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Game Designer (narrative)

Joel
Seguin

Game Designer with a strong emphasis on narrative and a technical focus in Unreal Engine 5, specializing in the intersection of systemic gameplay and immersive storytelling. Experienced in dialogue systems, quest design and Blueprint scripting to create cohesive player experiences. I aim to craft worlds where narrative depth and mechanics work in tandem to drive player engagement.

UE5 · Blueprint Scripting · Dialogue Systems · Quest Design · Mission Flow

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Joel Seguin, Narrative Game Designer
Joel Seguin
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Selected Work

Featured Projects

Each featured project breaks down its design pillars, gameplay footage and the documentation produced alongside it.

Game environment for Decree of the Lich King
Project 01
Group Project

Decree of the Lich King

5 Months
Unreal Engine 5
Team Project
Boss Fight DesignTurn-Based CombatAbility SystemsCinematics

Designed and implemented a turn-based combat boss fight, treating the battle as a story arc with escalating stages, cinematics, and dynamic audio scripting.

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  • 01Designed a turn-based combat boss fight on paper prototype and iterated the experience through playtesting and feedback.
  • 02Implemented in Unreal Engine 5 the turn-based functionalities as well as the ability/magic system with the use of data assets.
  • 03Learned how to design a boss fight and how to think of this battle as a story: implemented different boss stages, cinematics, scripts and audio.
  • 04Worked closely with the animation team and ensured all animations fit the design pillars.
Game environment for Life In A Day
Project 02
Specialism Project

Life In A Day

2 Months
Unreal Engine 5
Quest DesignBranching NarrativeBehaviour TreesUI Systems

Designed and implemented a full quest system with a dynamic quest log, branching dialogues, and meaningful narrative-driven gameplay outcomes.

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  • 01Designed and implemented a quest in Unreal Engine 5, with objectives stored in a quest log and being updated in the UI.
  • 02Implemented multiple dialogues in the game with branching narrative leading to meaningful impact on the gameplay.
  • 03Improved knowledge of Behaviour Tree in Unreal Engine 5, merging dialogues and mission design.
Game environment for Racers of the Fallen
Project 03
Group Project

Racers of the Fallen

10 Weeks
Unreal Engine 5
Team Project
Track DesignVehicle PhysicsUI/UXSound Design

Designed a dynamic race track using splines, implemented vehicle physics, and led UI/sound design for a kart racing experience.

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  • 01Designed and implemented a race track for a kart racing game by using splines in Unreal Engine 5.
  • 02Worked on the vehicle physics for the specific kart through the chaos vehicle movement component in Unreal Engine 5.
  • 03Organized regular playtest sessions, collecting feedback and iterating.
  • 04Designed and implemented the UI (menus and main HUD) and was in charge of the sound design.
Game environment for Resource
Project 04
Specialism Project

Resource

5 Weeks
Unreal Engine 5
Dialogue SystemsInteraction DesignCinematicsEmotional Flow

Explored dialogue systems using Behaviour Trees, cinematic implementation, and emotional narrative scripting validated through iterative playtesting.

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  • 01Learned how to use Behaviour Tree system to implement dialogue with choices in Unreal Engine 5.
  • 02Improved knowledge on interaction system and collecting items.
  • 03Learned how to implement cinematics including animations, voice acting and sound design in the game.
  • 04Researched how to improve scripts and dialogue in a video game, implemented own writings and playtested these to ensure they guide the player through an emotional flow.
Profile

About
Me

I am a game designer who loves the narrative aspect of games, driven by the challenge of bridging the gap between compelling storytelling and hands-on technical execution in Unreal Engine 5.

Coming from a unique background that blends literary studies with managing a busy restaurant in Provence, I have learned how to read an audience, adapt on the fly, and orchestrate unforgettable, player-first experiences.

I love jumping directly into the engine to architect quest flows and script branching narratives through Behavior Trees, ensuring that every mechanic serves the story and every player choice carries meaningful weight. As a recent graduate, I am incredibly eager to learn, ready to collaborate, and absolutely thrilled to bring my energy and passion for cohesive design to a studio team.

London, UK
2002 – 2005

Degree in Modern Literature

Faculty of Arts, Letters, Languages and Human Science, Aix-en-Provence

2018 – 2021

Restaurant Owner, L'Annexe

Salon de Provence, France

2023 – 2026

Degree in Video Game Design

The Escape Studios, London, UK

Expertise

Skills & Tools

Core Competencies

Blueprint Scripting
Dialogue Systems
Quest / Mission Design
Behaviour Trees
Level Flow / Track Design
Cinematic Scripting
UI/UX Implementation

Software & Tools

Unreal Engine 5PerforceTrelloConfluenceJiraYouTrack

Methodologies

Agile / ScrumPlaytesting & IterationEffective DocumentationCross-Team CollaborationPaper Prototyping
Get In Touch

Contact
Me

Whether you're building a AAA narrative experience or an indie adventure, I'm ready to bring systemic storytelling to your team.

LOCATION: London, UKLOCAL_TIME: 08:32:44 GMTSTATUS: OPEN_FOR_HIRE
© 2026 Joel Seguin·Architect of Agency
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