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Charles ChantriauxCC

Charles Chantriaux

Product Designer | UX/UI | User Research

€400/day
1 project
Caen, FR
3-7 years

Average response time: 1 hour

Freelancer profile translated to English.
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About Charles

UX & Product Designer specializing in SaaS products, video games, and gamification.

I help product teams design interactive experiences that improve user understanding, engagement, and retention.

1 | What I bring

UX Research & Discovery
  • UX audits
  • User interviews
  • Testing and behavior analysis
  • Identification of product friction points
Product Design
  • User journey design
  • Wireframes and prototypes
  • Complex feature design
  • Optimization of existing experiences
Gamification & Interactive Experience
  • Engagement mechanics design
  • Interactive systems structuring
  • Improvement of product retention and adoption

2 | My approach

I intervene before and during the design process to reduce product risks and clarify design decisions.
  • Understand the product and user context
  • Identify priority problems
  • Explore multiple solutions quickly
  • Test or validate key hypotheses
  • Deliver actionable solutions for the teams

3 | Experience
6 years of experience in design and user research.
  • 2 video game productions (AA / AAA)
  • 2 B2C sports SaaS
  • 1 B2B business SaaS

4 | Tools

Figma · Notion · AI (LLM) · Unity (prototyping)

5 | Availability

Short or long-term missions, primarily remote.
Intervention possible for audits, redesigns, and complete design projects.
  • French

    Native or bilingual

  • English

    Fluent

Remote only
Primarily works remotely

Experience

  • Usabilis
    User Researcher
    DIGITAL AND IT
    March 2026 - May 2026 (2 months)
    • Responsible for moderating 20 user interviews, in English and French, for ADEsoft.
    • Design and presentation of a research report, highlighting user needs and desires.
    Following my intervention, ADEsoft gained a clear vision of the issues encountered by their users and received product strategy advice. On their end, Usabilis was able to use this research work to organize the redesign of the tool in line with the new product strategy.
    User Interviews Client Presentation Product Strategy User Research
  • Nacon
    Player Experience Consultant
    VIDEO GAMES AND ANIMATION
    November 2025 - March 2026 (4 months)
    "Charles doesn't just fix the surface. He first identifies where the problem is truly rooted, then provides clear directions, with deliverables to support them."
    Maxime Weets, Editorial Game Designer, Nacon.

    Project: Aligning the identity of an AA game with player expectations ("The Mound" - Nacon)

    Context
    Urgent intervention a few weeks before the BETA and pre-certifications for The Mound (cooperative horror extraction AA game, published by Nacon / developed by ACE Team).
    The challenge: to provide an external, rational, and actionable perspective to achieve the desired level of quality with minimal iterations.

    Strategic Challenge:
    The initial brief targeted a simple rework of signs and feedback. My audit revealed a deeper issue: clarity of systemic rules, pacing, and a mismatch with the target audience's expectations.
    In collaboration with the Editorial Game Design team, I refocused the mission on a global Experience Diagnosis (Macro UX).

    Approach & Deliverables:

    • Experience Diagnosis (Strategy): Analysis of the actual target audience, definition of the ideal experience loop, and mapping of gaps with the current build.
    => Deliverable: A strategic roadmap of over 30 pages prioritizing fixes (Critical vs. Secondary).
    • UX Production (Interface): Design of high-fidelity mockups and prototypes on Figma to streamline usability and preserve immersion.
    • Controller Prototype (Technical Pragmatism): To validate complex navigation on the world map (impossible to simulate in Figma), I developed a low-fidelity functional prototype on Godot Engine. The team could instantly test and validate the target controller feel.

    Client Benefits:

    Critical time saving: Drastic reduction in iteration loops just before the BETA (which was validated shortly after).

    Consistent experience: Guaranteed alignment between the gameplay loop, pacing, and the promise made to players.
    Product Strategy Consulting User Experience Figma Godot
  • SPASH - NGTV EXPERIENCE
    UX & Gamification
    SPORTS
    May 2025 - June 2025 (1 month)
    Audit and redesign of the user journey for a gamified sports app.

    The Challenge

    The app allows athletes to analyze their matches using AI. Users showed strong interest in the initial screens but abandoned the stats and achievements screens.

    The Objective

    After analysis, the two major blocking points were:

    - The Flow: Natural user guidance was improvable; some users simply didn't see the CTAs.
    - Cognitive Overload: The density of stats and icons made the screens illegible, discouraging users from exploring them.

    Actions Taken

    - Restructuring the User Flow: Improving the logic between each exploration step.
    - Redesigning the Interfaces: Streamlining the problematic screens and structuring the information.
    - Redesigning Stats & Achievements: Optimizing the display of stats and achievements to allow quick comparison between all players, aiming to strengthen engagement.

    Results and Impact

    User tests validated a significant increase in visits to these screens, as well as exploration time. Users can now identify the MVP in each stats category and compare themselves to others in seconds.
    Gamification User Experience Design Ergonomics Mockups User Testing

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Education

  • Master JMIN, spécialité ergonomie
    CNAM Enjmin,
    2020
    Master JMIN, spécialité ergonomie
  • Licence de psychologie
    Université Caen Normandie,
    2017
    Licence de psychologie

Skill set

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