
Simone Scouller
Game Developer | Software Engineer | Artist
Melbourne, AUS
(Willing to relocate or work remote)
Hello there!
I’m Simone, an artist, game developer, and Director at Frog Spawn Studio, a two-person indie studio. I lead the art direction and visual production of Forge & Fleet, creating the characters, ships, and UI that bring its world to life, while also helping run the studio.
Previously, I worked as a Technical Designer at Ubisoft on XDefiant, contributing to faction abilities, game modes, and other gameplay features. That technical background shapes how I approach art—balancing personality and visual clarity with how everything works in-game.
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Skills & Expertise
Art & Visual Design
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Art direction and visual consistency
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Stylised game art
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Character, ship, and cosmetic design
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Concept development and iteration
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3D modelling
Game UI & Assets
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UI layout and visual design
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Icons and inventory artwork
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Readability for mobile screens
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Preparing assets for use in-game
Tools & Software
Art: Clip Studio Paint (primary), Blender
Game Engines: Unity, Unreal Engine, Snowdrop
Languages: C#, Visual Scripting, C++, SQL
Development & Collaboration: Visual Studio, GitHub, Perforce, Jira, SoureTree
Game & Technical Design
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Gameplay and systems design
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Rapid prototyping
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Visual scripting
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Technical documentation and workflows
Studio & Production
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Creative direction and project planning
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Business and studio operations
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Marketing artwork and social content
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Community communication
Featured Projects
Forge & Fleet (Made in Unity)
Director · Art & Visual Design | Frog Spawn Studio
Forge & Fleet is a mobile idle naval RPG developed by our two-person indie studio. Players build and upgrade their ships, battle enemies, and grow stronger through gear, crew, and skills.
I lead the game’s art direction and visual production, creating a consistent style across its ships, characters, interface, and cosmetics. Alongside the artwork, I help run the studio’s business operations, marketing, and community communications.
My Contributions
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Art direction and development of the game’s visual style
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Ship, character, and cosmetic artwork
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UI design, icons, and game assets
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Marketing artwork and social content
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Studio operations and community communications






Featured Projects

XDefiant
Technical Designer II (2022-2024)
Contributed to the development of gameplay mechanics and systems for XDefiant, an first-person shooter (FPS) that emphasizes team-based tactical play. Focused on faction abilities, game modes, and core gameplay balancing.

Key Achievements
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Developed Stolas (Ability)
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Developed Drone Swarm (Ability)
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Developed Legion (Ability)
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Developed Wolf Blood (Ability)
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Prototyped Cyborg Strength (Ability)
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Polished GSK ADS (Ability)
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Polished GSK Shock wire (Ability)
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Polish GSK Flash Shield (Ability)
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Helped Develop Faction OMEGA (4 abilities)
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Helped Polish Gadgets (Grenade, Sticky Grenade, C4, Proximity Mine)
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Porotype a unreleased faction (4 abilities)
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Developed and released Power up feature (Game Mode)
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Helped Develop multiple differnet game modes
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Traveled to Annecy (France) to learn from other Technical Designers
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Created Multiple different Nodes for TD's and Engineers to use in C++
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Improved Nodes in C++
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Created a new playtest documentation system, improving how setup, feedback, and iteration tracking were recorded.
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Maintained almost all the Docs in Confluence
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Create TD Docs and improve them over time
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Created TD Process (What should be done during what stages for Abilities and Game modes)
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Help Organize office events (movies, game nights, dinners)
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Help purchase Snack and Fruit every week in the office
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Help Organize and Run Playtests
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Onboard all Technical Designers in Sydney
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Help everyone in Sydney learn Snowdrop

GSK: a Faction with 4 abilities


Stolas: a AI Ability that shoots enemy within its radius

Drone Swarm: Area of Effect Damage fall off Ability
My Contributions
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Prototyped and optimized dynamic gameplay mechanics and systems using Snowdrop visual scripting, ensuring smooth integration into XDefiant.
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Worked cross-functionally with designers, engineers, and artists to develop, refine, and balance faction abilities, gadgets, and game mechanics.
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Owned key faction abilities (e.g., Stolas, Drone Swarm, Wolves Faction), focusing on design iteration and playability.
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Supported new Technical Designers, providing onboarding, workflow guidance, and Snowdrop Engine best practices.
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Enhanced documentation workflows, creating technical design documents, playtest tracking, and detailed how-to guides.
Power ups: Grant charge to player








