About / Javier Ortiz

I started with images.
I stayed for systems.

I’m a Senior Product Designer based in Marbella, most recently Lead at GiG. I work on complex B2B products and the systems behind them, while staying close to the details people actually use.

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Marbella, Spain / Senior Product Designer

The medium changed.
The curiosity didn’t.

My route into product design passed through graphic design, e-commerce, games and 3D. Each taught me something different about how people read, navigate and act.

At Gaming Innovation Group, I progressed from Junior to Lead Product Designer over more than five years. The work became more complex: rule engines, content systems, data-heavy tools and a design system used across teams.

That shift expanded my responsibility, but it didn’t take me away from craft. I still care about the wording that removes doubt, the state that makes an action recoverable and the component that gives a team a reliable starting point.

From visual craft
to product direction.

  1. 2013—2021

    Visual craft

    Make information feel intentional.

    Graphic design, campaigns, video and e-commerce taught me hierarchy, composition and the value of the final ten percent of polish.

    Graphic design · Video · E-commerce

  2. 2015—2017

    Games & 3D

    Design behaviour, not only images.

    Game design, Unity, C#, Blender and VFX moved me from static output into states, feedback loops and systems people can explore.

    Unity · C# · Blender · VFX

  3. 2021—2026

    Complex product

    Make complex rules understandable.

    At GiG I worked across a real-time rule engine, proprietary CMS, data products, a backoffice design system and internal knowledge tools.

    Rules · CMS · Data · Design systems

  4. Recent

    Lead + AI

    Turn exploration into working product.

    Recent Lead responsibility, mentoring and workshops now sit alongside AI-assisted exploration, vibe coding and functional prototypes.

    Direction · Workshops · AI · Code

I stay close
to the work.

Direction is most useful when it helps a team make clearer decisions and improves what people actually use.

01

Find the decision

I make rules, constraints and trade-offs visible before committing to a screen.

02

Make it tangible

I stay close to the interface: flows, states, language and prototypes people can actually test.

03

Raise the shared standard

I turn individual solutions into patterns and systems that other teams can use with confidence.

Marbella is home.

I’m a dad of two, based in Marbella. At home there are also three cats, and I still love getting lost in a good video game.

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