Co-development · for game studios

Français

Your UI team,
extended.

A senior game UX/UI lead and the team behind him, embedded in your production: your engine, your repository, your sprints, your NDA. Twenty years of game interfaces, from Club Penguin to MechWarrior 5.

20
years in game UI and UX
12
studios worked inside
5
runtimes, Unreal first
FR · EN
Montreal, working worldwide

Three ways to work together

Pick the shape
that fits the production.

Every engagement starts with a written scope and has one accountable lead from the first flow to the last widget.

01Team-months

Embedded UI team

A senior UI lead, with engineers and artists added as the scope grows, working inside your team for a milestone or a whole production.

  • Your tools, repository and review process
  • Planned with your producers, shown in your reviews
  • Ramp up or down between milestones
02Fixed scope

UI system, end to end

We own the interface: flows, look development, the component library, motion and the implementation in engine, then hand it to your team.

  • Front end, HUD, store and settings
  • Every state specified and built
  • Documented source and a walkthrough
03White-label

Partner-studio capacity

For co-development and porting studios: specialist UI/UX capacity under your producer and your brand, when a client contract needs more UI than you have.

  • Works under your name and NDA
  • Fits your client’s pipeline and rules
  • No direct client contact unless you want it

What we take responsibility for

Not just the brief.
The result.

UI architecture

UMG and CommonUI widget structure, input routing and focus, built in C++ where it matters and Blueprint where designers iterate.

Controller-first navigation

Focus memory, navigation rails and console certification details. We built a plugin for it: Focusrail, on Fab.

Front end and HUD

Menus, lobby, store, inventory, settings and the HUD, readable at speed and at every resolution.

First session and onboarding

The first ten minutes designed as a flow, prototyped, and tested before they are built.

Localisation and accessibility

Long strings, right-to-left, font fallbacks, text size, contrast and reduced motion.

Performance

UI profiled against a frame and memory budget, with atlases and materials that fit.

Partnership stories

Inside other studios’
productions.

Each story is a role Remi held inside another studio’s production: what he owned, and what his collaborators said.

MechWarrior 5: Mercenaries: Piranha Games

MechWarrior 5: Mercenaries

Front end for a PC mech game in Unreal Engine 4: the mech bay, contracts and mission flow, the studio’s UX style guide, and implementation alongside the UI engineers.

Owned

  • Front-end flows
  • UX style guide
  • Implementation with UI engineering
Dauntless: Phoenix Labs

Dauntless

UX/UI on a live online action game: the quest system, crafting at the armoursmith, hunt matchmaking, the season journal and item comparison.

Owned

  • Quest system UX
  • Crafting and comparison
  • A UX workflow the studio kept

“Remi created an entire UX workflow and pipeline neither of which previously existed in any form at the studio … workflows that are still in use today.”

Andrew Gearhart · Teammate, Phoenix Labs

Central gaming team

UX Director on the central gaming team: hands-on designer, advisor and director across nine of the company’s studios worldwide at once. The work belongs to those studios, so there are no screens here.

Owned

  • UX direction across nine studios
  • Hands-on UI, UX and implementation
  • Reviews and design standards

“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

Co-development is not new to us: Remi has worked inside co-development and agency teams at Sprung Studios, UX Magicians and Frima, alongside studio roles at Offworld, Hothead Games and DeNA.

How we plug in

No friction.
No new process.

  1. 01

    Week one

    NDA, access, a build and your docs. We play the game, read the specs and map where the UI risk is.

  2. 02

    Your pipeline

    Perforce or Git, Jira or whatever you use, your branching model and code review. UI lands as changelists and pull requests.

  3. 03

    Your cadence

    Daily stand-ups when embedded, weekly demos always, and milestone reviews with your producers and leads.

  4. 04

    Handover

    Documented components, source files and a recorded walkthrough, so your team owns the work afterwards.

Engine credentials

We build the tools
game UI teams use.

The team

One lead.
A bench that scales.

Remi leads every engagement. Named collaborators join as the scope requires, so a production can grow without onboarding a new vendor.

Talk to us

Rates by team-month,
scoped in one call.

Tell us the game, the engine, the milestone and what the UI needs. You get a written scope and a team shape within a few days.

Start the conversation ↗
  • Guillaume “Remi” CoutureFounder · UX/UI directorScope, team shape and technical questions
  • Matthieu CoutureNew businessPartnerships and contracts

Studio and game names belong to their owners and describe roles Remi held; they do not imply endorsement of Strategic Sloth.