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

- I value -
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Communication
Collaboration
Iteration
Fun
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- I can use -
Unreal Engine
Unity
SketchUp
3DS Max
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- 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.
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I'm looking 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 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.
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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).
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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 (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. ​
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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 Director;
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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