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technical designer

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. 
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Main Projects

4 Student Projects | 6 Additional Projects

Projects
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ARID

SURVIVAL GENRE

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.

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HELLFIST

VR-RHYTHM GAME

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TEMPLE OF GIANTS

3D PUZZLE PLATFORMER

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.

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HELLFIST

VR-RHYTHM GAME

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.

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FORMULA FROSTY

RACING - COUCH MULTIPLAYER

Formula Frosty

May - July 2019

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: 13 

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.

Additional Projects

3 Personal Projects | 3  Student Projects

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Skills

Skills

Professional skillset
 
Agile WorkflowThroughout 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/BlueprintingUpon 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 EnvironmentI 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 EvaluationIn 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

 

  • Unreal Engine 4 - Advanced Proficiency 

  • Unity - Intermediate Proficiency

  • Sketchup - Intermediate Proficiency

  • Google Suite - Advanced Proficiency

  • Microsoft Office Suite - Advanced Proficiency

  • Adobe XD - Intermediate Proficiency

  • Adobe Photoshop CC - Intermediate Proficiency

  • Perforce - Advanced Proficiency

  • GitHub - Intermediate Proficiency

  • Atlassian Jira - Intermediate Proficiency

  • Atlassian Trello - Intermediate Proficiency

Contact me

If you have any questions or want to reach out to me, you can do so using the following social medias.
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