Guillaume Goder
UX/Product Designer who ships — from research through to a working build.
Three case studies, three kinds of hard problems
Designing the orchestration layer for a multi-tool AI creative pipeline
Connecting Claude, Blender, UE5, Figma and ComfyUI through MCP into one directable interface — real pipeline, real constraints.
Live capture in progress → Speculative · Weeks 3–4Designing calibrated trust into an agentic copilot
Intent previews, an autonomy dial, and undo primitives for a workflow tool where the agent has to earn control incrementally.
Coming next → Speculative · Weeks 5–6Cutting documentation burden in acute-care shift handoff
A focused redesign of one high-stakes clinician workflow, grounded in published burnout and alert-fatigue research.
Coming later →Research
Grounded in real constraints and published evidence, not assumption.
Systems thinking
Designing the underlying model, not just the screen on top of it.
AI-fluency
Using AI tooling as part of the working process, documented honestly.
Implementation
Able to build the thing, not just spec it.
Guillaume Goder
UX/product designer with a background in illustration and game development, now focused on tech-product UX and AI-assisted design tooling.
I'm a UX/Product Designer and Concept Artist based in Montréal, working at the intersection of research, interface design, and implementation. Over six years in the game industry — most recently as Lead UI/UX Designer at Little Guy Games — I've designed and shipped interfaces through to Unreal Engine 5, and built my own AI-assisted creative pipeline connecting Claude, Blender, UE5, Figma, and ComfyUI. I hold a Bachelor of Design in Illustration from OCAD University and UX/UI certifications from Epic Games. Bilingual (EN/FR).
Also see my Concept Art & Game UI Portfolio →
This is a standalone tech/product-focused portfolio, separate from Guillaume's existing games-industry portfolio.