- Serving high-security clients including the Japan Ministry of Defense, US Department of Defense, and NATO — delivering UX/UI solutions for mission-critical digital products
- Delivered end-to-end UX/UI consulting for game studios and tech product teams, covering strategy, design systems, and Unreal Engine / Unity implementation
- Integrated AI-assisted workflows (Midjourney, ChatGPT, Cursor) to cut prototyping time and accelerate visual design iteration for clients
- Advised on product vision and design system architecture, enabling teams to scale UI production without sacrificing consistency
- Bridged design and engineering using front-end development skills (React, JavaScript, Next.js) to prototype and validate UX solutions directly in code
02 / THE TOOLKIT
Strategy meets execution.
03 / EXPERIENCE
A career built around people.
Nearly three years of game UX/UI, from player flows to Unreal Engine.
UI design and illustration across a sustained run of shipped work.
UX direction and design standards across a portfolio of mobile game teams.
My experience spans long-term studio roles, consulting, and contract work. Several shorter tenures ended because of layoffs or studio closures.
Recommendations from managers, clients & teammates ↗- Led UX/UI design for a remote-first game studio, owning the full design pipeline from wireframes and user flows through to Unreal Engine implementation
- Defined and maintained a scalable UI component library in Figma, reducing design-to-handoff friction across the team
- Collaborated daily with engineers and producers to identify usability issues early and resolve them before reaching production
- Championed player-first design thinking across cross-functional reviews, improving screen clarity and reducing onboarding friction
- Produced high-fidelity UI assets, animation specs, and interaction documentation for a distributed development team
- Directed UX/UI design across a portfolio of 9 mobile game studios simultaneously as part of AppLovin's Central Creative team, managing task delegation and design quality for each client
- Established UX review processes and design standards that ensured IP alignment and visual consistency across Unity and Unreal Engine titles
- Served as the primary design point of contact between AppLovin and partner studios, translating business requirements into actionable design briefs
- Delivered UI solutions balancing brand-specific aesthetics with monetization and user acquisition goals across multiple genres and platforms
Clients: PeopleFun, Geewa, Clipwire, F9, Koofei, Playliner, Crystal Blast, NWG Games, Belka
- Designed UI/UX for a high-profile roster of AAA game, entertainment, and tech clients — including Riot, Tencent, Sony, Universal Studios, Hasbro, and Twitch — adapting visual style to each IP
- Delivered high-fidelity screen designs and interactive prototypes across Unity and Unreal Engine pipelines under tight client deadlines
- Interpreted and extended brand style guides to produce consistent, on-brand UI systems across multiple simultaneous projects
Clients: Riot, Tencent, Sony, Universal Studios, Hasbro, Twitch, Glu Mobile, AppLovin, Verizon NBA
- Led UX/UI design across multiple simultaneous game projects in Unity and Unreal Engine, setting visual and interaction standards for the team
- Created and maintained comprehensive UI design documentation, ensuring handoff clarity between design and engineering
- Mentored designers and provided art direction to align output with studio quality standards
Earlier studio roles & teaching 2015–2018
Sprung Studio
UX/UI Art Director (Contract)
Directed client-facing UI projects, led stakeholder reviews, and mentored junior designers on visual consistency and delivery.
Phoenix Labs
UX/UI Designer
Designed screen layouts, HUDs, and interaction flows for an Unreal Engine action game; resolved usability issues with engineers and producers.
Piranha Games
UX/UI Designer
Owned 2D/3D UI for MechWarrior Online, authored the UX Style Guide, and worked with UI engineers through in-engine implementation.
Vancouver Film School (VFS)
UX/UI Instructor
Developed and taught game UX curriculum covering wireframes, user flows, prototyping, and usability; mentored students entering game UI careers.
Hothead Games
Senior UX/UI Designer
Owned end-to-end UX for mobile games in Unity, from wireframes to shipped assets; co-defined the studio’s UX vision and led internal workshops.
Early Career
04 / PEOPLE I’VE WORKED WITH
Good work. In good company.
Recommendations from clients, managers, and teammates. Selected excerpts from LinkedIn.
Design through implementation
“UI, UX, illustration and implementation Remi was a one stop shop to get stuff done. Strong recommend, would hire again.”
Player advocacy
“His perspective on player journey and advocacy is fresh and just what we needed. I wouldn't hesitate to collaborate with him again.”
Building the workflow
“Remi created an entire UX workflow and pipeline neither of which previously existed in any form at the studio.”
Creative collaboration
“His chill demeanor and good sense of humour made him easy to get along with and he interpreted feedback effectively and without ego.”
Making feedback work
“… coming up with something awesome that leaves everyone feeling listened-to and involved.”
Game UI expertise
“Remi has a great understanding and experience with game UI/UX. His project collaborations was informative, with suggestions that helped the development teams.”
Art & design direction
“Rémi is a talented UI/UX artist and director. … I would be thrilled to work with him again.”