SELECTED WORK / INSIDE THE PROCESS

Work you can inspect.
Craft you can feel.

Interfaces you can inspect. Flows you can try. A closer look at how a visual idea becomes something people can use.

REMI COUTURE / DESIGN & DEVELOPMENT

45 seconds.
A closer look at the craft.

Creative tools. Generated worlds. Spatial experiences. Real work from the studio.

45-second silent reel · Real recordings and clearly labeled product screenshots · Development work and a synthetic property demonstration.
What’s in the reel

00–08 / SliceForge: an editable interface screenshot and recorded component refinement. 08–18 / World Editor: grid authoring beside a generated preview. 18–28 / Real Estate 3D Home: a synthetic property walkthrough. 28–38 / NarriaFlow: connected chapters and scene cards. 38–45 / Focusrail: a static runtime screenshot showing focus diagnostics. The reel has no speech or music.

THREE PROJECTS / THREE DESIGN QUESTIONS

The decisions
behind the experience.

Inspect the structure, the working result, and the reasoning that connects them.

01 / STUDIO PRODUCT · AVAILABLE

SliceForge.
Beyond the flat mockup.

Game UI production / Editable layouts / Component states

Fantasy alchemy game interface arranged in the SliceForge Compose editor
SliceForge Compose — an interface arranged in the editor.

The problem

A promising reference still needs layout structure, reusable elements, and interaction states before it becomes a buildable interface.

The design decision

Keep the screen and its parts in one workflow, so composition, component refinement, and export stay connected.

Look closer

Notice the screen hierarchy, the surrounding editor controls, and how repeated interface elements form a system.

Try SliceForge ↗
Inspect another workspace view +
Science-fiction game UI shown inside the SliceForge workspace
A second visual direction in the workspace. Compare the layout and repeated components.

THE TOOLS / INSIDE THE WORK

See the tools in use.

Recorded interfaces, a runtime capture, and the design decisions behind the workflow.

DESKTOP WORKSPACE · AWAITING LAUNCH

DriveDeck

From plugging in to packing up.

DRIVEDECK / WORKFLOW ILLUSTRATION
  1. 01ConnectClaim your external drive
  2. 02OrganizeFolders, pins, and projects
  3. 03TransferQueue and check progress
  4. 04Safely ejectFinish the session
Workflow illustration. Product screenshots will give this sequence its next level of detail.

A portable workspace has a beginning and an end: connect the drive, organize the work, manage transfers, and disconnect safely.

Behind the design

The design focus is continuity across that whole journey. Organization, transfer status, and safe eject belong in the same workspace.

Explore DriveDeck

VISUAL WRITING · RECORDED DEVELOPMENT DEMO

NarriaFlow

A story you can see taking shape.

54-second silent edit from the saved demo. Browser tabs removed; original interaction speed. Development UI may differ from the release.

Watch connected scene cards, switch to an ordered outline, and inspect character details in a real recorded writing workspace.

Behind the design

The canvas supports relationships; the outline supports sequence. Keeping both views within reach gives the author different ways to work with the same story.

Explore NarriaFlow

UNREAL ENGINE · ACTUAL RUNTIME SCREENSHOT

Focusrail

Make navigation visible.

Focusrail running pause menu with Resume focused and a debug overlay showing its index, next and previous targets
Captured runtime demo — ResumeButton is focused. This is a screenshot, not an interactive demo.

The runtime overlay names the focused widget, its rail index, and the next and previous targets beside the running pause menu.

Behind the design

Expose focus behavior directly in the interface being tested. Designers and developers can inspect the navigation path while checking the menu.

View Focusrail on Fab

WORLD AUTHORING · RECORDED DEVELOPMENT DEMO

SliceForge World Editor

Paint the map. Inspect the world.

33-second silent development recording. Original interaction speed. This shows the grid-authoring prototype, not a finished release.

A real development recording places the editable cell grid beside the generated 3D preview, with terrain tools and a prop shelf around the work.

Behind the design

Keep the authoring decisions and their spatial result visible together. The painted grid remains the source while the preview lets you inspect the generated scene.

Explore World Editor

SPATIAL WEB APP · SYNTHETIC PROPERTY DEMO

Real Estate 3D Home

Turn a plan into a place.

90-second silent walkthrough of a synthetic demonstration home. Local application work; not a real property listing.

A connected 2D/3D property application brings floor-plan structure, furnished spaces, and walkthrough presentation together.

Behind the design

Keep geometry review and presentation review connected but distinct. A convincing walkthrough should sit beside the plan that defines the building.

Explore the real estate case study

THE SMALL THINGS / A CLOSER LOOK

Details people feel.
Decisions teams can inspect.

Look beyond the finished screen: component refinement, clear relationships, and visible navigation behavior.

01 / COMPONENT REFINEMENT

The part deserves the attention.

A close view of the real editor makes the frame and its shape the subject of the work.

8-second silent development recording.

02 / CONNECTED CONTEXT

Keep the relationship in view.

Connected cards and grouped acts give story structure a visible place on the canvas.

10-second silent development recording.
Focusrail overlay identifying the focused Resume button and its next navigation target

03 / NAVIGATION DIAGNOSTICS

Know where focus goes next.

The running menu identifies focus and neighboring targets so behavior can be checked in context.

Actual runtime screenshot.
Bring this attention to your interface →

02 / TRAINING & SIMULATION · PROTOTYPE WORK

A clear path
to the first activity.

Onboarding / Learning paths / Mission briefings

Training interface film · 60 seconds · Press play to load. Explore the screens and clickable flow below.

The problem

A learner needs to understand what to choose, what a path requires, and how to begin without getting lost in the platform.

The design decision

Show commitment before selection, keep module order visible, and give the briefing its own clear place before the activity.

Try the flow

Choose a learning path, inspect its modules, and follow the route toward an activity in the SOC prototype.

Open interactive prototype ↗
Learning path picker showing three paths with module count and time
01 / Choose a path — show the commitment before the click.
Path detail showing module order and the selected module
02 / Inspect the modules — keep the next step in context.
Explore more training screens & demos →

03 / GAME UI · VISUAL DIRECTION STUDIES

One system.
A world of character.

These collection mockups explore visual direction. They are concept studies, not footage from released games.

04 / HOW WE APPROACH THE WORK

From the first question
to the last detail.

The process connects visual craft with the task a person is trying to complete. Scope and deliverables depend on the project.

  1. 01

    Understand the task

    Start with the person, their goal, and the constraints: platform, input method, content, and engine.

    What takes shapeA brief, a user journey, and the moments that need attention.

  2. 02

    Find the visual direction

    Explore hierarchy, composition, and visual language on representative screens before expanding the system.

    What takes shapeA focused direction with screen studies and reusable patterns.

  3. 03

    Make it behave

    Connect the flow. Work through navigation, selected states, feedback, and how someone gets back when they take a wrong turn.

    What takes shapeA prototype to review through actual interaction.

  4. 04

    Prepare the handoff

    Bring layouts, components, assets, and behavior notes together so the next step is clear for implementation.

    What takes shapeAn organized interface system and implementation guidance.

Remi Couture, founder and designer at Strategic Sloth

YOUR PROJECT / DIRECT COLLABORATION

Bring the hard interface problem.
Work directly with me.

I’m Remi Couture. Nearly 20 years of game UI and UX experience shape how I approach creative tools, interactive products, and the details people feel when they use them.

We can start with one important flow, a focused interface review, or a prototype your team can inspect together.

Founder-led collaborationGame UI & product UXDesign through implementation

Tell me your target timing. We’ll agree on scope and availability before work begins.