Objective: Assess Candidate
Narrative Game Designer

Joel
Seguin

I architect the moments players never forget, where systemic gameplay and immersive storytelling collide to create cohesive player experiences.

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

Initiate Collaboration
Joel Seguin, Narrative Game Designer
Subject: J.Seguin
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Mission Briefings

Case Studies

Explore work by narrative design discipline, from dialogue systems to quest architecture and cinematic implementation.

Game environment for Decree of the Lich King
Mission 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.

View Project
  • 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
Mission 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.

View Project
  • 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
Mission 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.

View Project
  • 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
Mission 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.

View Project
  • 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.
Intel Dossier

The Logic
Architect

I'm Joel Seguin, a Narrative Game Designer based in London with a rare dual foundation: the emotional intelligence of literary studies and the technical precision of Unreal Engine 5 development.

My approach bridges the gap between story and system. I don't just write dialogue. I architect quest flows, script branching narratives through Behaviour Trees, and design mission structures where every player choice carries meaningful weight.

Before game design, I ran a restaurant in Provence, managing teams, reading audiences, and orchestrating experiences in real time. That human-centric lens shapes how I think about player engagement: every mechanic serves the narrative, every narrative rewards the player.

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

System Diagnostics

Skill Matrix

Core Competencies

Unreal Engine 590%
Blueprint Scripting85%
Dialogue Systems88%
Quest / Mission Design92%
Behaviour Trees80%
Level Flow / Track Design78%
Cinematic Scripting75%
UI/UX Implementation72%

Software & Tools

Unreal Engine 5PerforceTrelloConfluenceJiraYouTrack

Methodologies

Agile / ScrumPlaytesting & IterationEffective DocumentationCross-Team CollaborationSound DesignPaper Prototyping
Final Objective

Initiate
Collaboration

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: 22:08:24 GMTSTATUS: OPEN_FOR_HIRE
© 2026 Joel Seguin·Architect of Agency
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