Dorian Souc 日本語

Portfolio / 2026

Dorian Souc

Game Planner — Systems & UI/UX

I write the specification, tune the numbers, and verify the result myself in Unreal Engine 5. Console UX design at Ubisoft and Kylotonn; Japan–Europe production at Bandai Namco.

Selected work — UI and system design, documented below
01

Career

Each role, with the shipped work that came out of it.

  1. 2025 — now

    Junior Associate Producer — production support & Live Ops

    Bandai Namco Entertainment Europe

    Production liaison on titles co-developed with the Japanese headquarters (BNEI): milestone and build tracking, Live Ops coordination, and day-to-day communication across multicultural teams.

    Bandai NamcoProduction & Live Ops
  2. 2023 — 2024

    Operations & international visitor support

    teamLab Planets, Tokyo

    Working-holiday year in Tokyo: front-of-house operations and support for international visitors.

    teamLab PlanetsTokyo
  3. 2021 — 2023

    UX Designer — console racing UI/UX

    Kylotonn Games / KT Racing

    Wireframes in Figma and Adobe XD, HUD information architecture, menu navigation flows, and ergonomic validation of player paths on console racing titles.

    KylotonnConsole UI/UX
  4. 2020 — 2021

    User Researcher — playtest design & analysis

    Ubisoft Paris

    Playtests designed and run on cognitive-psychology foundations. Quantitative and qualitative analysis turned into actionable game-feel feedback for core production teams.

    Ubisoft ParisUser research
  5. 2018 — 2020

    MSc Game Design & UX

    CNAM-ENJMIN — French national graduate school for games and interactive media

    Preceded by a BSc in cognitive psychology.

    CNAM-ENJMIN
02

Design documents

The actual deliverables, not summaries: specifications, UI documents and case studies. Every document except one exists in both English and Japanese.

Herd — battle screen, final UI
01 · Freelance · game design document & UI · 27 pages

Herd — rhythm battle RPG

Picked up an existing prototype, wrote the design document, then took the interface to near-final UI across roughly 240 screens.

Warden — ship design screen, art direction 1
02 · Technical test · 4X strategy · art direction & interaction · 8 pages

Warden — ship design screen

Delivered as a working Figma prototype: two art directions, full hover and selection states — read as a real interface, not a static image.

All documents

  1. 03

    Portfolio overview

    Career, skills and five case studies · 17 pages

    The whole body of work in one document: background, scope, process and outcome for each project. Start here.

  2. 04

    Kanji Rush — learning game

    Self-directed · UI / UX & progression · 10 pages

    A kanji learning game covering the 2,136 jōyō kanji: UI kit, UX flows and progression design. Released on itch.io in March 2025.

  3. 05

    Pre-battle unit placement

    Self-directed · UX study · 6 pages

    How tactical RPGs let you place units before a battle: three titles benchmarked on inputs per action, then a screen flow built to cut the steps down.

  4. 06

    Golf idle game — HUD & quests

    Mobile UI · specification · 3 pages

    Main HUD specification for a mobile idle-tycoon title: player level, currencies and their digit limits, shop access, then the quest flow end to end.

  5. 07

    Enemy & boss behaviour specification

    Case study · Japanese only

    Combat and boss design sample built on Streets of Rage 4: full movesets, distance-based AI state machines, attack telegraphing and balancing parameters.

    Japanese only日本語
  6. 08

    Ascension!

    Game proposal · 1 page

    A roguelite boss rush: concept, pillars, core loop and target platforms on a single page.

  7. 09

    (Re)Construction

    Game proposal · 1 page

    Third-person action in a dream-like world, built on telekinesis: concept, pillars and the loop that ties story, puzzle and battle together.

03

Game design & prototyping

  1. Forever Untold

    Original tactical RPG in UE5 with a small indie team. Class and battle system design, UI flows, and specifications that I implement and verify in-engine myself.

    Unreal Engine 5Tactical RPGIn development
  2. Aös

    Self-published strategic board game. Rules and balance, lore, crowdfunding (over €10,000 raised), manufacturing and worldwide fulfilment — 300+ copies sold.

    Board gamePublished
    Campaign on Ulule →
04

Student works & game jams

  • Aurore · Puzzle adventure

    Puzzle mechanics, level progression and core asset integration.

    Play on itch.io →
  • Synchronicles · Rhythm × Metroidvania

    Rhythmic inputs blended with Metroidvania exploration.

    Play on itch.io →
  • Achromatic · Minimalist puzzle

    A minimalist puzzle game about light, shadow and colour.

    Play on itch.io →