, and there is a whole world out there that have cellphones in their pocket that never played tennis before. This is our chance to reach a broader audience. So we all talked and iterate a lot.

Three important winnings happened here for our players:

  1. We reduced the stats from 10 to 6, they still carry important Tennis concepts but are way easy for anyone to understand or to be learned.
  2. We will have a Total Power number, so you know the impact on that equipment on your entire build.
  3. The cards have different categories (Rackets, Shoes, Grip, etc), we set that each category could only change up to 3 different stats.

This is the type of thing that makes me love being a designer. It's not about putting on the screen, it’s about understanding and connecting all ends. After this, the vision on the game was very clean and aligned among us, that made us progress a lot faster.

The prototype was going well, game enters in wartime/crunch, we had less time but way more resources. That means we can rise the art direction quality on the game.

The references focused on collecting cards, but we focus on strategy, so we set a navigation that would reflect that. We also realised that we don’t need a compare popup, we could just include the attributes on the card itself, and it would always compare to your equiped composition.

After the soft launch, we had more data and decided to tune down Total Power because we saw that players decided on the number instead of strategy, but it’s still there to guide them on building different Lineups/Decks.

One year after the game’s worldwide launch, we had lots of learnings and data that made us change, enhance and add new features. But all my work and effort on this core thing is still there and drives millions of players. That makes me proud of pushing so much on something that I believed in, and making everyone onboard made it happen.

Part of the tennis clash team at wildlife studios

WatchMirror Preview Figma design on Apple Watch

With watchOS 6, it became possible to have standalone apps on the watch so @__WesSouza and I started to work on a small game for Apple Watch.

We didn’t have a good way to test interface on the watch so we created this Apple Watch app and a Figma Plugin to help us and anyone out there with the same issues.

Visit the website

Play tabletop RPG with your friends anywhere

During a pandemic, to be able to connect to people is a basic need and as a Tabletop RPG player, I believe that playing RPG with your friends helps on that.

This is a whatsapp like group app focused on RPG. You have an action keyboard where you send actions for your character based on their skills, and another keyboard to roll dice.

The app can import your character sheet, or you can start playing without it and on every action the app learns your weapons, items, HP and Spells.

This is WIP and not released.

TAPFLEET Idle Space Shooter

I’ve always enjoyed space themed movies and games, specially those that focus on how pretty the future can be, more than post-apocaliptic.

So I joined some friends to work on this from start to end, I learned a lot on UI/UX for Games, had to learn Unity, some coding and I'm very proud of this unreleased game.

Let's Talk
g.ux@icloud.com LinkedIn CV