Alexandre LUCAS

Game Designer

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.

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Experience

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)

Tag Games

Combat Designer — March 2022 to May 2023

Worked on combat systems and 3C on multiplayer experiences, from conception to implementation.

Stumble Guys Unannounced MMORPG

Lightbulb Crew

Combat Designer — Sept. 2019 to March 2022

Driving combat design across multiple projects, from systems and gameplay to prototyping.

Nova Hearts Seeds Othercide

Projects

Lords of the Fallen II

Lords of the Fallen II

Lords of the Fallen (2023)

Lords of the Fallen (2023)

Stumble Guys

Stumble Guys

Othercide

Othercide

Skills

Combat Design

Designing combat systems to deliver fluid and responsive gameplay.

RPG Systems

Building RPG systems with depth and lasting engagement.

Balancing Pipeline

Creating math-driven, automated, and flexible pipelines for rapid iteration.

Prototyping

Bringing ideas to life through quick prototypes, testing feasibility early.

Collaboration

Facilitating collaboration through cross-disciplinary foundations.

Systemic Thinking

Connecting mechanics into coherent systems with a player-first mindset.

Adaptability

Adapting quickly to changing roles, project phases, and team needs.

Ownership

Owning features end-to-end and driving cross-team alignment.

Recommendations

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.

Paul Vauvrey
Game Designer at Supercell
then: Game Director at Lightbulb Crew

Contact

alexandre@a-lucas.fr