Chad Comeau
Project portfolio
ISEDA Victim Interview Simulator
Team Lead, Game Design, Coordination
Part of the ISEDA project, this serious game trained over 400 police officers across Europe in victim-centred interview techniques against gender-based violence.
-
Led coordination with 15+ international partners and aligned stakeholders across the project
-
Designed the dialogue system and narrative flow, working closely with subject-matter experts
-
Directed motion capture sessions and managed localization across multiple regions
-
Implemented narrative systems in Unreal Engine and led testing with police trainees across Europe
-
Source code and Windows build available for free online




Clare Cuisine +
Project Lead, Designer





Community cooking app featuring over a dozen recipes presented by people from Clare, Nova Scotia. Participatory design process to encourage sharing and building connections.
-
Led the project from concept to release, working directly with community contributors and stakeholders
-
Designed modular systems focused on storytelling, sharing, and cultural connection
-
Developed an interactive “dynamic recipe” format combining gameplay and podcast format
-
Covered by local and provincial press, radio and television.




Clarevoyance
Solo Developer
Publicly funded narrative adventure game made in collaboration with 130+ people from my hometown who contributed voice-overs, art, music, stories and more.
-
Led full creative direction, design, and production from concept to release
-
Coordinated a large contributor network across voice, art, music, and writing
-
Designed a 26-quest narrative rooted in Acadian folklore backed by research thanks to a partnership with the local university & several guest writers, like former Parliamentary Poet Laureate Georgette LeBlanc
-
Full attendance for one of the launch events featuring presentations and live music.
-
Press coverage includes Le Monde, CBC and Radio-Canada. More information on the game's website




SOILSCAPE
Coordinator, Game Design Mentor
Spreading soil literacy through the arts with the EU Horizon-funded SOILSCAPE project
-
Organizing game jams across Europe with different partners on the topic of soil literacy and health
-
Mentorship of winning teams to develop their concepts further, alongside publishing and communications
-
Showcasing games in Soil Festivals in eight partner countries, organizing workshops, supporting partners




Reframe Games
Creative Director, Game & Narrative Designer




-
Taking projects from early ideas to pitch-ready (and buildable) concepts.
-
Lead creative direction across multiple projects, shaping gameplay and narrative vision
-
Build pitch decks and funding applications that translate ideas into clear proposals
-
Work closely with teams to balance creative ambition with production reality
-
Mentor developers & students and support projects through design challenges and development
Tiny Bookshop Prototype
Narrative Designer & Writer



-
Narrative tools: Designing and developing modular narrative tools using Yarn and Unity alongside creative lead and programmer. Testing and refining tools while implementing content in engine.
-
Story content: Developing existing setting and characters, creating new characters, outlining their arcs and writing dialogues alongside co-writer. Maintaining documentation in online wiki and Miro.
-
Marketing copy: Reworking marketing copy and setting up Steam page, helping the game reach over
25 000 wishlists during the six-month prototype development period. -
Playtesting: While there is no public demo of this prototype, external playtesters wrote:
-
“I enjoyed that the interactions with the characters actually added some value […]
All characters have a distinct personality.” -
“Between the locations and the strange yet approachable people you will meet, the game really manages to sell the feeling of being in a friendly small town.”
-
Berlin Maniacs
Game Designer, Narrative Designer & Writer



-
Researching similar games and the unique setting of 1960s West Berlin. Writing GDD.
-
Paper prototyping to develop compelling gameplay loop seeped in the historical setting and political story the project leads wanted to tell. Outlining gameplay systems and AI flowcharts.
-
Exploring various narrative tools before helping the programmer with a custom solution.
-
Level design of a small open world using splines and 3D assets.
-
Writing dialogues and barks, imported and implemented in Unreal engine.
- Rigorous testing of dialogues and mission logic. Creating conditional objectives, adding waypoints and NPCs, using commands to control NPC movement and behaviour to ensure the story, onboarding and gameplay unfold smoothly.
- Nominated for the Ubisoft Newcomer Award at the 2021 German Developer Awards.
Grouillons-nous!
Game Designer, Coordinator
-
Web game promoting fitness for students, teachers and staff. Log kilometers to visit schools across the province while collecting stamps and postcards. Leaderboards for both students and staff allow friendly competition to motivate exercise in the real world.
-
Client work with the Conseil scolaire acadien provincial, Nova Scotia's francophone school board, in collaboration with neoludic games. Ran live for the 2022-2023 school year.
Local Paper Small Town
Game Designer & Writer



Two-player co-op puzzle game for VR and physical newspaper
-
Showcased at school and at Places VR festival.
-
Created as a mixed media semester project at the Cologne Game Lab in two months.
-
Concepting, prototyping, puzzle design, playtesting, writing and polishing newspaper texts.
-
Nominated for the Ubisoft Newcomer Award at the 2020 German Developer Awards.
-
Download for free on Steam, where the game has a Positive review average.
Antura and the Letters
Localization Coordinator & Game Designer



-
Winner of the Special Award for Social Commitment at the 2022 German Developer Awards.
-
Organizing the translation and implementation of six new languages for the Antura app, leading to the release of version for Ukrainian refugees.
-
Contact point between the internal and external development teams as well as a dozen international language professionals.
-
Succeeding with tight timelines thanks to good communication and efficient work, from start to release in 3 months.
-
Available for free on Google Play and Apple App Store. More details on the project website.
Silent Earth
Solo Developer
Sci-fi interactive fiction student project made with Twine during a semester dedicated to game writing and narrative design. Happy about the Positive Steam review average.