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Hello!

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I'm Charlotte, a French UX Designer. I obtained a Game Design bachelor and a Master's degree in UI and UX Design at the CNAM-ENJMIN.
I worked for The Pixel Hunt (Bury me, my love) on The Wreck
as a UX Designer.

I am proficient in various wireframing & prototyping tools like Adobe XD, Figma, Balsamiq, etc.

While I specialize in Game and UX Design, during my formative years, I learned about other fields of work too, including programmation. While it isn't my main skill, my knowledge in programmation does help me better understand my colleagues' tasks, and work with them in a more efficient manner.

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Case studies

(Personal work)

Honkai: Star Rail

Analysis of a game element leading players to make mistakes that can result in a game over & designing a solution

WhatsApp

Analysis of a pain point encountered while using the app (answer to/transfer a message) & designing a solution

Pente

We were invited to present Cache-Cache to the 2019 edition of BitBash MSI in Chicago, which gave us the opportunity to let a lot of people play our game!

Le logo de Cache-Cache. C'est une maison-jouet en 3D, avec le toit ouvert. A l'intérieur, il y a quelques formes en 3D.

Cache-Cache

Cache-Cache is a co-op puzzle game for two, played on two separate screens.

It was made during my master's degree at the CNAM-ENJMIN. I was in charge of UX design. 

One of the main challenges for this game, was that it is a cooperative game played on two different screens. Each player only sees their own screen, and my main task was to make them communicate to be able to progress through the game. 

One of the ways we achieved that was by making some objects "echo" another on the two players' screens, and by having huge differences between the two scenes that would be difficult to miss while playing.

Fond abstrait élégant
The Pixel Hunt écrit en noir sur fond blanc

The Pixel Hunt

I worked for The Pixel Hunt in 2020.

My first task was to review the UX of the company's previous projects, and to establish some go to guidelines for future projects. My goal was to help them avoid repeat past UX mistakes and improve their next games in the long run.

I also worked on The Wreck for which I designed a first draft of a UI heavy feature. 

I also organized playtests for this same project, and provided extensive guidelines integrate accessibility features. 

For each of those accessibility features, I detailed the cost-benefits ratio so the priorities could be easily established.

Gris limbo

Lambda Escape

Escape Games have to renew themselves every now and then. While I helped to better the two rooms the company had at the time, my main task was to participate in the making of a new room.

For the new room's theme, we polled the clients: we ended up choosing to create an "Alice in wonderland" themed room.

We also wanted to create a room that wouldn't need tidying.

 

I used this automatization to also adapt the room to the player's performance. For slow groups, they would only get one version of each puzzle, for the fastest ones, they would get up to 3 levels for some of the puzzles.

Lambda Escape: a drawn picture. The ground is made of a chess board with a few chess pieces and the back of a white rabbit. There's a door on the top of the chess board (the wall).  Lambda Escape : un dessin. Le sol est en motif échiquier, ave quelques pièces d'échecs et un lapin blanc vu de dos. Il y a une porte en de l'échiquier (le mur).

While in the end, the room does need to be tidied up a bit, we managed to keep it to a minimum. We achieved that by automatizing a lot of things.

 

To that end, various mechanisms were put in place to record when a puzzle is solved: we then link the puzzle to a timer, which determines whether or not the group gets anther version of the puzzle. 

Surface

Surface is a boardgame that began as an ice breaker exercice during the first year of my master's degree at CNAM-ENJMIN. Teams were randomly made among all the students, after what we were given 3 days to produce any boardgame.

Surface boardgame illustration. There's a submarine and a monster with big teeths dangerously approchaing the submarine.

During an expedition in the ocean’s abyssal depth, your experimental submarine is pursued by an unknown monster.

You and your crew members must cooperate to brace against the creature’s attacks in order to get back to the Surface.

Floods, fires, and lack of oxygen will impede your progress as you struggle to survive. Cooperation is your only hope !

You must get back to the surface.

No matter the cost…

The prepared boardgame. There are 10 tiles, 3 stacks of card (labeled I, II, III), multiple gauges and chips. There's also a smartphone with the Surface app.

A picture of the game just before it begins

- Cooperative Game for 2-4 players

- Randomizable map with tiles

- Control the difficulty level of each game

- Timed game: win under 15 minutes

- Mobile app to enhance and diversify the experience

We worked as a team of six people on the game. The whole team worked on the game design and I was in charge of UX design, which includes the mobile app we developed for the game.

We've brought Surface to some boardgame festivals, we were notably selected for Canne's "Festival International des Jeux" (International Games Festival), protolab section in 2019. 

I organized a maximum of playtests to be able to analyze the impact of the various changes and new features we developed for the game. 

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