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Filip Aleksandrow

Designer & Creative Leader
contact @ pixelsurgery.ca
Montreal, QC, Canada
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About me

I’m a hands-on design leader with 25+ years of experience shaping products for humans, not just users. I’ve shipped award-winning video games, co-created Microsoft’s Fluent 2 design system website, and helped build design systems used in products with millions of users. Whether I’m refining micro-interactions or setting a product vision, I care deeply about how things feel, not just how they function or look, because the best interfaces don’t just work, they click. 😉

I live in Montréal, was born in Poland, raised in Norway, and trained in design in the UK. I’m always happy to travel, especially for work that matters.

Outside of work: Arsenal FC, F1, movie posters, and dreaming about the perfect air-cooled Porsche.

Let’s connect.

Work Experience

Principal Product Designer

Microsoft | 2021 – Present
Led UX/visual direction and architected scalable IA/interaction patterns for Fluent 2 documentation, impacting 100M+ users worldwide.

Achieved 200K+ active users in month one, establishing a company-wide documentation standard.

Founder / Artist / Creative Director

PixelSurgery / Æsir | 1997 – Present
Directed end-to-end design and production for 50+ limited-edition posters, websites, and brand collateral.
Cultivated a distinct personal artistic style, leading to gallery work and building a loyal client base.

Principal Product Designer / IxD Architect (R&D)

Immersion Corporation | 2019 – 2021
Directed haptic and visual design for 4 haptic demonstrators showcased at major auto shows (Detroit, CES, Tokyo).
Helped secure Tier 1/OEM partnerships, positioning Immersion as a leader in automotive UX innovation.

Senior Product Designer

Lightspeed HQ | 2018 – 2019
Conducted research to uncover critical pain points in Lightspeed Payments.
Translated insights into roadmap priorities and interaction improvements.

Visual Design Practice Lead

Blue Yonder (former JDA Software) | 2015 – 2018
Defined visual design strategy for the Luminate Design System across 100+ SaaS applications.
Delivered a modular branding system that significantly improved design velocity.

Senior UI/UX Designer

Square Enix Montreal | 2013 – 2015
Sole UI/UX designer on Hitman: Sniper, a multi-platform mobile game with over 10 million players worldwide across iOS and Android.
Contributed to hiring processes and provided mentorship to junior UI/UX talent within the studio.

Interaction Art Director / Senior UI Designer

Behaviour Interactive | 2008 – 2013
Led UI/UX across 10+ shipped cross-platform titles, shaping HUDs, interaction models, and interface consistency.
Managed and mentored UI designers, fostering cross-team design standards and process improvements.

Senior UI/UX Designer

Ubisoft Montreal | 2006 – 2008
Key UI Designer on Far Cry 2; set UI vision for Tom Clancy's Splinter Cell: Conviction (pre-production).
Partnered with Creative and Art Directors to drive effective UI solutions across PC and console platforms.

Lead UI/UX Designer

Electronic Arts (UK) | 2005 – 2006
Served as Lead UI Designer on the critically acclaimed title Black (Xbox, PS2), leading user flow design, journey mapping, and solving complex layout challenges.
Designed intuitive UI/UX solutions and created UI animatics for Burnout Legends and Burnout Dominator.

Senior Designer

Naked Penguin Boy (UK) | 2004 – 2005
Developed and executed innovative design strategies for high-impact marketing campaigns and client presentations.
Created digital solutions for DreamWorks, Universal Studios, Paramount Pictures, Disney, and more.

UI Designer

Argonaut Games Plc (UK) | 2001 – 2004
As an early UI Designer in the growing digital entertainment industry, contributed to foundational user interface experiences across the studio.
Addressed complex UI challenges by optimizing user flows and journeys across diverse platforms.

Graphic Designer

Inkom AS (Norway) | 1996 – 1998
Designed and executed illustrations, brochure layouts, and promotional posters for local clubs and events.
Benefited from direct mentorship by experienced graphic designers and illustrators, building foundational skills in print design and visual communication.

Education

Bachelor of Arts - BA (Hones) Product Design

University of the Creative Arts (ex KIAD) – UK   | 1998 – 2001

Arts & Design Foundation

Fagerlia Videregående Skole – Norway | 1996 – 1998

Professional Development

Level Up with Figma Certificate
Baseline (Joey Banks) via Maven (2025)
Microsoft Global Hackathon
Microsoft (2024)
Remote Facilitation for Design Teams
Cooper Professional Education (Designit) (2021)
Brand Experience Workshop
Cooper Professional Education (Designit) (2015)

Core Expertise

Leadership & Strategy: UX Strategy, Design Leadership, Design Systems Advocacy, Creative Direction, Product Thinking

Product Design: Haptic & Multimodal, Game UX/UI, User-Centered Design, Prototyping, Inclusive Design & Accessibility

Game Credits

Shipped titles across console, PC, and mobile platforms (2001–2015)

Hitman Sniper (2015)
iPhone, iPad, Android
Lead UI/UX Designer
Hitman Go (2014)
iPhone, iPad, Android
UX Design Consultant
SpongeBob: P. R. R. (2013)
PlayStation 3, Xbox 360, Nintendo Wii, Nintendo DS
Interaction Art Director
NBA Battle in the Paint (2014)
iOS, Android
Interaction Art Director
MLB Battle at the Plate (2013)
iOS, Android
Interaction Art Director
Halo Waypoint: Fall 2012 (2012)
Xbox 360
Interaction Art Director
Halo Waypoint: Fall 2011 (2011)
Xbox 360
Interaction Art Director
Rango: The Video Game (2011)
PlayStation 3, Xbox 360, Wii
Presentation Art Director
MySims: SkyHeroes (2010)
Nintendo Wii, PlayStation 3, Xbox 360
Lead UI/UX Designer
Transformers: Dark of the Moon (2011)
Nintendo DS, Wii
Senior UI Designer
Wet (2009)
PlayStation 3, Xbox 360
Lead UI Designer
Splinter Cell: Conviction (2009)
Xbox 360, PC
Senior UI Designer
Far Cry 2 (2008)
PlayStation 3, Xbox 360, PC
Senior UI Designer
Burnout Dominator (2007)
PlayStation 2
Senior UI Designer
Black (2006)
PlayStation 2, Xbox
Lead UI/UX Designer
Burnout Legends (2005)
PSP, Nintendo DS
Senior UI Designer
Catwoman: The Game (2004)
PlayStation 2, Xbox, GameCube, PC
UI Designer
Swat: Global Strike Team (2003)
PlayStation 2, Xbox
UI Designer
Matt Hayes Fishing (2002)
PC
UI Artist

Skills

Product Design
Creative Direction
Design Mentorship
Cross-Functional Leadership
Human-Centred Design
End-to-End Product Development
Strategic Prioritisation
User Experience
Interaction Design
Information Architecture
Visual Design
Art Direction
Wireframing
Accessibility
User Research
Inclusive Design