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Charles ChantriauxCC

Charles Chantriaux

UX Designer | Game Designer (PC & Consoles)

€450/day
1 project
Caen, FR
3-7 years

Average response time: 1 hour

Freelancer profile translated to English.
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About Charles

For 6 years, I have been designing game experiences for AA and indie projects, at the crossroads of Game Design and UX.

My goal is to help production teams design complex but readable, coherent, and engaging game systems for the player, while optimizing production costs.

What I concretely bring to your project:

1 | Consulting and strategy
  • **Build Diagnosis & Audit**: I intervene on your build (in pre-production or before BETA) to analyze pacing, identify systemic friction points, and secure your key milestones.

  • **Global Coherence & Target Fit**: I bridge the gap between your creative intentions and the reality of the player experience, to ensure the game meets the codes and expectations of your target audience.

  • **User Research & Playtests**: Organization and moderation of testing sessions (French/English) to gather rational and actionable data for the production team.
2 | Creation and production
  • **Systems & Flow Design**: Design of gameplay loops, onboarding, sign and feedback balancing (Game Feel), and complex menu architectures.

  • **Technical Engine Prototyping**: Functional mockups on Figma, but also direct prototyping in the engine (Unity / Godot Engine) to test and validate ergonomics (keyboard/controller) before the heavy production phase.

Pragmatic and accustomed to the economic realities of AA and independent productions, I integrate quickly for a short audit of a few days or to support your teams in structuring your systems.

Let's discuss your current build or your GDD during an initial exchange.
  • 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. 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 AA Identity with Player Expectations ("The Mound" - Nacon)

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

    Strategic Challenge:
    The initial brief targeted a simple rework of signs and feedback. My audit revealed a deeper problem: clarity of systemic rules, pacing, and a disconnect with target audience expectations.
    In collaboration with the Editorial Game Design team, I redirected the mission towards 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 discrepancies with the build.
    => Deliverable: A strategic roadmap of over 30 pages prioritizing fixes (Critical vs. Secondary).
    • UX Production (Interface): Design of high-fidelity mockups and prototypes 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 savings: Drastic reduction in iteration loops just before BETA (which was validated shortly after).

    Coherent experience: Guaranteed alignment between the gameplay loop, pacing, and the promise made to players.
    Product Strategy Consulting User Experience Figma Godot Engine
  • 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 via AI. Users showed strong interest in the initial screens but neglected the stats and achievements screens.

    The Objective

    After analysis, the two major blocking points were:

    - 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 Interfaces: Streamlining problematic screens and structuring information.
    - Redesigning Stats & Achievements: Optimizing the display of stats and achievements to allow quick comparison between all players, with the aim of strengthening engagement.

    Outcome and Impact

    User tests validated a significant increase in visits to these screens, as well as exploration time. Users are now able to 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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