Vincent Cadieux

Principal Technical Level Designer

Principal Technical Level Designer with over 15 years of experience in AAA game development. I specialize in gameplay scripting, level architecture, performance optimization, and cross-discipline collaboration. Passionate about crafting memorable interactive experiences.


Over the years, I’ve worked with a wide range of game engines—including Anvil, Dunia, Unreal, Dawn, Foundation, ForzaTech, and Unity—which has given me a strong technical foundation in how games are built across various genres. Having contributed to both linear and open-world titles, I’ve developed a deep understanding of the different production needs each type requires. This experience enables me to anticipate potential development challenges and address them proactively, helping streamline production and avoid costly roadblocks.

Programming Skills

C# PHP HTML/CSS Javascript ASP.NET MySQL Visual Basic .NET

AAA Projects

2023 - 2025 — Fable

Principal Technical Level Designer

In close collaboration with Playground Games, I led the onboarding and technical training of the level design team on a newly adopted game engine. I proactively identified production challenges and proposed innovative system and tool solutions to streamline workflows. Additionally, I developed custom external tools to enhance pipeline efficiency, reduce iteration time, and improve cross-discipline collaboration throughout the project lifecycle.

2021 - 2023 — Unannounced project (cancelled)

Principal Technical Level Designer

Supported the level design team by providing training, documentation, and custom tool development to improve their workflow and efficiency. Took the initiative to design and prototype various gameplay elements, contributing original ideas to enhance player experience. Also played a key role in configuring world streaming systems to ensure optimal performance and seamless level transitions.

2018-2021 — Guardians of the Galaxy

Senior Technical Level Designer

Contributed to creating a seamless player experience by connecting individual levels through optimized world transitions. Designed and implemented checkpoint logic systems, managed asset streaming for performance efficiency, and supported the integration of in-game cinematics. Also collaborated on the implementation of gameplay ingredients to ensure consistency and quality across all levels.

2015-2018 — Shadow of the Tomb Raider

Senior Technical Level Designer

I helped to Led the development of a new streaming system to support a more open-world gameplay experience. Integrated and maintained this system throughout production to ensure stability and performance. Also contributed to the implementation of gameplay-critical features such as checkpoints, in-game cinematics, and world transitions.

2014-2015 — Rise of the Tomb Raider

Technical Level Designer

Contributed to the development of gameplay systems and core level ingredients, focusing on seamless level streaming for an uninterrupted player experience. Implemented and refined checkpoint logic, integrated in-game cinematics, and supported dynamic asset loading to enhance performance and fluidity across the game world.

2012-2014 — Thief

Senior Level Designer

Served as the level designer for the game's final level, overseeing the full design and implementation of the boss encounter. Responsibilities included layout design, combat encounter tuning, NPC placement, and overall pacing to ensure a climactic and memorable player experience.

2010-2012 — Far Cry 3

Level Designer intermédiaire / Scripter

Primarily contributed to the design and implementation of the village area and the boat mission. As a level designer, I was responsible for integrating combat scenarios, NPC placement, scripted events, and in-game cinematics to ensure a cohesive and engaging gameplay experience.

2008-2010 — Splinter Cell : Conviction

Level Designer / Scripter

Contributed to the development of co-op modes and maps from concept to implementation. This included early-stage brainstorming, paper prototyping, and full in-engine level design. I was also responsible for integrating scripted events, gameplay mechanics, and cooperative gameplay elements to support a seamless multiplayer experience.

2008 — Prince of Persia

Level Scripter

Responsible for the integration of in-game cinematics, checkpoint systems, and scripted events across multiple levels. Additionally, served as a core member of the specialized team tasked with delivering the high-visibility E3 Demo, ensuring both stability and impactful presentation under tight deadlines.

Other projects

2021 — Kubis 2.0

This project is a remake of my original Kumbo game developed in Unity in 2014, reimagined entirely in Unreal Engine. I undertook this project as a self-directed initiative to reacquaint myself with Unreal Engine, using it as a learning platform to deepen my understanding of its modern features, workflows, and best practices.

2014 — Kumbo

This was my second mobile game developed for both iOS and Android using Unity. The gameplay centers around forming sequences of matching-colored cubes to create combos. To increase the challenge and engage players’ short-term memory, each cube’s color disappears after three seconds, requiring quick thinking and memorization. The game was designed to be both fun and cognitively stimulating.

2014 — Deep Bubble Rush

This game was developed as a learning project to familiarize myself with the Unity engine. Inspired by the popular Flappy Bird, it features a similar core mechanic but introduces original gameplay elements to enhance replayability and offer a fresh experience. The project served as a hands-on introduction to Unity’s development workflow, physics system, and mobile deployment process.

Contact me

Email: vcadieux@vincentcadieux.com