Hey, I'm Seamus!
I'm a freelance game developer with 3 years of programming and design experience, especially in narrative-driven games.Currently, I'm the Generalist Developer working on Solace State: Emotional Cyberpunk Stories, tackling tasks in programming, design, and everything in-between.My other recent credits include Story Logic Programmer for Cabernet, and Programmer (Narrative) for ValiDate: Struggling Singles in Your Area.I have also completed, non-commercial projects as a narrative designer or technical developer, such as Wish You Were Here, a commissioned game by the Hand Eye Society for Super FESTival 2022.
Eunae Liaro in: Fowl Play
Narrative Designer & Writer
Released December 17, 2023
When a detective is murdered mid-investigation, it's up to you to pick up where he left off.
Story Logic Programmer
Change is brewing, threatening the established ways of alluring supernatural aristocrats.
Wish You Were Here!
Generalist Unity Developer
Released October 15, 2022
A group of friends tries to keep in touch online after life circumstances force them physically apart.
Released September 29, 2022
13 adults in Jercy City navigate new relationships and the harsh realities that come alongside them.
Seamus (he/him) is a detail-oriented game developer with a BA in Game Design and a particular penchant for programming and implementing narrative in games. He has been working professionally in the industry for 3 years.In 2021, he provided technical implementation for the digital-only horror adventure The Darkest House by Monte Cook Games. Shortly after, he joined Vivid Foundry, where he has since been working on Solace State. Solace State released in Fall 2023.In 2022, he worked on the Cartomancy Anthology by Compact, the first volume of ValiDate: Struggling Singles in Your Area by Veritable Joy Studios, and on Cabernet by Party by Introverts.In his free time, Seamus can be found developing small, narrative-heavy games featuring queer themes and characters, or otherwise raving about Final Fantasy XIV, The Great Ace Attorney, and JRPGs. He hopes to bring his unique perspective as a gender-diverse and POC creator to the table, and he aims to create art that speaks to those who share his interest in dramatic and unabashedly gay stories.
Talks & Events
Solace State developers Tanya Kan and Seamus Ly reveal the design and narrative decisions to create a cohesive game world with 31 fully illustrated characters in a sci-fi city fractured by unrest. In our game, activism is a relay marathon of many people, not a sprint of a single hero. The talk emphasizes how multiple elements of the game, including our unique camera design, choices, and 2D characters embedded into 3D, builds on the specificity of bringing queer and marginalized voices to the forefront while retaining the specificities of their environment and their relationships.
Cabernet is a 2D narrative RPG set in 19th century Eastern Europe. Guide Liza, a young vampire struggling with her morality and the supernatural world she has been pulled into. Beware, the taste of Cabernet is not for the faint of heart – prepare to explore themes of social conflict, alcoholism, and corruption.
Programmed quests and story logic in Unity Engine using Visual Scripting and Scriptable Objects
Integrated narrative from screenplay-formatted script into Yarn Spinner, using C#
ValiDate: Struggling Singles in your Area
Anywhere can be the city of love if you’re willing to try hard enough, and some of these folks from Jercy City are desperate. ValiDate presents a smorgasbord of relationships to bear witness to— but the dating scene is difficult even when you aren’t marginalized in six different ways, so happiness continues to fly just out of reach for these unlucky lovers.
Technical script revisions for dialogue UI, character art implementation, and overall functionality
Quality assurance, testing, and bug fixes
Unity implementation using Naninovel engine
Cartomancy Anthology: Judgement
In a land after death, an amnesiac scarecrow has been given the unenviable job of becoming the Judge. Cultivating wayward souls who arrive at the Garden, they ultimately assess the goodness of the dead to determine whether those they guide deserve a second chance to atone or not.
Wrote dialogue for Fall special characters (Minh and Russell)
Technical design for narrative, UI, and programming systems
Maintained documentation, asset lists, and coordinated team
When the lights go down in the city of Dion, the hunt begins. While the city's factions race to acquire the coveted HYDR4 drive, three agents become fated to cross paths. Play as the Selenean Hunter, and join the CHARIOT Operative or the Oneirunner, as you gun for the glory of your organization!
Developed and maintained narrative design documentation
World-building and wrote journal entries featured in-game
Technical narrative design, UI design, and programming
The Darkest House
The Darkest House is an mega-adventure that takes you into a unique realm of horror. The house draws upon a character’s memories and personal fears. It challenges their very notions of morality, family, friendship, love, and truth. The Darkest House hates you. The Darkest House wants you.
Revisions and editing validations for narrative content
Layout and organization of design documentation
Data entry and web-based programming for application
Spiritsong is a 3D musical adventure platformer. As the conductor of a now lost orchestra, you have been brought back from the brink by your mysteriously revitalized pavilion. Traverse the world, solving platforming puzzles along the way as you search for your instruments and the spirits inhabiting them!
Technical narrative, UI design, and programming
Maintained narrative and technical design documentation
World-building and dialogue for featured instrument characters
Eunae Liaro in: Fowl Play
You are a scholar, bard, and lover of a good mystery. What you are not is a detective. But when your detective friend is murdered while working on a case of his own, it's up to you to pick up where he left off.
Role: Narrative Designer & Writer
Involvement: December 2023
Engine: Godot 4 (C#)
Status: Released December 17, 2023
Wrote 20,000 words of content including character dialogue, narration, and items
Created a complex branching story, accounting for non-linear discoveries of information
Worked on narrative systems, creating custom commands and tags to easily handle UI changes
Wish You Were Here!
A group of friends find their friendships put to the test as life comes at them a bit too fast. Riley, who has recently moved, navigates relationships with their friends while making sure they don't push themself too far in the process. The gang promised to always be together... but now, things are changing.
Role: Generalist Unity Developer
Involvement: July 2022 – October 2022
Engine: Unity (C#)
Status: Released October 15, 2022
Designed and programmed UI, gameplay, and systems in Unity Engine and C#
Created character customization system with over 90 options
Wrote and implemented 10 chapters of narrative using Yarn Spinner and a custom tagging system
Programming and Systems. As the designated programmer of our pair, I built the entire game in Unity including integration for all art assets, narrative, and systems.I created the character customization system with over 90+ options including clothing, hair, accessories, and even profile picture for the in-game chat client UI. Additional features include the ability to save the game after each session and a unique summary for each chapter depending on previous choices.
Technical Art and UI Design. I designed the chat client using Unity's native UI tools, and created art assets, animations, and shaders for the overall presentation.Using Unity's Shader Graph, I created visual effects that include a simple "wobbly" animation affecting speech bubbles, and with a similar effect overlaying all but the player character's portrait when choices become active.
Narrative Implementation. In collaboration with my partner, caiabresebun, I wrote 6 of the 10 total chapters available in the jam edition of this game.Using Yarn Spinner and Unity, I created an easy-to-understand format for calling functions that would do things such as change the character's expression, animate them, and change the chat client UI as the conversation progressed.
Solace State is a 3D cyberpunk visual novel about a young hacker, Chloe, who comes to her political awakening as she empowers her friends in a militarized biotech society. Your choices in conversations, the kindling of relationships, and amid escalating tensions lead to multiple endings.
Role: Generalist Unity Developer
Involvement: August 2021 – present
Platforms: Xbox, Steam
Engine: Unity (C#)
Status: Released September 14, 2023
Concepted and programmed tools and systems for design and UI
Designed and implemented of accessibility features
Refactored core systems and improved performance in Unity Engine and C#
Programming and Tools. I designed a tool for narrative and level design integration that would allow you to search for lines of text and choose what object(s) to set to it. Additionally, I created the systems which allow for the triggering of audio and visual effects.When doing so, I kept ease of access in mind in order to make the process easier for designers on the team who may not have been as knowledgable about the Articy-to-Unity integration. As such, I maintained documentation for any and all programming I authored.I was also largely responsible for investigating, replicating, and fixing bugs reported on our bug-tracking Trello.
Level Design and VFX. I worked on the placement of characters, cameras, and diegetic text in roughly 75% of the total narrative scenes.This included working on animating environmental set pieces, creating shaders using the Amplify Shader Editor for certain characters' iconohacking abilities, and creating visual camera and post-processing effects to add an extra "punch" to situations.
Accessibility Features. I designed the font-swapping system, currently allowing for players to swap to OpenDyslexic 2.2 from Exo in the settings menu, as well as the ability to change the speed at which dialogue text prints, and to toggle certain visual effects such as film grain or chromatic aberration.As a large portion of the game features worldspace text fitted to the environment, the addition of the font-swapping feature required multiple passes of the level design in order to ensure the new font did not cause clipping issues or was otherwise illegible.