Welcome! My name is George Segress—I’m a filmmaker, game designer, and visual storyteller from Washington State. I recently graduated from Northwestern University with a double major in Radio/TV/Film and Art History, along with minors in Game Design and Computer Science. My work lives at the intersection of storytelling and systems—building a fighting game, directing a film, and writing about symbolic architecture in video games are all varied paths to explore how communication shapes emotion. I explore queer identity, relational tension, and the ways we navigate the world. I see game feel and film editing as parallel tools—rhythmic, sensory languages that express meaning before it's spoken. I’m inspired by artists like David Lynch, Ethel Cain, Lucas Pope, and Mark Rothko—creators who use form to embody experience rather than just describe it. Whether I’m making a horror short, a competitive game, or a critical essay, I try to build work that’s meant to be felt through the architecture of experience. Please explore!

George Segress

Welcome! My name is George Segress—I’m a filmmaker, game designer, and visual storyteller from Washington State. I recently graduated from Northwestern University with a double major in Radio/TV/Film and Art History, along with minors in Game Design and Computer Science. My work lives at the intersection of storytelling and systems—building a fighting game, directing a film, and writing about symbolic architecture in video games are all varied paths to explore how communication shapes emotion. I explore queer identity, relational tension, and the ways we navigate the world. I see game feel and film editing as parallel tools—rhythmic, sensory languages that express meaning before it's spoken. I’m inspired by artists like David Lynch, Ethel Cain, Lucas Pope, and Mark Rothko—creators who use form to embody experience rather than just describe it. Whether I’m making a horror short, a competitive game, or a critical essay, I try to build work that’s meant to be felt through the architecture of experience. Please explore!

Available to hire

Welcome! My name is George Segress—I’m a filmmaker, game designer, and visual storyteller from Washington State. I recently graduated from Northwestern University with a double major in Radio/TV/Film and Art History, along with minors in Game Design and Computer Science. My work lives at the intersection of storytelling and systems—building a fighting game, directing a film, and writing about symbolic architecture in video games are all varied paths to explore how communication shapes emotion. I explore queer identity, relational tension, and the ways we navigate the world. I see game feel and film editing as parallel tools—rhythmic, sensory languages that express meaning before it’s spoken. I’m inspired by artists like David Lynch, Ethel Cain, Lucas Pope, and Mark Rothko—creators who use form to embody experience rather than just describe it. Whether I’m making a horror short, a competitive game, or a critical essay, I try to build work that’s meant to be felt through the architecture of experience. Please explore!

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Experience Level

Expert
Expert
Expert
Intermediate
Intermediate

Language

English
Fluent

Work Experience

Director & Crew Head (Various Roles) at Various student film projects
January 1, 2021 - Present
Led production teams on 22 student films, managing work accepted to TIFF, NYFF, BFI London, Florida FF, and more. Selected by RTVF Faculty to lead workshops on First Assistant Directing. Created the NU standardized shooting schedule and gave talks on project organization and logistics for new students. Worked in all departments as Director, Producer, First Assistant Director, Gaffer, Key Grip, Boom Operator, and Editor.
Peer Advisor at Northwestern University
December 31, 2023 - July 17, 2025
Mentored a cohort of incoming students throughout their first year, providing ongoing guidance and support. Led workshops, dialogues, and tours to help students navigate college life and build community.
Teen Arts Group Intern at Seattle Art Museum
December 31, 2021 - July 17, 2025
Curated and produced an intersectional teen-focused exhibition, designing promotional materials and leading a team of peers. Supported curatorial and digital work, helping build a companion website and exploring how exhibitions shape public narrative.
Barista at Peet’s Coffee
December 31, 2023 - July 17, 2025
Trained to prepare range of drinks, handled opening shifts, and was recognized for customer service and team collaboration.

Education

Bachelor of Science at Northwestern University
January 1, 2021 - December 31, 2025

Qualifications

Add your qualifications or awards here.

Industry Experience

Media & Entertainment, Gaming, Education, Consumer Goods, Software & Internet
    paper Graphic Design Work

    Graphic Design Work

    Role: Graphic Designer • Visual Storyteller • Multidisciplinary Artist
    [🎨 View Portfolio](https://www.twine.net/signin

    From exhibition posters to branding materials, my graphic design work merges bold visual communication with narrative depth. I draw from my background in filmmaking, art history, and game design to create designs that are both conceptually rich and visually striking.

    • Designed promotional assets for exhibitions and short films, with an emphasis on clarity, mood, and story.
    • Developed full visual identity systems, including typography, layout, and color schemes tailored to unique project tones.
    • Produced digital and print-ready materials for creative campaigns, screenings, and social media platforms.

    Whether crafting a one-sheet or a show poster, I approach each design as an opportunity to build emotional tone through form.

    paper Ghost in the Machine

    Ghost in the Machine

    Role: Game Designer • Programmer • Technical Artist
    [🔗 View on GitHub](https://www.twine.net/signin

    Ghost in the Machine is an in-progress horror game developed under the Chiodo Studios label. You play as a lone robot left behind on a decaying Earth, tasked with restoring civilization by eliminating rogue AI. The experience blends narrative dread with a custom ASCII-based rendering system to evoke a deep sense of unease.

    • Engineered a unique text-based renderer in Unity that uses render textures as data, translating pixel averages into text gradients to simulate robotic vision.
    • Designed a state-driven enemy AI system with custom pathing logic for stealth-based pursuit and evasion gameplay.
    • Integrated SAM (Software Automated Mouth) to deliver uncanny, retro-styled audio logs and deepen the world’s unsettling atmosphere.
    • Implemented a persistent log system allowing players to review story clues and logs, reinforcing narrative pacing and environmental immersion.

    A hybrid of technical experimentation and atmospheric horror, Ghost in the Machine aims to explore identity and decay through low-resolution aesthetic and stealth-driven tension.

    paper Through my Eyes

    Through My Eyes

    Role: Writer • Director • Editor
    [🔗 View Project](https://www.twine.net/signin

    A self-funded queer short film exploring identity and perception, Through My Eyes premiered at the Northwestern Film Festival.

    • Developed a unique color correction pipeline to emulate colorblindness as a narrative and emotional lens.
    • Independently raised $700 to finance the film, managing all aspects of production and post.
    • Edited the film in Adobe Premiere, shaping mood and pacing to support its visual metaphor and internal arc.
    • Collaborated with a professional colorist and sound designer to refine tone and polish the final cut.

    A focused, introspective project that uses visual experimentation and careful editing to deepen character perspective.

    paper BEE STING

    BEE STING

    Role: Writer • Director • Video Editor
    [🔗 View Project](https://www.twine.net/signin

    A horror-drama short film exploring intimacy, repression, and the monstrous, BEE STING was developed through Northwestern’s Senior Directing Program and awarded the RTVF Departmental Excellence Award.

    • Wrote and structured the original screenplay with a focus on surreal montage and psychological escalation.
    • Directed a 30-person cast and crew through all phases of production.
    • Edited the film in Adobe Premiere, blending performance, sound design, and pacing for maximum emotional impact.
    • Coordinated closely with a professional colorist and sound designer to craft a cohesive visual and sonic tone.

    The project highlights narrative construction through both language and image — marrying technical precision with expressive storytelling.

    paper Wolfenstein 3D Remake

    Wolfenstein 3D Remake

    Role: Solo Developer • Programmer
    [🔗 View on GitHub](https://www.twine.net/signin

    A modern reimagining of Wolfenstein 3D built from scratch in C++, this project recreates classic raycasting techniques while exploring the technical foundations of early FPS design.

    • Implemented a custom raycasting engine without external graphics libraries.
    • Handled player movement, wall collisions, and sprite rendering at a low level.
    • Emphasized clarity, performance, and clean code architecture in pure C++.

    Created as part of a personal deep dive into the architecture of early 3D games.

    paper Bangers & Mash

    Bangers & Mash

    Role: Solo Developer • Designer • Programmer
    [🔗 More Information ](https://www.twine.net/signin

    Bangers & Mash is a fast-paced, potato-themed platform fighting game blending tight competitive mechanics with a richly absurd narrative world. Built in Unity with rollback netcode, it supports up to four-player online matches and single-player character exploration.

    • Designed responsive player controllers, custom hitbox systems, and frame-accurate animation timing to create polished “game feel.”
    • Wrote unique move sets and lore for a full cast of potatoes, each with distinct personalities expressed through mechanics.
    • Currently in pre-alpha, with final release projected by end of summer.