TASKS

Game UX + UI Artist

Product UX Research


Game UX + UI Artist

Product UX Research


YEAR : APRIL TO JUNE 2025

TEAM MEMBERS : 7

TEAM MEMBERS : 7

Fading Echoes is an exploration game and an immersive installation, inviting you to sail a boat through a strange, dreamlike sea by physically manipulating ropes and a helm.



You take on the role of an unnamed castaway, left stranded on a water disk where old memories seem to have taken physical shape.


Search and chase the echoes of those memories, in order to dwell on the past, and unravel the reasons behind this exile.

Game projects

Research works

> My work as an UX designer :


To give a better understanding of our audience to the team, personas have been made. To build two different types of players, I analysed steam games similar to Fading Echoes, more precisely their comments : what comes out of positive and negative ? With these data, we were able to determine typical players and their expectations.

These two personas were always present in meetings : the roadmaps
and gameplay mechanics should not exceed certain frictions and certain expectations of our target audience.

Thanks to this method, we kept a linear and homogeneous evolution.

Then, a userflow was presented for both PC users and console players. We had our base for the wireframes and the interface

The photo is quiet small and you may not read everything... click here to go on Figma and see it full size !

> My work as an UI designer


Then, I worked as a UI designer and artist to create interfaces. Thanks to the software Confluence, I did a benchmark about UI in boat games, but also on genre in common with our games. The visual assets as been made by hand on Photoshop and Procreate, then integrated in Unity. Moreover, userflow then wireframes where created in Figma.

Prototype on Figma

Final UI with accessibility settings.

A controls remaping is actually in progress

> My work as a product designer and UX researcher :


We had a big challenge for this project, and it was the alternative controllers. I didn’t know much about product design before, but it was the opportunity to do some UX research with a tangible medium. To achieve all of this, there was a big work on affordance and efficience, according to Bastien and Scapin’s researches. In association with personas, how can an object be understood at first sight ?

Prototypes sketches
To verify their utilisability, many playtests have been made to check the link between a movement and its goal.

Prototypes sketches
To verify their utilisability, many playtests have been made to check

the link between a movement and its goal.

Prototypes sketches
To verify their utilisability, many playtests have been made to check the link between a movement and its goal.

What about accessibility ?


As our game was intended to be presented to a jury, we made it so that everyone could test it. Here are the sketches on limbs manipulation alternatives :

Leg alternative for the helm

Leg alternative for the helm

Leg alternative for the pulley

Leg alternative for the pulley

> Final result

> Some photos of crafting and testing :

> Some photos of crafting and testing

Tel : + 33 6 95 23 47 07

Mail : lily.beauhaire@icloud.com