Louis Rousseau
Technical / UI-UX Designer
Ever since I was a child, I always was attracted to Video Games in some way. After studying at an international high-school and music school, I decided that it might be my path to create this media that I so much enjoyed as a child.
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I love traveling, meeting new people and discovering new cultures which have all been offered to me throughout my Game Design studies.
Main Projects
4 Student Projects | 6 Additional Projects
ARID
September 2020 - July 2021
Role(s): Lead UI/UX Designer
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Engine: Unreal Engine 4
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Platform(s): PC, PlayStation 4
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Duration: 32 weeks
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Team Size: 22
First-Person Survival Game set in the Atacama Desert
Responsibilities/Contributions:
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As a UI/UX designer for ARID, I had full ownership of the complete in-game user interface, a full-fledged landing page and the overall user flow and experience.​​
To achieve this, I had to research the target audience, conduct competitor research, maintain workflow pipelines and work in collaboration with a UI artist and programmer. I followed a very iterative workflow and communicated back and fourth with QA to constantly improve the UI based off usability test feedback.
Throughout this process, I upheld strong inter-disciplinary communication with art, programming, gameplay design and level design to showcase ideas and implement them in-engine.
Temple of Giants
May - July 2020
Role(s): Level Designer
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Engine: Unreal Engine 4
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Platform(s): PC
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Duration: 8 weeks
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Team Size: 17
Third-Person, Puzzle-Platformer set in Ancient Greece
Responsibilities/Contributions:
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​As a level designer, I had full ownership of the main whitebox level. The level layout was based off rooms. I research puzzle design and created blockouts for 20 rooms as a testing and puzzle building exercise.
Throughout this process I collaborated with an environmental artist and a VFX artist for the full level dressing of my whitebox level.
I was also accountable for the onboarding (rooms & user interface) and aided the design and programming teams by creating technical prototypes of features.
Hellfist
March - April 2020
Role(s): Technical Designer
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Engine: Unreal Engine 4
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Platform(s): PC
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Duration: 8 weeks
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Team Size: 5
VR Rhythm Game set in a hellish Marsian environment
Responsibilities/Contributions:
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As a technical designer for Hellfist, I was responsible for the creation of a modular track creation tool prototype as well as a save and load system.
In order to achieve this, I needed to research the behaviors of splines and manipulating objects using spline positions and developed my understanding of Unreal Blueprinting/Visual Scripting and its technical limitations.
I conducted competitor research for track creation tools and singled out the essential components to create the prototype of the track creation tool.
Top-down, Multiplayer Arcade Racer
Responsibilities/Contributions:
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As a technical designer for Formula Frosty, I was responsible for aiding design with the feature design and prototyping process. I prototyped and iterated upon the behavior of the camera (alongside a gameplay programmer) and created a multiplayer vehicle selection menu.
I was also responsible for the entire user interface of the game and created a landing page and in-game HUD. To back up my decisions, I based my work on competitor analysis. ​​Throughout this process, I upheld strong inter-disciplinary communication between programming and art to implement options as well as art assets.
Skills
Professional skillset
Agile Workflow - Throughout my stay at Breda University of Applied Sciences, I have learnt to work using the agile workflow and gained more experience on Scrum and Waterfall workflows.
Visual Scripting/Blueprinting - Upon arriving at Breda University of Applied Sciences, I knew nothing of visual scripting. After spending 3 years focusing on exploring and improving C#, C++ and Unreal Blueprints, I can now say that I am well versed in visual scripting.
Presenting/Team Environment - I have an outgoing and extroverted personality which means that I tend to get along with any team member. I also enjoy presenting to other people and have confidence in what I say.
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Rapid Iterative Testing and Evaluation - In every project that I have been a part of, I have made use of the RITE method of testing in order to constantly improve prototypes and implementations.
Wireframing - I am able to use Adobe XD to a high level and create basic and/or in-depth wireframes for menus and the in-game user interface.
Software skillset
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Unreal Engine 4 - Advanced Proficiency
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Unity - Intermediate Proficiency
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Sketchup - Intermediate Proficiency
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Google Suite - Advanced Proficiency
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Microsoft Office Suite - Advanced Proficiency
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Adobe XD - Intermediate Proficiency
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Adobe Photoshop CC - Intermediate Proficiency
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Perforce - Advanced Proficiency
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GitHub - Intermediate Proficiency
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Atlassian Jira - Intermediate Proficiency
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Atlassian Trello - Intermediate Proficiency