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Sebastian
Poutanen

Game Designer, Developer and a Vibe Enthusiast.

Hi! I’m Sebastian Poutanen, but feel free to call me Seb.

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I’m in my final year at Queensland University of Technology, studying a Bachelor of Games and Interactive Environments with a major in Game Design. My love for games started early and only grew stronger over time. While some warned me about the risks of chasing a career in games, I stuck with it. As I got older, that love shifted from simply playing games to wanting to make them. From spending hours in Unity to diving into GDC talks, I’ve been working to become a “jack of all trades”, not just to grow as a game designer, but also to prepare myself to lead creative teams in the future.

Resume

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My Contacts & Socials

Email
Itch.io
LinkedIn

My Goal

My ultimate goal is to build a successful game development studio. And I don’t just mean registering a business, grabbing an ABN, and calling it done. I want to create a studio that’s sustainable, reliable, and inspiring, a place where developers thrive, where people dream of joining, and where the culture is just as strong as the games we make. I want to engage with a community that we genuinely care about, making games for them, not just at them. “Shoot for the stars, and be happy no matter where we land” has always been my mindset. At the end of the day, I just want to make games people love playing, that’s what I’m aiming for.

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That said, I know I’m not there yet. Building a studio takes more than passion, it takes experience, skill, and preparation. My mission in the industry right now is to dedicate myself fully to learning how to lead teams, manage projects, and, most importantly, craft amazing games.

My Dream

I love game development, not just playing games, but the art and craft of making them. Whether I’m working on a solo project, collaborating with a team, or just experimenting in-engine to see what I can create, I find joy in the process.

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But I also believe indie development is vastly undervalued. It’s disheartening to see players around the world complain about the latest AAA release, only to pre-order the next one without a second thought. I truly believe that if even a fraction of the attention given to AAA studios was redirected toward small indie teams, or even solo developers, the bar for fun and creativity in games would rise dramatically. I don’t want to hear people say “This was a bad year for video games,” when there are incredible indie releases out there that could easily change their minds.

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So what’s my dream? To give indie games the attention they deserve and the resources they need to thrive. That might mean building a publishing company made by and for indie developers, creating a stage dedicated exclusively to indie games, or even putting together a comprehensive guide for making better games. Whatever form it takes, my mission is clear: to help indie games shine.

A Jack of All Trades

Designer

As a designer, I’ve worked on shaping the feel and flow of gameplay, whether it’s mapping out diagrams, building flowcharts, or gathering feedback through playtests. I enjoy digging into how players think and feel, then refining mechanics and experiences based on what I learn.

Programmer

I’m largely self-taught when it comes to programming. From the early days of messing around in Unity to building out full gameplay systems, I’ve always learned by doing. I’ve built mechanics from scratch, worked through bugs late at night, and gradually built confidence in turning design ideas into working features.

Artist

I focus on using art to add polish and atmosphere to games. From experimenting with shaders to setting up lighting and composition, I aim to make visuals that feel intentional and refined. I’ve worked on 2D effects, scene lighting, and environmental details, using each to support the mood, clarity, and overall feel of a game.

Sound Designer

Audio has become a growing interest for me. I’ve started developing in-house music and SFX for my indie projects and have been learning how to implement sound in both Unity and Unreal. There’s something really satisfying about finding the right sound to complete a moment—whether it’s a soft ambient loop or a sharp hit effect.

Producer

I’ve taken on multiple projects, helping teams stay focused and aligned. Using tools like HacknPlan, I’ve managed tasks, tracked progress, and broken down big ideas into achievable steps. Laying out clear goals and communication for creative work, and I really enjoy bringing structure to the chaos of development.

Writer

Writing is something I’m still learning, but I’ve been exploring it more and more through my own projects. I’ve been focused on writing with emotion and flavour—trying to make dialogue and worldbuilding feel alive and natural. It’s a newer part of my skill set, but one I’m excited to keep developing.

My Education

I'm currently in my final year at QUT, completing a Bachelor of Games and Interactive Environments with a major in Game Design. I also hold a Diploma of Games and Interactive Design from TAFE Queensland. Alongside my studies, I volunteer as a peer mentor, supporting student teams by helping them troubleshoot design and development challenges, and sharing the tools and resources that have helped me throughout my own journey in game development.

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Bachelor of Games and Interactive Environments (Game Design Major)
Expected Graduation: 2025

  • Final capstone project developed in Unreal Engine with a collaborative team

  • Focus on development skills, player experience design, iteration and playtesting

  • GPA: 5.0​

Volunteering

Peer Mentor at QUT

  • Guided new students in navigating game dev coursework and tools

  • Helped create a welcoming and supportive learning environment

  • Provided resources and experience to help problem solve

My Skillset

Game Engines
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Unity
Unreal Engine 5
Programming Languages
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C#
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JavaScript
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Apps Script
Art Software
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Aseprite
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Krita
Other
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Davinci Resolve

A Timeline of Me!

Starting from the moment I graduated high school in Cairns, this timeline charts my path into game development, through uni, personal projects, creative milestones, and everything in between. It’s a look at how I’ve grown, what I’ve learned, and the steps I’ve taken to turn a passion into a career.

"The Blunder Years"

2002 - 2020

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My school years were defined more by late-night gaming sessions than exam prep. I was obsessed with games, but not exactly focused in class. I graduated during the chaos of the COVID year, and while I didn’t walk away with an ATAR, I did earn a Queensland Certificate of Education. That small win gave me a way forward, I used it to apply for TAFE, where things started to shift.

"The Semi-Blunder Years"

2021 - 2022

Me from Tafe

I travelled from Cairns to Brisbane to study in TAFE. TAFE was my first real step into game development. I studied a Diploma of Games and Interactive Design and started learning Unity for the first time. I finally began putting serious effort into something I loved, but I still had a lot of growing to do. In the later half of 2022, I started a double degree in Games and Business at QUT, ready to take things further.

"The Year I Met the Mountain"

2023

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I dropped Business to focus fully on Games and Interactive Environments. I was putting in an “ok” amount of effort, but progress felt painfully slow—like pushing a boulder uphill with no peak in sight. Mentally, it was a tough year where motivation felt distant and the finish line out of reach. Still, that heavy climb laid the groundwork for what was next.

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"One must imagine..."

2024

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This was the year I really started to push myself. I committed to improving as a developer, diving into projects with purpose and urgency. I began working across a broad range of disciplines like coding, art, design and sound. Failing fast to learn even faster, building momentum with every misstep. It wasn’t always clean or easy, but I was finally doing the work: sharpening my skills, chasing versatility, and actively becoming the jack of all trades I wanted to be.

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"The Long Climb Ahead"

2025 - Now!

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The effort I put in last year laid the foundation for everything happening now. After a year of pushing myself to grow across disciplines, I’ve found myself leading and organising one of the top teams in my final game development project at QUT. It’s a role I’ve worked hard to be ready for, and it’s paid off. Our team is now receiving mentorship from PlaySide Studios Australia, and the climb continues. It’s not easy, but this time, I can see how far I’ve come, and how much further I’m ready to go.

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