Spatial Game Designer | Creative Technologist | R&D Immersive

Art & Tech Bridge: aligning conceptual vision with technical feasibility for interactive attractions, immersive exhibitions, and LBE spaces.

Brussels · Open to full-time, freelance and relocation · French (Native), English (Professional working proficiency)
Spatial Game Design Interactive Attractions & LBE Show Control & DMX
3x
TERPECA Phase 1 Nominee (Top Escape Rooms, 2023 - 2025)
8 years
In LBE and interactive scenography
10,000+
Players hosted by DYSTOPIA, a 100 m² immersive escape game
80,000+
Visitors on public interactive installations

Showreel

Sébastien Lebon - Spatial Game Designer & Creative Technologist

"What drives me is the magic of seeing an idea come to life in the physical world."

Technology should fade into the background in service of the experience: creating that precise moment where the audience forgets about sensors, projectors, and code to simply play and explore.

At the intersection of spatial game design, scenography, and real-time development, I translate your concepts into reliable, engaging, and interactive immersive experiences, from initial prototype to field deployment.

Art & Tech Bridge Aligning scenographic vision with hardware engineering and real-time development realities.
Previs 3D De-Risking Simulating ergonomics, lighting, and logic in Unity prior to manufacturing to secure schedules and budgets.
Phygital Expertise Software design and hardware control proven in the field: daily escape room operation and self-running installations in public space, with no technician on site.
Ideation & Art Direction Finding the idea, turning it into images (storyboards, concept art, moodboards) and defending it with the client, before the first line of code.

Areas of Expertise

"Depending on your project needs and stage, I intervene across the full process or on a targeted technical requirement."

01

Spatial Game Design & Immersive Experiences

Designing interactive mechanics, narrative pacing, intent storyboards, game rules, and visitor flow management in physical space.

02

Rapid Prototyping & PoC (Code & Hardware)

Concept validation through functional software & hardware blocks, 3D fabrication of custom interactive props, and real-world ergonomic testing.

03

Previs & Real-Time Simulation

3D modeling and real-time simulation of installations to preview ergonomics, sightlines, and system behavior upstream.

04

Integration & Show Control

Connecting virtual and physical worlds: communication between gameplay, control room (DMX, ArtNet, OSC, MIDI), lighting, audio, and scenography.

Case Studies & Projects

Skills

A generalist T-shaped profile: autonomous across the full pipeline, from 3D to electronics, to carry a project from concept to field operation.

Creative Design & Art Direction

  • Ideation & concept development: idea generation, narrative angles, experience principles
  • Visual thinking: storyboards, intent sketches, concept art, moodboards
  • Previs & reference visuals: preview imagery to make decisions before fabrication
  • Narrative design: visitor journey writing, pacing, spatial dramaturgy
  • Intent documents & pitching: formalising a concept and defending it with a client

Hardware Integration, CAD & Workshop

  • Electronic prototyping & hardware interfacing: Arduino, Raspberry Pi, basic IoT sensors, actuators
  • Workshop assembly & physical wiring: equipment racks, electrical routing, data cabling
  • CAD & 3D tools: Houdini, Fusion 360, Blender, Maya
  • Additive manufacturing: 3D printing (resin & filament)
  • Photogrammetry & field capture: environment scanning, drone flight planning

Interactive Development & Real-Time Engines

  • Interactive engines: Unity, Godot, Unreal Engine
  • Programming & development: C#, Python, Bash, Git
  • Generative AI & computer vision: ComfyUI, LLM & synthetic data pipelines, YOLO
  • Sound editing & audio routing: Ableton, Audacity, Adobe Creative Suite

Show Control, Networking & Protocols

  • Communication protocols: UDP, OSC, DMX, TCP/IP, Serial, MIDI
  • Node-based logic & media routing: TouchDesigner, Chataigne, MadMapper
  • Local network config & A/V troubleshooting: IP addressing, network switches
  • Network diagnostics: Wireshark (UDP/OSC packet filtering)
  • System stability: watchdogs, local auto-run scripts, remote access tools

Solid fundamentals, fast ramp-up on: Godot, Unreal Engine, YOLO, REST APIs, drone flight, sound editing (Ableton, Audacity), and A/V network configuration.

Working Style

Beyond the tools: how I actually deliver on projects.

Project Management & Planning

  • Risk anticipation and proactive planning
  • Delivering under tight deadlines, in live on-site conditions
  • Technical quoting and project pricing

Technical & Creative Direction

  • Studio technical direction (5 years)
  • End-to-end project ownership, including full autonomy when needed
  • Decision-making under pressure and uncertainty

Documentation & Proposals

  • Technical and creative project documentation
  • Costed quotes and budgeting
  • Field-ready technical documentation

Mentoring

  • Onboarding and supervising junior developers
  • Genuine interest in team growth and knowledge transfer

Learning & Hands-On Drive

  • Fast learner, technically curious
  • Strong preference for hands-on building: prototyping, on-site installation, direct execution over staying deskbound

Resilience & Adaptability

  • Proven ability to rebound after setbacks outside my control
  • Comfortable operating with limited resources and lean teams

Background

2015 - 2018

ESA Saint-Luc Brussels - Digital Art

Graduated in Digital Art, Image Art section. Wellor selected as the school's flagship project, internal prize of the major. VFX training attended in parallel at CGI Trainer (Mons).

2018 - 2023 (5 yrs)

Creative Technologist, Artistic Direction & Spatial Game Design, Crafteke

Started as an intern at Oxykube, rebranded into Crafteke alongside Pierre-Henri Wibaut. Technical direction of the studio's full interactive production output.

2023 - Today (3 yrs)

Creative Technologist & Technical PM, Freelance

Independent missions in spatial game design, R&D prototyping, and show control for studios and cultural institutions.

Distinctions & Speaking

METHODOLOGY & R&D DE-RISKING

From Virtual Concept to Unforeseen-Free Field Deployment

Validating creative vision and technical ergonomics prior to field deployment to secure budgets and schedules:

  • • Hardware Proofs of Concept (PoC) to test sensor ergonomics and game responsiveness.
  • • Digital Twins & Real-Time 3D Simulations (Unity) to validate sightlines and logic prior to manufacturing.
  • • Reduction of on-site adjustment costs and securing production schedules.
3D Simulation / Previs 3D Previs & Digital Twin Simulation
Real-Time Previs - Sightline validation & sensor tracking
Field Deployment Field Deployed Installation
Final Physical Installation - Hardware integration & 24/7 control

Looking for a hybrid profile to design your experiences or reinforce your production teams?

Let's discuss your technical challenges, R&D needs, or integrating a Spatial Game Designer / Creative Technologist into your projects.

Based in Belgium (Brussels) • Open to studio opportunities (Full-time / Contract), relocation, and technical & creative consulting.

Trusted By / Collaborations

MagicStreet
Manna
Feu! Chatterton
Ville de Mons
Mons en Lumières
MIMA Museum
Decathlon
Crafteke
Vhils
Musée de Poche

"Projects executed independently or co-created with partner agencies and studios."