Thomas Séguin
- level design -
- game jams -
- contact -
- illustrations -

- I value -
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Communication
Collaboration
Iteration
Fun
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- I can use -
Unity
Unreal
SketchUp
3DS Max
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- I specialize in -
Nonlinear Level Design
360° Combat Encounters
3rd Person Exploration​
Banger Playlists
I'm an Intermediate Level Designer with nearly 4 years of experience in the field, both in indie development and working with world-known IPs.
I'm looking for opportunities to work with experienced designers on ambitious games, to push my skills and deepen my understanding of Level Design.
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I'm an adaptable and creative designer that make the most out of a player's toolset to create memorable exploration and combat experiences. I take every opportunity I can to learn something new and I thrive in teams that are collaborative and feedback-driven. The best LD is done when all the team's strengths are leveraged, so I always make sure everybody's voice is heard and their work is showcased.
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level design
- LEGO Star Wars: Castaways -
Castaways is a social action-adventure game with a focus on customization and replayability. Both the On foot and Vehicle levels have built-in randomization that creates a different experience every time the level is loaded, and the combat encounters are designed so they can be approached from every angle. The player can also enter the level with a myriad of different loadouts (a combination of a main weapon and a secondary skill) that open up different paths and allow for new surprises every time. All the levels are 100% made of LEGO bricks, with a combination of modules-driven architecture and organic terrain generated using our award-winning technology, the Legolizer.
- tasks -
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Create On Foot Levels:
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Different objectives for each playthrough;
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Up to 4-players coop;
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Open-ended puzzles that can be solved in multiple ways depending on the player's secondary skill;
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360° combat encounters that play out differently depending on the loadout.
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Create Vehicle Levels:
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Single-player, on-rail shooter levels where the player boards their favorite ship from the Star Wars universe, each with different skills and specs.​
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Each level contains 15 - 20 splines that snake around the level and connect to each other, each with three difficulty levels.
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At start, the level generates a 5-spline path that increases in difficulty for a different experience each time.
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Create Trial Levels:
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Single-player, timed challenges focused around a single gameplay: Combat, Puzzles or Survival;​
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Locked loadout for a more controlled experience,
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Create opportunities to optimize run and promote speedrunning.
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- approach -
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Research on the maps' environment to respect the Star Wars IP and make the most of its rich universe and lore;
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Sandbox-type design centered around the players different skills to provide a different experience for each loadout;
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Collaborative Level Design to make the most out of every designer's strengths;
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Regular iteration following feedback from all stakeholders (Apple, LEGO, Lucasfilm).
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- awards -
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Esquire Gaming Awards 2021: Mobile Game of the Year
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Canadian Game Awards 2022: Mobile Game of the Year
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Webby's People Voice Awards 2022: Best Family and Kids Game
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Apple Design Awards 2022: Best Visual and Graphics
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Twelve (Twelve!) NYX Game Awards, including:
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Best Multiplayer Mobile Game​
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Best Mobile Game Design
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Best Mobile Experience
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- Bloodroots -
by Paper Cult
by Paper Cult
Bloodroots is a top-down, over-the-top action brawler with a sharp focus on experimentation, improvisation and die-and-retry mechanics. In Bloodroots, almost any object in the environment can become a makeshift weapon, and its levels were built to maximize opportunities for rhythmic, flow-y play, clutch escapes and sweet, sweet combos.
- tasks -
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Create varied levels under specific constraints:
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Linear, instructive and cinematic;
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Open-ended combat encounters promoting improvisation;
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Platforming challenges.
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Give access to a wide array of weapons with gameplay-changing characteristics
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Fine-tune the feeling of flow;
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Create opportunities to optimize run and promote speedrunning;
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Monitor the difficulty curve and iterate accordingly. ​
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- approach -
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Forward-design research in the Editor;
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Create a bank of Level Design Patterns;
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Constant communication with the other Level Designers on the project;
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Iteration through feedback from the Game Designer;
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Multiple rounds of playtests.
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- awards -
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SDGC Pax East 2019: Best of Show
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Ubisoft Indie Series: Jury Award
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GDC 2019 The Mix: Best of Show
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Indiecade 2018: Official Selection
- Lights Out -
Le Campus ADN
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Lights Out is a 2.5D platformer, a 15-week project realized in collaboration with the Animation and 3D Modeling classes at Campus ADN. The player can switch between two different avatar states with different abilities to overcome platform- and combat-based challenges.
- tasks -
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Initial pitch to the team
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Create a puzzle-oriented level;
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Work with a level artist to establish theme & vision for the level (his work below);
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Act as liaison with the Sound & Music Team
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Integrate sound and music using Wwise;
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Create a guide of the level design tools available;
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Act as consultant for the Narrative Team to review and give feedback;
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write the code for some ingredients.
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- approach -
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Research on puzzle design;
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Level Design document detailing my intentions;
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SketchUp rough;
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Blocking using Unity;
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Constant communication with the level artist;
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Three rounds of playtest with iterations.
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Regular meetings with the Narrative and Sound Teams to follow up on progress