Fabien Roussot
I'm Fabien Roussot, a software engineer specializing in gameplay systems, tooling, and designer-facing editor utilities.
About
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.
- 18 years' experience
- Joined July 2025
Skills· 19
Languages
- JapaneseIntermediate
- FrenchFluent
- Spanish; CastilianIntermediate
- EnglishFluent
Industry experience
- Gaming
- Software & Internet
- Computers & Electronics
- Media & Entertainment
- Education
- Professional Services
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Work experience· 60 roles
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.
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.
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.
Education· 14
Certifications and awards· 14
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