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

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

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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Designed and implemented a full quest system with a dynamic quest log, branching dialogues, and meaningful narrative-driven gameplay outcomes.
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Designed a dynamic race track using splines, implemented vehicle physics, and led UI/sound design for a kart racing experience.
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Explored dialogue systems using Behaviour Trees, cinematic implementation, and emotional narrative scripting validated through iterative playtesting.
View ProjectI'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.
Faculty of Arts, Letters, Languages and Human Science, Aix-en-Provence
Salon de Provence, France
The Escape Studios, London, UK
Whether you're building a AAA narrative experience or an indie adventure, I'm ready to bring systemic storytelling to your team.