← Selected work

AUTHORING TOOL / GENERATED WORLDS

Paint the decisions.See the world they create.

A grid-based authoring surface that puts editable cells and the generated scene side by side. A working development recording makes the relationship visible.

In developmentTool UX · Grid authoring · 3D preview

THE DESIGN QUESTION

What needed
to become clearer?

An authoring tool needs to connect a small edit with its effect in a much larger world. That relationship gets harder to inspect when the map and its generated result are separate.

Workflow illustration showing painted cells interpreted as terrain and placed elements
The model / Workflow illustration of cells becoming a generated scene.
Actual World Editor development UI with a cell grid beside generated terrain
The implementation / Recorded development UI with the grid and preview together.

THE DECISION

Connect the views
to the task.

Keep the painted grid as the source and put the 3D preview beside it. Tools, placement controls, and preview inspection stay around the same working area.

THE WORKING RESULT

Watch it.
Inspect the details.

The saved development recording shows cell-based authoring, a forest-camp layout, a prop shelf, and the generated preview. This is prototype footage, rather than evidence of a finished release.

33-second silent development recording. Original interaction speed.

What to look for

  1. Compare the painted layout with the generated camp.
  2. Notice the tools and placement shelf around the authoring surface.
  3. Inspect how the preview gives spatial context to grid decisions.

THE APPROACH

Make the next
decision easier.

A closer look at how the product organizes the work.

01

Define the source

Use cells to describe ground, vegetation, paths, water, and placements.

02

Connect source and result

Show the editable grid and generated scene in the same workspace.

03

Inspect in context

Use the preview to examine the world that those authoring decisions produce.

Explore the other case studies →
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.