UI/UX design & development · games, apps, sites, courses

Interfaces, designed and
built where they run.

A design and development partner from the first wireframe to the code in your repository. UX, UI art, motion and the engineering behind it, for games, apps, websites and training products.

Showreel · real footage from our games, tools and motion work

This is not a reel. It is the interface, running.

Switch screens, change the skin, use a keyboard or plug in a gamepad. This one is a game HUD; apps and sites get the same care.

Skin
Saxon HuscarlLv 11
ObjectiveHold the abbey road
  • Break the shield wall
  • Defeat three huscarls
  • Raise the banner
12
Aldric of Caen120 / 120

Live interface · rendered by your browser, not a video · mouse input

What we build

Four kinds of product.
One way of working.

Games are where the craft was learned. The same team designs and builds apps, sites and courses.

03

Websites

Marketing and product sites, designed and built as components, with performance and accessibility checked. This site is one of them.

By the numbers Each figure says where it comes from

20 yearsin game UI, UX and product designSince Club Penguin, 2006
40+shipped games and apps27 at Gogii Games, 13 at Cupcake Digital, and more since
12 studiosworked inside, from indie to co-devListed in the timeline below
9 studiosdirected at once as UX DirectorAppLovin central gaming team, 2021–22
11recommendations from managers, clients and teammatesQuoted on this page, from LinkedIn
3,990followers on LinkedInAs of October 2026
3 productsof our own: two live, one on the waySliceForge, Focusrail on Fab, Storefront Builder
5 runtimesUnreal, Unity, Godot, PlayCanvas and webCode for each on this page

Studios Remi has worked inside, and the names his work has shipped for

Studios: Piranha Games, Offworld, Phoenix Labs, Sprung Studios, AppLovin, Frima Studio, Hothead Games, DeNA, UX Magicians, Gogii Games, Cupcake Digital, Disney · Club Penguin. Clients and properties: Riot Games, Sony, Tencent, Disney, Universal Studios, Hasbro, Twitch, DreamWorks, Nickelodeon, BBC Kids, Glu Mobile, Big Fish Games.

Career credits of Guillaume “Remi” Couture from studio roles and agency client work, as listed on his résumé. Names belong to their owners and do not imply endorsement.

Who this is for

A senior lead.
A team when you need one.

Every project is led by one senior person who owns the interface from the first flow to the last widget. When the work grows past that, engineers, artists and production join under the same lead, so the scope can scale without you managing a new vendor.

  • Indie and mid-size teamswith no dedicated UI designer or UI engineer
  • Larger teamswith a feature, a redesign or a platform port that needs an owner
  • Complete productsgames, apps, sites and courses that need design, front end and back end delivered together

Founder-led. Team size follows the scope, from a solo UI pass to a full product team.

Guillaume “Remi” Couture, founder of Strategic Sloth, in his studio
Guillaume “Remi” CoutureFounder · UX/UI director · technical UIFormerly UX Director at AppLovin, Art Director at Sprung Studios, UX/UI at Piranha Games, Phoenix Labs and OffworldLinkedIn ↗

The team

One lead.
A bench that scales.

Remi leads every project. When the scope needs more hands, experienced specialists join under the same lead, so you still have one point of contact.

Engineering

  • UI engineer · UnityOmar RosarioUnity3D and C#, with Go services and Kubernetes behind themC# · UI Toolkit · uGUI
  • Web & full-stack engineerBrian DíazSenior software engineer, 10+ years building SaaS and AI platformsTypeScript · React · Node
  • UI engineer · UnrealC++ · UMG · CommonUI · Slate
  • Gameplay engineerSystems · Tools · Input
  • Backend engineerServices & APIs · Accounts · Live ops

Art & design

  • Game UX/UI designerStephan DubeFounder of UI Peeps; adjunct professor of UX/UI for gamesUX flows · Spatial UI · Design systems
  • UI artistVictor Del CastilloSenior UI artist; game UI for Unreal, motion graphics and illustrationScreens · Icons · Illustration
  • Motion designerUI animation · VFX · Stingers
  • Technical artistShaders · Materials · Optimisation

Delivery

  • Operations & client coordinationAna Cristina Ibarra VillezcasOperations, client service, sales and team coordinationScoping · Scheduling · Client support
  • New businessMatthieu CoutureBusiness owner and sales coach; two decades leading customer serviceSales · Partnerships · Proposals
  • ProducerPlanning · Milestones · Reporting
  • QA & playtestTest plans · Device coverage · Usability

Game UI, end to end

Design, motion and engine implementation, with the engineers to wire it to game state.

Complete games and prototypes

Client, gameplay and interface, from vertical slice to a build you can ship.

Apps and web products

Front end, back end and the services between them, deployed and documented.

Tools and pipelines

Editors, exporters and plugins that make your own team faster.

Team size follows the scope. A UI pass may be Remi alone; a full product brings in engineering, art and production. Ask about team shape for your project →

01 / What we do

Four disciplines.
One accountable studio.

Take the whole pipeline or the part you are missing. Each piece is built to hand over cleanly to the next.

01

UX & user flows

Decide what people need before deciding how it looks.

Flow maps, wireframes and clickable prototypes for the journeys that carry your product: first session, core loop or core task, navigation, checkout and progression.

  • Flow diagramsEvery path, including the way back
  • WireframesAll states, empty and error too
  • Clickable prototypesSomething to put in front of real users
  • UX auditsPrioritised fixes for a live build
  • Onboarding & FTUEThe first ten minutes, designed
  • Accessibility reviewText size, contrast, input, motion
Flowchart connecting mobile screens from splash through play, rewards and sharing
Figma canvas with word game screens, star tier components and a results screen
Sitemap of a mobile app with screens grouped by section
Four mobile screens showing an incoming attack flow
Five visual styles of the same mobile screens laid out for comparison
Sheet of cards, icons and toolbar components
User flow · Stardust Canvas01 / 06
02

UI art & design systems

A visual language that holds up at screen two hundred.

Look development on representative screens, then a component library with every state drawn, named and ready to slice.

  • Look developmentStyle frames on real screens
  • Screen designDashboards, menus, HUD, store, settings
  • Component sheetsEvery state, named and specified
  • Icon setsOne grid, one weight, one voice
  • Style guidesColour, type and spacing as tokens
  • Export-ready assetsAtlases and nine-slices that fit
Mech bay interface with a mech, loadout slots and repair status
Class selection with a knight, role stats and current loadout
Star map with planets, travel routes and a news panel
Hockey club hub with next game and a player in action
Faction selection screen with a soldier, flag and equipment categories
Deck builder with a card grid and the current deck list
First-person shooter HUD in a neon city
Soccer squad screen with a formation and an empty striker slot
Fantasy adventure HUD over a ruined forest city
Mission briefing with terrain map, objectives and contract terms
Mech bay · MechWarrior 5: Mercenaries01 / 10
03

Motion & feedback

The part people feel before they read anything.

Transitions, state feedback, stingers and micro-interactions, specified as timing and easing tokens so the build matches the prototype.

  • Motion prototypesOne per interaction, to approve
  • Timing & easing tokensA spec engineers can use
  • HUD feedbackDamage, cooldowns, pickups
  • Screen transitionsIn, out and between
  • Stingers & rewardsLevel up, loot, victory
  • In-engine animationBuilt, not handed over as video
Victory screen · motion concept01 / 05
04

Technical UI & implementation

Built in your engine or codebase, in your repository, to your budget.

Components, layouts, bindings and navigation built directly in the project, so there is no gap between the approved design and the shipped screen.

  • Widget architectureComponents your team can extend
  • Input & focusController, keyboard, mouse, touch
  • Data bindingUI wired to real state
  • Resolution & safe zonesPhone to ultrawide to TV
  • LocalisationLong strings, RTL, font fallbacks
  • Profiling & optimisationAgainst a frame and memory budget
Unreal Engine widget blueprint editor with a numbered focus rail
Unreal Engine designer with a validation panel reporting a navigation warning
A running Unreal settings menu with device prompts and a focus overlay
Export to Unreal UMG · SliceForge01 / 05

Co-development

Part of your team,
not a vendor queue.

Embedded for a sprint or for a whole production. The work lands where your team already works.

01

In your repository

Git or Perforce, your branching model, your review process. UI arrives as commits and pull requests.

02

In your sprints

Planned with your producers, shown in your reviews, sized to your milestones.

03

One accountable lead

Design and implementation answer to the same person, so nothing is lost between them.

04

A clean handover

Documented components, source files and a walkthrough, so your team owns it afterwards.

02 / Implementation

One design system.
Five runtimes.

The same component in every runtime: a health bar whose ghost segment waits 450 ms, then drains over 600 ms. It is the bar running in the demo at the top of this page.

HealthBarWidget.cppC++ · UMG
// Layout and styling stay in the Widget Blueprint; behaviour lives in C++.
UCLASS()
class UHealthBarWidget : public UUserWidget
{
    GENERATED_BODY()
public:
    UFUNCTION(BlueprintCallable) void SetHealth(float NewPct);
protected:
    virtual void NativeTick(const FGeometry& Geo, float Dt) override;
    UPROPERTY(meta=(BindWidget)) TObjectPtr<UProgressBar> Fill;
    UPROPERTY(meta=(BindWidget)) TObjectPtr<UProgressBar> Ghost;
    UPROPERTY(Transient, meta=(BindWidgetAnim)) TObjectPtr<UWidgetAnimation> HitFlash;
    UPROPERTY(EditAnywhere) float GhostDelay = 0.45f;
    UPROPERTY(EditAnywhere) float GhostSpeed = 1.f / 0.6f;
private:
    float Target = 1.f, Hold = 0.f;
};

void UHealthBarWidget::SetHealth(float NewPct)
{
    NewPct = FMath::Clamp(NewPct, 0.f, 1.f);
    if (NewPct < Target) { Hold = GhostDelay; PlayAnimation(HitFlash); }
    Target = NewPct;
    Fill->SetPercent(Target);
}

void UHealthBarWidget::NativeTick(const FGeometry& Geo, float Dt)
{
    Super::NativeTick(Geo, Dt);
    if ((Hold -= Dt) > 0.f) return;
    Ghost->SetPercent(FMath::FInterpConstantTo(Ghost->GetPercent(), Target, Dt, GhostSpeed));
}

Widget architecture, CommonUI input routing, focus navigation and UI materials, built in C++ where it matters and left in Blueprint where designers need to iterate.

How we work in Unreal Engine

03 / Real builds

Footage from things
that actually run.

Every tile is labelled with what it is: recorded gameplay, an app recording, an editor capture, or a product screenshot. No mock-ups dressed as shipped products.

In-engine footage · our own game, in development

Norman Ascension

Custom three.js engine · WebGL

An online medieval dynasty RPG running in a browser-based engine we wrote. World, rendering and interface are built in-house.

See the game
Recorded build · training simulation

Mission Control

Web · TypeScript · 3D globe

A mission hub with a live globe, guided tutorial, progression and debrief screens. Designed and implemented.

Open the case study
Development recording · complete, awaiting launch

NarriaFlow

Web app · infinite-canvas writing tool

A writing workspace with a canvas for relationships, an outline for order and detail views for characters.

Read the case study
Rendered application output · synthetic demonstration property

Real Estate 3D Home

Web application · 2D plan and 3D walkthrough

Plan editing, furnished room views and a walkthrough of the same property, kept in one application.

Read the case study
Recorded gameplay · playable in the browser

Network Defense

Web game · React · TypeScript

Isometric strategy with a readable board, evidence panels and a rules editor.

Play and inspect
Recorded gameplay

SOC Dashboard Challenge

Web game · React · TypeScript

A dense investigation console made scannable: evidence, timeline and a decision to defend.

See the set of eight
Recorded gameplay

Cyber Dispatch

Web game · React · TypeScript

A dispatcher desk: prioritise, assign, and see what each call cost.

See the set of eight
Unreal Engine widget designer with the Focusrail Focus Doctor panel reporting a duplicate navigation order and offering an automatic fix Editor capture · plugin available on Fab

Focusrail

Unreal Engine 5 · UMG · C++ plugin

Our controller-navigation plugin for UMG. Focus memory, navigation rails and a Focus Doctor that finds broken navigation before a player does.

View on Fab
Development recording

SliceForge World Editor

Web · WebGL authoring tool

Paint a grid, watch the 3D world regenerate beside it. Tool UX for game teams.

Read the case study
A fantasy alchemy game interface arranged in the SliceForge Compose editor Product screenshot · available now

SliceForge

Web app · game UI production tool

Our own tool for turning a reference into an editable interface, with component states and a UI kit export.

Try SliceForge
Recorded gameplay

Cloud Command

Web game · React · TypeScript

Arcade flight with a HUD that has to be read at speed.

See the set of eight
Recorded gameplay

Privilege Path Puzzle

Web game · React · TypeScript

An access graph you solve by reading it: nodes, paths and the one edge that matters.

See the set of eight
Recorded gameplay

Query Hunt

Web game · React · TypeScript

A SQL investigation where the query editor, results and case notes share one screen.

See the set of eight
Recorded gameplay

Incident Triage Race

Web game · React · TypeScript

An alert board under time pressure: sort, prioritise, and justify the order.

See the set of eight
Recorded gameplay

Phishing Speed Drill

Web game · React · TypeScript

A timed inbox with an inspector for sender, link and tone evidence.

See the set of eight

These are our own games, apps, tools and plugins, and training simulations we designed and built. Studio credits and concept work follow.

Featured case study

From an unclear screen
to a working flow.

Vanguard: a design critique, four-step flow, three screens and a React prototype you can play, with the test plan we would run before implementation.

Read the case study →
Loadout comparison screen from the Vanguard studyClass selection screen from the Vanguard study

Shipped work

Twenty years of
credits, in order.

This is not a studio that started last year. The record below runs from today back to 2006: PC, console, mobile, VR, kids’ apps and the web. Open any title to see the screens.

2025–nowStrategic SlothCurrentFounder · tools, plugins and a game

SliceForge and Focusrail are live. Storefront Builder for Unreal Engine is coming to Fab, and Norman Ascension is in development for Steam.

2022–25OffworldLast yearPC · Unreal Engine

Senior UX designer for three years, from player flows to Unreal Engine implementation.

2021–22AppLovin4 years agoMobile · nine studios

UX Director on the central gaming team: individual contributor, advisor and director across the company’s studios worldwide. The work belongs to those studios, so there are no screens here.

2020–21UX Magicians5 years agoClient work · AAA & mobile

Senior UX product designer on client projects across Unreal and Unity pipelines.

2019–20Frima6 years agoConnected toys · VR · AR

Lead UX/UI designer on connected-toy, virtual reality and augmented reality projects for licensed properties including Pokémon and Star Wars.

2018Sprung Studios8 years agoCo-development · contract

UX/UI and VR art director: daily client meetings, deliverable documentation and mentoring junior designers, on projects including Plants vs. Zombies.

2018Phoenix Labs8 years agoPC · Unreal Engine

UX/UI designer on Dauntless. Built the quest system UX and a UX workflow the studio kept using.

2016–18Piranha Games8 years agoPC · Unreal Engine 4

Front end for MechWarrior 5: Mercenaries, the UX style guide, and implementation with UI engineers.

2015–16Hothead Games10 years agoMobile · Unity

Senior UX/UI designer: wireframes, assets, animation and Unity implementation.

2014–15DeNA11 years agoMobile · Unity

One base structure for three games: Super Battle Tactics, TRANSFORMERS: Battle Tactics and Military Masters.

2013–14Cupcake Digital12 years agoKids apps · iOS & Android
2009–13Gogii Games13 years agoPC & mobile · 27 shipped games
2006–08Disney18 years agoClub Penguin · web

Key art and UI from titles Remi worked on, oldest at the bottom. Some of it is 17 years old and looks it; it is here because every one of these shipped a lesson that still applies. Artwork and trademarks belong to their respective owners.

← → images · ↑ ↓ titles · Esc to close
  1. 2022–25
    SquadOffworld
    Senior UX/UI DesignerPlayer flows through Unreal Engine implementation
    PC · Unreal
  2. 2021–22
    Nine mobile game studiosAppLovin Central Creative
    UX DirectorPeopleFun, Geewa, Clipwire, Belka and five more
    Mobile · Unity & Unreal
  3. 2020–21
    Valorant · NBA × Verizon 5G · Twitch · Stardust CanvasUX Magicians
    Senior UX/UI Product DesignerClient work for Riot, Tencent, Sony, Universal Studios and Hasbro
    AAA & mobile
  4. 2019–20
    Connected toys, VR and AR · Pokémon and Star Wars projectsFrima Studio
    Lead UX/UI DesignerUX flows, interface, motion graphics and engine implementation
    Unity & Unreal
  5. 2018
    Client UI projects, including Plants vs. ZombiesSprung Studios
    UX/UI & VR Art DirectorDaily client reviews and design leadership
    Co-dev
  6. 2018
    DauntlessPhoenix Labs
    UX/UI DesignerQuest system UX, crafting, HUD and a new UX workflow
    PC & console · Unreal
  7. 2016–18
    MechWarrior Online · MechWarrior 5: MercenariesPiranha Games
    UX/UI DesignerUX style guide, 2D and 3D UI, in-engine with UI engineers
    PC · Unreal
  8. 2015–16
    Boom Boom Football · GunKingsHothead Games
    Senior UX/UI DesignerWireframes, assets, animation and Unity implementation
    Mobile · Unity
  9. 2014–15
    TRANSFORMERS: Battle Tactics · Super Battle Tactics · Go Go Ghost · Military MastersDeNA
    UX/UI DesignerShipped mobile game UI
    Mobile · Unity
  10. 2013–14
    Rio · The Nut Job · Fraggle Rock · Strawberry Shortcake · Yo Gabba Gabba!Cupcake Digital
    UX/UI Designer13+ kids apps for DreamWorks, BBC Kids and Nickelodeon properties
    iOS & Android
  11. 2009–13
    Escape the Museum 2 · Haunted Past · Nanny Mania 2 · ZoometryGogii Games
    UX/UI Designer & Illustrator27 shipped games
    PC & mobile
  12. 2006–08
    Club PenguinDisney
    IllustratorIllustration and 3D assets
    Web

Full history on the résumé ↗ · All 57 pieces on ArtStation ↗

04 / Selected work

Fourteen projects.
Open any of them.

Studio work, client concepts and design studies from twenty years of game UI. Each project says where it comes from, and every card holds its own set of screens.

Piranha Games · UX / UI · 2016–2018

MechWarrior 5: Mercenaries

A connected set of interfaces for choosing a destination, evaluating a contract, and preparing a mech for the next mission.

  • Unreal Engine
  • Systems UI
  • Information hierarchy

Design concepts · 2022–2025

SQUAD customisation concepts

A military customisation concept built around faction identity, equipment previews and ownership states, with a confirm step before anything is applied.

  • Faction navigation
  • Customisation UX
  • Ownership states

Gogii Games · Game UI · 2009–2013

Fantasy card systems

Collection, deck-building and card-detail interfaces that bring artwork, comparison and composition into the same visual language.

  • Collection UX
  • Deck building
  • Information density

Concept revisited · AI-assisted visual exploration · 2026

Vanguard

An atmospheric class-selection concept rebuilt as a full preparation journey: understand the role, compare the loadout, deploy with confidence.

  • Loadout UX
  • Interaction states
  • Medieval
Read the case study →

Independent AI-assisted concepts · 2026 · fictional clubs, not commissioned

FACE/OFF & TOUCHLINE

Two sports, four screens. Cinematic presentation with the decisions of team preparation kept clear, from a hockey line swap to a lineup one player short.

  • Sports UI art
  • Controller-first
  • Error recovery

Independent product concepts · 2026 · fictional products and sample data

Current & Signal

The same thinking outside games: a wallet that makes the commitment clear before purchase, and a security course that shows the reasoning behind each answer.

  • Fintech
  • Learning platform
  • Evidence-led feedback

UX Magicians · Senior UX Product Designer · 2020–2021

Valorant front-end exploration

A front end that follows the PC flow, taken from grey-box wireframes to a coloured pass: agent select, party lobby, queue, mode choice, match found, missions, friends, store and collection.

  • Agent select
  • Lobby & matchmaking
  • Wireframe to colour

Phoenix Labs · UX/UI Designer · 2018 · Unreal Engine

Dauntless

Crafting at the armoursmith, hunt matchmaking, the season journal and item comparison cards for the co-op action RPG, plus the quest system UX a teammate says the studio was still using years later.

  • Crafting UX
  • HUD & menus
  • Controller-first

Design study · collectible hero game

Hero collection client

A client for a collectible hero game: home, hero selection, lore profile, roster, a deck curve chart, card frames and the victory and defeat banners.

  • Deck building
  • Hero profiles
  • Results & rewards

Card game UI · title, deck builder and board

Agency

A science-fiction card game from title screen to table: deck list, deck builder, card detail and a full two-player board.

  • Sci-fi UI
  • Deck builder
  • Game board

Concept work · systems UI

Spellcrafting & dark fantasy

A spell-building interface where time magic is assembled along a track, with a character inventory and rune controls in the same dark-fantasy language.

  • Spellcrafting
  • Inventory
  • Diegetic UI

Mobile studies and client concepts · 2019–2021

Mobile, AR & VR

Portrait-first game UI: main menus, card reveals, combat reports and pause screens tested in several styles, plus a web launch page and a Pokémon VR concept from Frima.

  • Mobile UI
  • Style exploration
  • AR & VR

UX Magicians · Senior UX Product Designer · 2020–2021

NBA × Verizon 5G

Second-screen basketball from the Phoenix Suns and Verizon 5G project: a live court overlay with player ratings, schedule and news, sign-in, and a collectible player-card concept with the wallet kept in view so players spend deliberately.

  • Sports
  • Second screen
  • Collectible cards

UX Magicians · Mobile product UX · 2020–2021

Stardust Canvas

A mobile experience connecting discovery, play, creative expression and sharing. The UX maps and component work show how the screens fit together.

  • User journeys
  • Information architecture
  • Components

Game titles and marks belong to their owners. See the full portfolio, with a UX walkthrough for each project ↗

05 / Component library

Twenty components.
Click one and use it.

These are not screenshots of a kit. Each tile opens the real component from SliceForge React UI, our own library, running in your browser with its states, motion and keyboard support.

Radial menuAbility wheel with charges
Skill treeNodes, links and point spend
Inventory gridDrag to rearrange, stack counts
Settings panelTabs, sliders and key hints
Boss barPhases and heavy-hit feedback
Party framesHealth, buffs and downed state
MinimapHeading, markers and region
Quest trackerObjectives that check off
HotbarSlots, keybinds and counts
Item tooltipStats compared with equipped
Shop cardRarity, price and discount
Dialogue boxSpeaker portrait and typed text
Health barDamage, crit, heal and shield
Cooldown ringReady state and key prompt
Loot revealOpen, burst and rarity
Stat radarClass comparison
Kill feedTeam colours and weapon icons
Damage numbersFloating hits and crits
XP barLevel and gain steps
Sniper scopeZoom, range and breath

Built in React and TypeScript, with no UI framework underneath. From the component library in SliceForge ↗

06 / Motion

Interfaces
that move.

Short motion concepts: how a screen arrives, how data fills in, how a reward lands. Personal explorations, playing as recorded.

Sci-fi FPS inventoryEquipment data over a moving character scene.
FPS victory screenRecognition first, then the scoreboard.
Progression consoleRanks, missions and rewards filling in.
Starship diagnostic consoleDamage, warnings and repair state.
Fantasy RPG loading screenA briefing to read while the bar fills.
Magical arsenalInventory and shop in one space.

07 / Figma & process

The work
behind the screen.

Working files, not presentation slides: flows, sitemaps, component sheets and the options that were tested before one was chosen.

Figma working fileMobile word game · components, tiers and animation outcomes
User flowStardust Canvas · UX Magicians · 2020–2021
SitemapStardust Canvas · UX Magicians · 2020–2021
Component sheetStardust Canvas · UX Magicians · 2020–2021
Five styles, tested side by sideMobile UI iteration · 2020–2021
Feature flowMobile strategy study · 2020–2021

Inside the Figma files

Open the file.
Zoom in.

44 close-ups exported page by page from 7 sets of working files: flow maps, wireframes, UI kits, specs and final screens. Click any image to open it full screen, then click again to zoom to full resolution and drag around.

Mobile shooter front end

NZMTencent

Lobby, loadout and backpack for a mobile shooter: from flow map and grey-box wireframes to a specified UI kit with art applied.

  • Flow map + wires
  • UI kit
  • Screen descriptions
  • Wireframe prototype
  • UI art prototype

Backpack system, specifiedLoadout in PVP and PVE and the attribute popup, each with the notes engineers build from.

NZM1 / 5

AI game-creation platform

Game GeniusClient project · 2023

Product design for a platform that generates playable games: research, structure, marketing site and the first-run flow.

  • Components
  • Sitemap
  • Website
  • Persona · journey map · IA
  • Editor and gameplay
  • Rendered flow

First-run welcomeThe rendered opening screen of the creation flow.

Game Genius1 / 7

Mobile word game

KryssClient project

A live crossword game’s new features: power-ups, shop, banners, popups and a settings reskin, with the client’s notes answered on the canvas.

  • Existing-player slideshow
  • Power-ups and board
  • End game
  • Settings
  • Banners
  • Icon design
  • Gameboard
  • Buttons
  • Shop
  • Popups

Lobby bannersReward-centred and social-centred banners, shown for guests and signed-in players.

Kryss1 / 9

Mobile card battler

TNTClient project

Four prototype versions of a card battler’s meta game: home, collection, hero details, events and leaderboard, then a visual pass.

  • Cards notes
  • Presentation
  • Visual pass
  • Prototype v1–v4
  • Flow map
  • Working

Visual passLeaderboard, home and hero card screens with final art direction.

TNT1 / 5

Responsive store and style guide

Bingo StoryWeb shop

A web shop skinned for a bingo game: style guide derived from the game’s art, then login, home and shop at five breakpoints.

  • Ready
  • References
  • Style guide
  • Login
  • Components
  • Home
  • Shop

LoginThe sign-in screen in the game’s own art.

Bingo Story1 / 5

Mobile MOBA style exploration

MobaverseConcept

Three complete UI styles for the same lobby, plus HUD and screen studies. All art assets made by Remi.

  • UI styles
  • Screen ref
  • Working

Lobby, style 1Rounded and bright.

Mobaverse1 / 6

Live mobile games, mapped

Flow maps and teardownsPublisher UX reviews

Whole games laid out screen by screen and wired together: the work that comes before any redesign.

  • Crystal Blast
  • Bricks n Balls
  • Clockmaker
  • Fire and Glory
  • Spin a Spell

Crystal Blast: flow mapLaunch, tutorial, core loop, shop and results, with every branch drawn.

Flow maps and teardowns1 / 7

More from the Figma archive

21 working files.
Flows, teardowns, layouts.

Straight from Remi’s Figma drafts: whole-canvas views of real files, not tidied for a portfolio. Flow maps, UX teardowns of live games, style tests and screen sets, 2021 to 2025.

Bricks Ball CrusherFigJam
UX teardownEvery screen of a live game laid out for review.Jun 2022
Bricks n BallsFigma
Flow mapThe game’s screens connected into a single branching flow.Jun 2022
Word StarFigJam
UX flowA word game mapped screen by screen.Jun 2022
Crystal BlastFigma
Flow mapScreens connected into branching paths.Jun 2022
Spin a SpellFigJam
Screen auditCaptures of the live game sorted into rows.Jun 2022
Spin a SpellFigma
Visual passPopups, shop and reward screens in a new visual treatment.Jun 2022
Fire and Glory: Blood WarFigma
UX flowA strategy game’s screens arranged in columns by flow.Jun 2022
Top War: Battle GameFigJam
UX teardownA published game’s interface laid out section by section.Jun 2022
Beast ArenaFigJam
UX teardownCard, battle and store screens grouped for review.Jun 2022
Smashing FourFigma
Screen setScreens from Geewa’s PvP game, organised by feature.Jun 2022
Smashing FourFigJam
UX teardownA review board of the game’s screens.Jun 2022
Cash BingoFigma
Style testFive visual styles of the same screens for Clipwire Games.Jun 2022
Wordscapes CashFigma
Logo & screen studiesWordmark options beside the screens they sit on.Jun 2022
Star RushFigma
Screen setPuzzle, results and tier screens in three rows.Jun 2022
Bio StrikeFigma
HUD studiesHUD layouts over top-down combat captures.Jun 2022
SquadFigma
Main menuTwo main-menu layouts over in-game backdrops.Jun 2023
FIRETEAMFigma
Reference & screensReference boards leading into screen layouts.Mar 2025
Storyboard gameFigma
Concept framesScene frames arranged as a storyboard.Jun 2022
HyperHubFigma
App flowA mobile product’s screens and their order.Oct 2021
Viking ship sceneFigma
Unreal Engine capturesEditor and viewport captures of a ship scene.Nov 2022
Customer journey breakdownFigma
Journey mapA consumer brand’s purchase journey, step by step.May 2024

Canvas overviews at the size Figma stores them, so the detail is in the structure, not the pixels. Game names belong to their owners.

08 / In the editor

Where the design
becomes the build.

Screen recordings and captures from Unreal Engine and from SliceForge, our own game UI editor. This is the part most portfolios leave out.

Edit, preview, exportAn interface edited in Compose, played in preview, then sent to export.
A frame built in layersBorder, corners and fill kept separate so the frame can stretch.
A button from a rectangleShape first, then states, built on the canvas.
Export for UnrealChoosing the target and running the export preflight.
Unreal Engine · UMG widget editorA widget blueprint with the Focusrail overlay drawing the navigation order on the canvas.
Unreal Engine · Focus DoctorValidation that finds a duplicate navigation order and offers the fix.
Unreal Engine · running buildSettings screen in play, text scaled to 120%, with device-aware prompts and live focus diagnostics.
SliceForge · ComposeOur own editor for building game screens from components.
SliceForge · workspaceA science-fiction interface laid out with reusable parts.
SliceForge World EditorPainted grid on the left, generated 3D world on the right.

09 / Visual range

Any genre.
Any art direction.

Ten complete UI directions designed in 2026, from tactical shooter to cosy farm. Concept studies from our UI collections, not footage of released games.

Twenty screens from ten complete UI collections, each a full set of menus, HUD, inventory and settings. Browse the collections →

10 / Process

From a rough build
to a shipped screen.

Each step ends with something you can review. Skip the ones you have already done.

  1. Brief and audit

    We use the build, read the docs and map where people hesitate. You get a written scope before any design starts.

    → Scope, flow map, risk list
  2. Flows and wireframes

    Structure first. Every screen and state in grey boxes, tested as a clickable prototype.

    → Wireframes, prototype
  3. Look development

    Visual direction on three or four representative screens, then the component library.

    → Style frames, component library
  4. Motion

    Timing and easing defined as tokens and proven in a motion prototype.

    → Motion spec, prototypes
  5. Implementation

    Built in your engine or codebase, in your repository, reviewed through pull requests like any other code.

    → Components, navigation, bindings
  6. Polish and handover

    Profiling, edge cases, localisation and input passes, then documentation your team can extend.

    → Perf report, docs, source

UX audit · sample

What an audit
actually says.

An audit is the fastest way to start. This is the shape of one: Remi’s review of Clash Royale’s interface, written as a teaching example of what a strong mobile UI gets right and where it will strain.

7 things that work

  1. Balanced, symmetrical layout

    Every secondary button sits at the edge of the screen, which leaves the action button front and centre and shows the player where to go next.

  2. Easy flow

    The main icons stay along the bottom on every screen. Nothing jumps around, and a new screen scrolls once by itself to show that it can.

  3. Hierarchy through scale and colour

    Header, player info, chests, secondary buttons and the action button each read at their own level.

  4. Buttons where players expect them

    Close and Back keep the positions players already know.

  5. Consistent UI art

    Buttons are distinct by shape, size and style for each level of the hierarchy.

  6. Polish

    Feedback on everything: animation, gleams and response to touch.

  7. A tutorial that shows, not tells

    Simple, clear and quick. It never feels like work.

3 potential problems

  1. Room to grow

    The navigation is limited to five features. Adding a sixth will force a structural decision.

  2. Popups over popups

    Usually a mistake. Here it is one level deep, a confirmation, and always returns to the previous screen, so it holds.

  3. Colour coding collision

    The level droplet uses the same colour as epic cards, which muddies what that colour means.

What you receive

  • Annotated screens and recordings
  • What works, and why to keep it
  • Problems ranked by impact and cost
  • A recommended next scope
Book an audit ↗

Mobile strategy game · UX review

Strong systems, text too small.

  • Edge-to-edge UI keeps the centre clear and scales across devices
  • Tutorial is long and text-heavy; popups and info bubbles are hard to read
  • The call to action is unclear: which mode is the main game?
  • Recommendation: larger type, one clear primary action, cleaner UI art

Behaviour Interactive · UX solution

Make one mode the front door.

  • Brief: introduce a betting mode as the main funnel and de-emphasise the rest
  • Option one: a mode bar along the bottom with a dedicated mode-select screen
  • Option two: a single landing page where the new mode wins on size and colour
  • Delivered as wireframes and renders for both options

Clash Royale is a trademark of Supercell. The review is independent commentary and was not commissioned.

Talks & teaching

Stop designing in screens.
Start designing in flow.

The line Remi’s UX talk is built around. He has taught game interface design at Vancouver Film School and written this talk for the studios he has worked with.

10 principles of UX

  1. The experience belongs to the user
  2. UX is holistic
  3. Great user experience is invisible
  4. UX is a life cycle
  5. Context
  6. User-controlled experience
  7. UX is social interaction
  8. The psychological edge will win
  9. UX is a conversation
  10. Simplicity over complication

The talk

UX is not UI.

Flow is the big picture; screens are the small detail. Design the player’s path first and the screens stop surprising you with features nobody planned for.

Versions written for Hothead Games, Frima Studio, Bandai Namco, Behaviour Interactive and AppLovin.

Teaching

Game Interface Design, VFS.

Instructor at Vancouver Film School in 2016: wireframes, user flows, prototyping and usability for students entering game UI.

For your team

A workshop, not a lecture.

The same material runs as a half-day session with your designers and engineers, using your own game as the example.

Ask about a workshop →

In their words

From the people
who managed the work.

Eleven of the recommendations on Remi’s LinkedIn, from art directors, producers, engineers and a client, 2015 to 2022.

“UI, UX, illustration and implementation Remi was a one stop shop to get stuff done. Strong recommend, would hire again.”
Keith Kawahata ↗Hired and managed Remi · AppLovin · July 2022
“Remi created an entire UX workflow and pipeline neither of which previously existed in any form at the studio. … not only up to the task of making the game more playable, but to also create entire workflows, that are still in use today.”
Andrew Gearhart ↗Teammate · Phoenix Labs, on Dauntless · February 2020
“Remi had a huge influence on Boom Boom Football. He applied his formidable understanding of UX to make some excellent changes to the game’s flow and followed that up with solid artistic implementation. When we lost a key screen building artist, Remi proactively learned new areas of Unity to fill that gap.”
Dylan Scott ↗Art Director, managed Remi · Hothead Games · January 2016
“It was an absolute pleasure to work with Rémi on Super Battle Tactics and his efforts brought in massive improvements to the User Experience. … He regularly shared his knowledge with the rest of the team to educate everyone in thinking about User Experiences earlier in the design pipelines.”
Eric Hine ↗Lead Designer and Producer · DeNA · April 2015
“Remi has a fantastic understanding of UX/UI needs in gaming. Working with him on my project was not only exactly what we needed, but was informative and a great learning opportunity for my team.”
Dana Dispenza ↗Client · July 2022
“One of the best UI/UX expert I have ever work with. … His talent on UI/UX and solid painting skill helped the team went through tough time and delivered great result!”
William Liu ↗Art Director, managed Remi · DeNA · April 2015
“His understanding on UI/UX makes the UI/UX development process quite faster and much more efficient. He’s also a good team-worker, who works very closely with engineers and game designers.”
Satoshi Bessho ↗Managed Remi · DeNA Studios Canada · April 2015
“He organized several informative UI/UX workshops while at the company and provided valuable feedback to our team that improved our game at every milestone.”
Lan Roed ↗Teammate · DeNA · April 2015
“Remi has a great understanding and experience with game UI/UX. … If there is a need for fresh UI/UX design, Remi is that guy!”
Jerry Tzeng ↗Teammate · AppLovin · July 2022
“Rémi is a talented UI/UX artist and director. … He’s always eager to help and share his knowledge. I would be thrilled to work with him again.”
Victor Malcervelli ↗Teammate · AppLovin Central Creative · July 2022
“A real knack for taking feedback from way too many sources at once, and coming up with something awesome that leaves everyone feeling listened-to and involved.”
James Daniell ↗Managed Remi directly · August 2016

Read the full recommendations on LinkedIn ↗

11 / Ways to start

Start small.
Scale when it works.

Durations are typical, not fixed. Every engagement begins with a written scope and a price.

01 / UI & UX auditAbout 1 week

Know what to fix first.

A hands-on review of your current build or designs: hierarchy, navigation, feedback, readability, input and accessibility.

  • Annotated screens and recordings
  • Prioritised fix list by impact and cost
  • A recommended next scope
Discuss this ↗
02 / Vertical slice2 to 4 weeks

One journey, designed and running in the product.

Pick the flow that matters most. It is designed, animated and implemented in your project so the team can judge the real thing.

  • Final-quality screens for one flow
  • Motion and input implemented
  • Component foundations to build on
Discuss this ↗
03 / Embedded UI partnerMonthly

A UI team member through production.

Ongoing design and implementation alongside your team, from pre-production through launch and live updates.

  • Design, motion and implementation
  • Working in your tools and sprints
  • Source, docs and handover included
Discuss this ↗

12 / Questions

Before we talk.

Do you only work on games?

No. Games are the deepest part of the portfolio, and the same team designs and builds web and desktop apps, websites and training products. The work on this page includes a writing tool, a property application and a set of training games.

Do you design, implement, or both?

Both, and they work best together. We can also take either half: implement another designer’s work, or hand a specified design system to your engineers.

Which engines and platforms do you work in?

Unreal Engine, Unity, Godot, PlayCanvas, and the web: React and TypeScript apps, sites and custom engines. The design system and motion spec stay the same; the implementation follows each engine’s own UI framework.

Can you work inside our repository and pipeline?

Yes. Git or Perforce, your branching model, your review process. UI work arrives as commits and pull requests, not as a zip file.

Who does the work?

Guillaume “Remi” Couture, the studio’s founder, leads every project and does the UI work directly. Everyone calls him Remi. Larger scopes add engineers, artists and production under his lead.

What do you need to give a quote?

Your engine or stack and target platforms, the stage the product is at, the screens or flows in question, and your timing. A build or a few screenshots help.

Are the studio credits Strategic Sloth projects?

No. They are Remi’s own credits from two decades of studio roles and agency work, shown with the studio and role for each. Strategic Sloth is the studio he founded to offer that experience directly.

Next opening on request

Show us the build.

Send a screenshot, a recording or a build, with your engine or stack and your dates. You will get a straight answer on fit and scope.