I'm Fabien Roussot, a software engineer specializing in gameplay systems, tooling, and designer-facing editor utilities. I have worked on projects spanning mobile indie titles to AAA console experiences, using Unreal Engine and Unity3D, and I’m currently based in Sunderland, UK as part of Hangar 13 Ltd. My focus is delivering robust player systems, world interactions, and data-driven progression, while enabling designers with practical tools. I enjoy building scalable systems, collaborating across teams, and continuously learning to push gameplay quality. I’m proficient in C++, C#, Python, and Lua, and comfortable with scripting and pipeline tooling to support rapid iteration.

Fabien Roussot

I'm Fabien Roussot, a software engineer specializing in gameplay systems, tooling, and designer-facing editor utilities. I have worked on projects spanning mobile indie titles to AAA console experiences, using Unreal Engine and Unity3D, and I’m currently based in Sunderland, UK as part of Hangar 13 Ltd. My focus is delivering robust player systems, world interactions, and data-driven progression, while enabling designers with practical tools. I enjoy building scalable systems, collaborating across teams, and continuously learning to push gameplay quality. I’m proficient in C++, C#, Python, and Lua, and comfortable with scripting and pipeline tooling to support rapid iteration.

Available to hire

I’m Fabien Roussot, a software engineer specializing in gameplay systems, tooling, and designer-facing editor utilities. I have worked on projects spanning mobile indie titles to AAA console experiences, using Unreal Engine and Unity3D, and I’m currently based in Sunderland, UK as part of Hangar 13 Ltd. My focus is delivering robust player systems, world interactions, and data-driven progression, while enabling designers with practical tools.

I enjoy building scalable systems, collaborating across teams, and continuously learning to push gameplay quality. I’m proficient in C++, C#, Python, and Lua, and comfortable with scripting and pipeline tooling to support rapid iteration.

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Language

Japanese
Intermediate
French
Fluent
Spanish; Castilian
Intermediate
English
Fluent

Work Experience

Software Engineer at Hangar 13
April 1, 2021 - June 20, 2024
Transition to Unreal Engine 5.0 from previous technology. Feature implementation and support for various gameplay systems including cinematic transitions, aim assist, explosion, and damage systems. Setup initial automated testing systems, explored Unreal tools, and collaborated with QA/Build teams to implement effective gameplay and systems tests.
Associate Software Engineer at Hangar 13
April 1, 2018 - April 1, 2021
C++ gameplay development on a custom in-house engine. Responsible for meta-game systems like XP and skill points. Developed tools and gameplay cooperation features for advanced data manipulation by designers. Worked on various gameplay features, optimized runtime data for server/client replication.
Game Developer at Gameaholic Ltd.
July 1, 2017 - March 1, 2018
Developed Unity UI/UX for a small indie title focusing on user interface and experience design.
Game Developer at Second Impact Games
April 1, 2017 - June 1, 2017
Worked on Unity development and AI training as part of a small team, contributing to game functionality and artificial intelligence elements.
Game Developer at Gunjin Games Ltd
March 1, 2015 - March 1, 2017
Responsible for UI/UX and gameplay in a mobile title project led by industry veterans. Maintained efficient responsive code to enable quick iterations and production. Coordinated with other developers for code stability and flexibility. Provided tools to designers for rapid game data production and iteration.
Game Developer at BigBit Ltd
July 1, 2013 - March 1, 2015
Joined an established 25-person studio. Adapted to new technologies and languages while delivering quality code within deadlines. Worked solo or within teams on multiple projects, focusing on UI/UX and gameplay. Integrated social media features and developed client-server interfaces for third-party services.
Mobile Developer at Binary Pumpkin
January 1, 2013 - July 1, 2013
Led a 5-person graduate team during a 6-month project with supervision from an industry veteran. Managed UI, UX, gameplay, and client-server responsibilities. Coordinated design, art, and coding efforts to ensure feasibility and deliver stable code on schedule.
Director at Risium
April 1, 2012 - December 1, 2012
Founded and led a start-up, securing a small loan and writing business plans and product designs to pursue additional funding. Prototyped two projects involving server/web interface and Unity engine development to submit for funds.
Mobile Developer at Waracle
October 1, 2009 - August 1, 2012
Self-taught iOS frameworks and development as part of a 3-person team while completing degree. Took ownership of projects and code areas in short-cycle projects, ported iOS game to cross-platform, contributed to Facebook-hosted Unity game. Learned new languages and tools as necessary to deliver quality products.
Laboratory Assistant at University of Abertay
October 1, 2010 - June 1, 2011
Assisted first-year students in practical sessions, helping them understand errors and achieve their learning goals.
Audio Programmer at University of Teesside
March 1, 2008 - July 1, 2008
Developed an OpenAL wrapper for the Cave UT project to interface sound with head tracker movements.
Software Engineer at Hangar 13
April 1, 2021 - June 20, 2024
Led the transition to Unreal Engine 5.0, implementing and supporting various gameplay systems such as cinematic transitions, aim assist, explosions, and damage systems. Set up initial automated testing systems, working closely with QA and build teams to establish useful gameplay and systems tests.
Associate Software Engineer at Hangar 13
April 1, 2018 - April 1, 2021
Developed C++ gameplay for a custom in-house engine, managing meta-game systems like XP and skill points. Collaborated with design teams on gameplay features and optimized runtime data for server/client replication, enhancing tool and gameplay interoperability.
Game Developer at Gameaholic Ltd.
July 1, 2017 - March 1, 2018
Worked on Unity UI/UX development for a small indie title, contributing to the overall user experience and interface design.
Game Developer at Second Impact Games
April 1, 2017 - June 1, 2017
Contributed to Unity development and AI training as part of a small team, enhancing game functionality and AI behavior.
Game Developer at Gunjin Games Ltd
March 1, 2015 - March 1, 2017
Led UI/UX and gameplay development for a mobile AAA title startup. Maintained quality code, enabled rapid iteration to meet deadlines, coordinated with other developers for a stable codebase, and provided design tools for rapid content production.
Game Developer at BigBit Ltd
July 1, 2013 - March 1, 2015
Integrated with a 25-person studio, delivered quality code across multiple projects from solo programming to teamwork. Focused on UI/UX and gameplay, integrated social media features and client-server interfaces for third-party services.
Mobile Developer at Binary Pumpkin
January 1, 2013 - July 1, 2013
Led a 5-person graduate team on a 6-month project, managing UI, UX, gameplay, and client-server coordination. Coordinated design, art, and code, determining feature feasibility and producing stable delivery while meeting targets.
Director at Risium
April 1, 2012 - December 1, 2012
Founded a startup, managing funding efforts including writing business and product design documents. Prototyped two projects involving server/web and Unity engine to secure further funding.
Mobile Developer at Waracle
October 1, 2009 - August 1, 2012
Self-taught iOS frameworks within a 3-person team, took ownership of projects through short development cycles including porting an iOS game to cross-platform and contributing to Facebook Unity games. Adapted to new languages and tools to deliver quality.
Laboratory Assistant at University of Abertay Dundee
October 1, 2010 - June 1, 2011
Assisted first-year students during practical sessions, helping them identify mistakes and achieve their goals.
Audio Programmer at University of Teesside
March 1, 2008 - July 1, 2008
Developed an OpenAL wrapper for the Cave UT project to interface sound with head tracker movements.
Software Engineer at Hangar 13
April 1, 2021 - June 1, 2024
Transitioned the team to Unreal Engine 5.0 from previous technology. Implemented and supported various gameplay systems including cinematic transitions, aim assist, explosion, and damage system. Set up initial automated testing systems and worked with QA and Build teams to establish useful gameplay and systems tests.
Associate Software Engineer at Hangar 13
April 1, 2018 - April 1, 2021
Developed C++ gameplay on a custom in-house engine. Responsible for meta-game systems like XP and skill points, and cooperative gameplay and tool development for designers. Implemented various gameplay features and optimized runtime data for server/client replication.
Game Developer at Gameaholic Ltd.
July 1, 2017 - March 1, 2018
Developed UI/UX using Unity for a small indie game title.
Game Developer at Second Impact Games
April 1, 2017 - June 1, 2017
Worked on Unity development and AI training as part of a small team.
Game Developer at Gunjin Games Ltd
March 1, 2015 - March 1, 2017
Developed games for a startup focusing on AAA mobile titles. Responsible for UI/UX and gameplay, maintaining efficient and responsive code for swift production and iteration. Coordinated codebase stability and flexibility, and provided tools for designers to rapidly produce and iterate game data.
Game Developer at BigBit Ltd
July 1, 2013 - March 1, 2015
Worked in a 25-person studio on multiple projects, integrating unfamiliar technologies and languages. Roles ranged from sole programmer to part of a five-developer team. Focuses included UI/UX, gameplay, social media integration, and client-server interface development.
Mobile Developer at Binary Pumpkin
January 1, 2013 - July 1, 2013
Led a 5-person graduate team on a 6-month project learning new technology. Managed UI, UX, gameplay, and client-server areas. Coordinated design, art, and code for feasibility, asset pipeline, and stable code maintenance.
Director at Risium
April 1, 2012 - December 1, 2012
Founded a startup, raised initial funding and wrote business plans and product design documents. Prototyped two projects: one server and web interface based, another on Unity engine, to seek further funding.
Mobile Developer at Waracle
October 1, 2009 - August 1, 2012
Self-taught new iOS frameworks while completing degree as part of a 3-person development team. Took ownership of multiple short-cycle projects including porting iOS games to cross-platform and contributing to Facebook hosted Unity game development.
Laboratory Assistant at University of Abertay
October 1, 2010 - June 1, 2011
Assisted first-year students during practical sessions by helping them understand mistakes and how to achieve their goals.
Audio Programmer at University of Teesside
March 1, 2008 - July 1, 2008
Developed an OpenAL wrapper interfacing sound with head tracker movements for the Cave UT project.
Software Engineer at Hangar 13
April 1, 2021 - June 7, 2024
Transitioning to Unreal Engine 5.0 and implementing features for various gameplay systems including cinematic transitions, aim assist, explosions, and damage systems. Setting up automated testing systems and collaborating with QA and build teams to establish gameplay and system tests.
Associate Software Engineer at Hangar 13
April 1, 2018 - April 1, 2021
Developed C++ gameplay on a custom in-house engine. Managed meta-game systems such as XP and skill points, supported tools and gameplay cooperation for data manipulation, and optimized runtime data for server/client replication. Collaborated closely with design teams.
Game Developer at Gameaholic Ltd.
July 1, 2017 - March 1, 2018
Developed Unity UI/UX for a small indie title, contributing to the user interface and user experience design within a small team.
Game Developer at Second Impact Games
April 1, 2017 - June 1, 2017
Worked on Unity development and AI training as part of a small team, contributing to gameplay and AI functionalities.
Game Developer at Gunjin Games Ltd
March 1, 2015 - March 1, 2017
Responsible for UI/UX and gameplay development in a start-up aiming for AAA mobile titles. Maintained efficient, responsive code to meet deadlines, coordinated with developers, and provided designers with tools for rapid game data production and iteration.
Game Developer at BigBit Ltd
July 1, 2013 - March 1, 2015
Integrated into an established 25-person studio, adapted to new technologies and languages while delivering quality code on multiple projects ranging from solo to team programming. Focused on UI/UX and gameplay, integrated social media features, and developed client-server interfaces for third-party services.
Mobile Developer at Binary Pumpkin
January 1, 2013 - July 1, 2013
Led a 5-person graduate team on a 6-month project, overseeing UI, UX, gameplay, and client-server responsibilities. Coordinated design, art, and code pipelines, determining feature feasibility, asset pipelines, and stabilizing code for timely delivery.
Director at Risium
April 1, 2012 - December 1, 2012
Founded the start-up with personal investment, crafting business plans and product design documents. Prototyped two projects for funding applications, including server/web interfaces and Unity engine projects.
Mobile Developer at Waracle
October 1, 2009 - August 1, 2012
Self-taught new iOS frameworks and kits while completing a degree. Took ownership of projects or code areas for short-cycle projects. Ported an iOS game to cross-platform use and contributed to Facebook-hosted Unity games, continuously adopting new languages and tools to ensure quality products.
Laboratory Assistant at University of Abertay
October 1, 2010 - June 1, 2011
Assisted first-year students with practical sessions, helped identify mistakes, and guided them toward learning goals.
Audio Programmer at University of Teesside
March 1, 2008 - July 1, 2008
Developed an OpenAL wrapper for the Cave UT project to integrate sound with head tracker movements.
Software Engineer at Hangar 13
April 1, 2021 - Present
Transitioned the studio's work to Unreal Engine 5.0, implementing and supporting gameplay systems such as cinematic transitions, aim assist, explosions, and damage systems. Set up initial automated testing systems and collaborated closely with QA and build teams to create useful gameplay and systems tests.
Associate Software Engineer at Hangar 13
April 1, 2021 - July 25, 2025
Developed C++ gameplay features on a custom in-house engine, responsible for meta-game systems like XP and skill points, as well as collaboration between tools and gameplay for advanced data handling by designers. Optimized runtime data for server/client replication and worked closely with design on various gameplay features.
Game Developer at Gameaholic Ltd.
March 31, 2018 - July 25, 2025
Developed UI/UX using Unity for a small indie title, focusing on creating engaging user interfaces.
Game Developer at Second Impact Games
June 30, 2017 - July 25, 2025
Worked as part of a small team on Unity development and AI training.
Game Developer at Gunjin Games Ltd
March 31, 2017 - July 25, 2025
Developed mobile AAA titles focusing on UI/UX and gameplay. Maintained efficient, responsive code allowing rapid production and iteration. Coordinated code operability with other developers and provided designers with tools for quick game data production and iteration.
Game Developer at BigBit Ltd
March 31, 2015 - July 25, 2025
Integrated into a 25-person studio working on multiple projects, ranging from sole programmer to team member of five developers. Focused primarily on UI/UX and gameplay development, social media integration, and client-server interfaces for third-party services.
Mobile Developer at Binary Pumpkin
July 1, 2013 - July 25, 2025
Led a 5-person graduate team on a 6-month project, coordinating design, art, and code. Responsible for UI, UX, gameplay, client-server coordination, asset pipeline feasibility, and producing stable code to meet targets.
Director at Risium
December 31, 2012 - July 25, 2025
Founded and directed a start-up, managing business plans and product design documents. Prototyped two projects for funding, including server/web interfaces and Unity engine-based prototypes.
Mobile Developer at Waracle
August 31, 2012 - July 25, 2025
Self-taught iOS development while completing a degree. Took ownership of projects and code areas on short-cycle projects, including porting an iOS game to cross-platform and contributing to a Facebook-hosted Unity game. Expanded skills by learning new languages and tools as needed.
Laboratory Assistant at University of Abertay
June 30, 2011 - July 25, 2025
Assisted first-year students in practical sessions, helping them understand mistakes and achieve goals.
Audio Programmer at University of Teesside
July 31, 2008 - July 25, 2025
Developed an OpenAL wrapper to interface sound with head tracker movements for the Cave UT project.
Software Engineer at Hangar 13 Ltd.
January 1, 2025 - January 1, 2025
Implemented and contributed to various player systems (weapons, inventory, abilities) and game interactions (cinematic transitions, damage, ladders) and world systems (missions, challenges). Deployed and supported QA’s Automated Testing environment. Nativized and code supported blueprint systems. Provided editor utilities and interfaces for designers. Worked on an unannounced, cancelled title Fusion Engine (custom tech) and designed/implemented player progression systems (level-up, skill trees, unlocks) and a custom serialization override system for data-efficient ability variations.
Gameplay Developer at Various Studios
January 1, 2018 - January 1, 2018
2013–2018 period focusing on Unity3D projects for mobile and indie titles. Worked on Gameaholic Ltd (unreleased infinite scroller mobile game), Gunjin Impact Ltd (Auto-Warriors: Tactical Action Car Combat) and BigBit Ltd (Hollyoaks: The game, GoggleBox: The game, The Snowdog and the Snowman). Responsibilities included implementation and post-launch support of meta-systems, UI/UX and third‑party APIs, with collaboration in small teams.
Gameplay Developer at Gameaholic Ltd
January 1, 2014 - January 1, 2014
Implementation and post-launch support of meta-systems, UI/UX and third-party systems, APIs and collaboration with small team on mobile title.
Gameplay Developer at Gunjin Impact Ltd
January 1, 2015 - January 1, 2015
Auto-Warriors: Tactical Action Car Combat — contributed to core gameplay systems, mechanics and integration with design.
Gameplay Developer at BigBit Ltd
January 1, 2018 - January 1, 2018
Hollyoaks: The game, GoggleBox: The game, The Snowdog and the Snowman — feature implementation, UI/UX collaboration, and third-party system integration.

Education

Bsc (Hons) at University of Abertay Dundee
January 1, 2008 - December 31, 2011
Diplôme Universitaire d'Enseignement Technologique International (DUETI) at Université Claude Bernard (Lyon I)
January 1, 2006 - December 31, 2009
Bsc (Hons) at University of Abertay Dundee
January 1, 2008 - December 31, 2011
Diplôme Universitaire d'Enseignement Technologique International (DUETI) at Université Claude Bernard (Lyon I)
January 1, 2006 - December 31, 2009
BSc (Hons) at University of Abertay Dundee
January 1, 2008 - December 31, 2011
Diplôme Universitaire d'Enseignement Technologique International (DUETI) at Université Claude Bernard (Lyon I)
January 1, 2006 - December 31, 2009
Bsc (Hons) at University of Abertay Dundee
January 1, 2008 - December 31, 2011
Diplôme Universitaire d'Enseignement Technologique International (DUETI) at Université Claude Bernard (Lyon I)
January 1, 2006 - December 31, 2009
Bsc (Hons) at University of Abertay Dundee
January 1, 2008 - December 31, 2011
Diplôme Universitaire d'Enseignement Technologique International (DUETI) at Université Claude Bernard (Lyon I)
January 1, 2006 - December 31, 2009
Bachelor with Honors (1st) at Abertay University, Dundee
January 1, 2008 - June 1, 2011
DUETI at University Lyon 1
January 1, 2007 - June 1, 2008
Bachelor with Honors 1st at University of Abertay Dundee
January 11, 2030 - June 1, 2011
DUETI at Université Lyon 1
January 11, 2030 - June 1, 2008

Qualifications

BAFTA "Ones to Watch" Nomination
January 1, 2010 - December 31, 2010
BAFTA Scotland "New Talent"
January 1, 2012 - December 31, 2012
BAFTA "Ones to Watch" Nomination
January 1, 2010 - December 31, 2010
BAFTA Scotland "New Talent"
January 1, 2012 - December 31, 2012
BAFTA "Ones to Watch" Nomination
January 1, 2010 - December 31, 2010
BAFTA Scotland "New Talent"
January 1, 2012 - December 31, 2012
BAFTA "Ones to Watch" Nomination
January 1, 2010 - December 31, 2010
BAFTA Scotland "New Talent"
January 1, 2012 - December 31, 2012
BAFTA "Ones to Watch" Nomination
January 1, 2010 - December 31, 2010
BAFTA Scotland "New Talent"
January 1, 2012 - December 31, 2012
BAFTA 'One to Watch' Nomination
January 1, 2011 - November 17, 2025
Dare to be Digital competition finalist
January 11, 2030 - November 17, 2025
BAFTA 'One to Watch' Nomination
January 1, 2011 - November 17, 2025
Dare to be Digital competition finalist
January 1, 2011 - November 17, 2025

Industry Experience

Gaming, Software & Internet, Computers & Electronics, Media & Entertainment, Education, Professional Services