CI Games
Senior Combat & RPG Designer — May 2023 to current
Designing and implementing core combat systems, balancing frameworks and supporting tools.
Lords of the Fallen II Lords of the Fallen (2023)
Designing player-driven systems and scalable frameworks that elevate both the game and the team.
Systems & combat-focused designer with 6 years on PC/console RPG projects (tactical, MMO, action).
Player-first approach to combat: applying systems thinking to make fights fair, readable, and expressive.
I replace guesswork with models so tuning is quick and repeatable. I prototype early to lock feel.
Collaborative and adaptable, I carry features end-to-end by keeping design, code, and art moving together.
Senior Combat & RPG Designer — May 2023 to current
Designing and implementing core combat systems, balancing frameworks and supporting tools.
Lords of the Fallen II Lords of the Fallen (2023)
Combat Designer — March 2022 to May 2023
Worked on combat systems and 3C on multiplayer experiences, from conception to implementation.
Stumble Guys Unannounced MMORPG
Combat Designer — Sept. 2019 to March 2022
Driving combat design across multiple projects, from systems and gameplay to prototyping.
Nova Hearts Seeds Othercide
Designing combat systems to deliver fluid and responsive gameplay.
Building RPG systems with depth and lasting engagement.
Creating math-driven, automated, and flexible pipelines for rapid iteration.
Bringing ideas to life through quick prototypes, testing feasibility early.
Facilitating collaboration through cross-disciplinary foundations.
Connecting mechanics into coherent systems with a player-first mindset.
Adapting quickly to changing roles, project phases, and team needs.
Owning features end-to-end and driving cross-team alignment.
Alexandre transitioned from a QA position to his first design role during the last year of production on Othercide, in the midst of a pandemic and a sudden move to remote work. Unfazed by the challenge, he leveraged his knowledge of the game’s intricacies to improve the combat gameplay drastically. His ability to model and balance complex systems was critical to providing a satisfying experience and fine tuning the roguelite player progression.
Alexandre’s prototyping skills also allow him to explore a design space with ease by testing game mechanics quickly. Finally, his easygoing attitude and strong work ethic make him a pleasure to work with, and a great addition to any design team.