SliceForge

About SliceForge

Made for the craft.
Built for what ships.

SliceForge comes from nearly 20 years of making UI and UX for video games, much of it the slow, manual way: slicing panels, rebuilding states, cleaning edges, preparing exports, and making sure a beautiful mockup survives real production.

The product is built from that lived experience: a practical bridge between a promising visual idea and an interface artists, designers, and developers can actually use.

Explore SliceForge

20 years

Game UI / UX and product design

Millions

Players reached through shipped work

Any engine

Unity, Unreal, Godot, WebGL, custom

Behind SliceForge

Built by a game UI designer who needed this to exist.

Independent by design, shaped by years of shipped games, AAA client work, production habits, hard-won shortcuts, and a genuine love for game interfaces.

Remi Couture, founder and builder of SliceForge

Remi Couture

Founder · Game UI / UX designer · Builder

LinkedIn

AAA + entertainment

Client work

Design systems

HUDs + style guides

Engine handoff

Unity, Unreal, Godot, custom

I spent nearly 20 years as a UI / UX designer for video games and interactive products, working across mobile, console, PC, entertainment, and high-security product teams. That work reached millions of players and included clients and partners such as Disney, Sony, Riot Games, Tencent, Universal Studios, Hasbro, Twitch, AppLovin, and defense organizations.

A lot of that work was deeply manual: separating artwork into usable parts, rebuilding screens after feedback, making button states, writing specs, maintaining style guides, preparing engine handoffs, and chasing all the tiny details that decide whether a game interface feels polished or fragile.

SliceForge is the tool I kept wishing existed during that work. It is built to protect the passion and artistry in game UI while removing the repetitive production labor that slows artists down.

AI is part of the workshop now, but it is not the whole story. The direction comes from lived production experience, taste, and the belief that better tools should help artists stay closer to the creative decisions that matter.

Independently owned & operated

Strategic Sloth LLC

How we work

Craft, production memory, and a shorter feedback loop.

01

Born from shipped game UI.

The workflow starts where production gets slow: slicing panels, rebuilding button states, documenting flows, checking scale behavior, and preparing assets for Unity, Unreal, Godot, WebGL, or custom engines.

02

Systems matter as much as screens.

Years of building design systems, style guides, HUDs, menus, and in-engine handoffs shaped SliceForge around repeatable UI, not one-off pretty images.

03

AI supports the craft.

AI helps explore and build faster, but the product is guided by two decades of design judgment, player-first UX, and hands-on interface production.

Help shape what ships next.

Share what you’re making, tell us where the workflow breaks, or ask a question. Your experience helps make SliceForge better.

Contact SliceForge