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

- I value -
Communication
Collaboration
Iteration
Fun
- I can use -
Unreal Engine
Unity
SketchUp
3DS Max
- I specialize in -
Nonlinear Level Design
360° Combat Encounters
Flow-Focused Traversal
Banger Playlists
I'm a Level Designer with 7 years of experience in the field, having worked in AAA, mobile and indie.
I'm looking to work with experienced designers on ambitious games, to push my skills and deepen my understanding of Level Design.
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 design is done when all of the team's strengths are leveraged, so I always make sure everybody's voice is heard and their work is showcased.

level design
- Unannounced AAA Project -
Eidos Montreal is hard at work on an ambitious AAA of which I have been a part for the last three years. During that time I have hopped on many different mandates, fulfilling needs whenever they arose, and developping my skillset along the way. I have done almost everything a Level Designer could do on the project, including Quest Design, World Design, Navigation & Traversal, Puzzle Design, Combat Encounters and lots of brainstorming.
- tasks -
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Quest Design:
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Use Unreal Blueprint visual scripting to create and control quest flow;
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Work with narrative to create compelling stories that bring the game world to life;
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Leverage existing tools and mechanics to create side-content that feels fresh and challenging.
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World Design:
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Create open spaces that can be accessed from multiple points and that feel good to explore freely;
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Work with art to showcase and rationalize POIs & Landmarks;
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Ensure readability, cohesion and comfort through iteration and assessments.
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Navigation and Traversal:
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Focus on flow to create fast-paced traversal sequences;
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Leverage player abilities and level design ingredients to instill variety in navigation;
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Tweak metrics to prioritize comfort and predictability.
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Combat Design:
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Create arenas that can be approached from multiple angles;
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Leverage environment and player abilities to craft unique and memorable encounters;
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Work with Game Design to make the most out of our varied roster of enemies.
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- approach -
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Put collaboration first, working with narrative, art, tech & game design to create hollistic levels from a shared vision;
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Start with a mechanic in mind and build around a simple idea;
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Iterate quickly with weekly reviews and a production-driven mindset.
Stay tuned for the official trailer! Coming out any day now!
- 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).
- 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 (12!) 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.
- 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 Director;
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Multiple rounds of playtests.
- 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