CI Games / Hexworks

CI Games

May 2023 → Current

Lords of the Fallen II
Watch trailer

Lords of the Fallen II

Senior Combat & RPG Designer

Souls like · Jan 2024 → Current · Release in 2026

As a Senior Combat & RPG Designer, I am part of a two-person player-side design team handling all player features. Together we cover the entire scope of combat mechanics, gameplay systems and RPG balancing.

I drove the full evolution of the ranged combat system: enhancing the core mechanics, designing and implementing all effects (spells, projectiles, ranged weapons), and coordinating with art teams to ensure cohesive, impactful gameplay.

I also rebuilt the balancing pipeline from the ground up, creating a clear framework now adopted across the team. By introducing a generalized mathematical approach, I automated most adjustments for enemies and player gear, streamlining iteration.

This refactor delivered a major step-up in production efficiency: iteration and content integration became faster, more reliable, and collaborative. The entire team now relies on this pipeline, ensuring both systemic consistency and smoother progression design.

  • Led the design and implementation of all ranged combat systems (spells, bows, projectiles).
  • Built a new balancing pipeline enabling faster iteration across enemies, weapons, and RPG systems.
  • Created systemic tools based on archetypes and multipliers to automate balancing workflows.
  • Owned and refactored multiple secondary systems (status effects, inventory, weapon upgrades, runes, lantern upgrades, classes...).
  • Contributed to additional features such as boss rush, gameplay modifiers, loot, vendors, quests...
Lords of the Fallen
Watch trailer

Lords of the Fallen

Combat Designer II

Souls like · May 2023 → Dec 2023 · Released in 2023

As a Combat Designer in a five-person enemy design team, I contributed to most aspects of enemy gameplay, including animations, abilities, balancing and combat cameras.

My primary responsibility was tempo work on NPC boss fights: assembling animation montages, placing all notifies (damage, colliders, parry windows...), and tuning timings to adjust aggressiveness and combat pacing.

I also handled combat cameras for several bosses, refining them to improve immersion and intensity. Later on, co-designed and implemented the Weapon Arts system (special abilities tied to boss weapons) during post-launch.

I further contributed to secondary features such as the storage chest and gameplay modifiers.

  • Designed and tuned tempo for NPC boss fights through animation montage.
  • Adjusted boss combat cameras to enhance immersion and intensity.
  • Co-designed and implemented Weapon Arts (special abilities derived from boss weapons) post-launch.
  • Contributed to secondary features including the storage chest and gameplay modifiers.
Tag Games

Tag Games, a Scopely studio

March 2022 → May 2023

Stumble Guys
Watch trailer

Stumble Guys

Game & Level Designer

Live service · Feb 2023 → May 2023

I designed and implemented the “Stumble Trouble” level, a reimagined version of the "Humble Stumble" map with a much higher difficulty. The level was well received by the community, often cited as one of the hardest maps in the game and praised as a refreshing change of pace. A reversed version was produced later on for a temporary event, further proving the effectiveness of this map.

I also pitched and concepted the “Barbie Dream Dash” level, which introduced a new gameplay mechanic combining collectibles and a musical-chairs style dynamic. The final released version stayed relatively close to the concept I originally proposed.

  • Designed and implemented Stumble Trouble. Appreciated by the community.
  • Pitched and concepted the Barbie Dream Dash level with a new core mechanic.
Cancelled Project
Cancelled project
NDA

Unannounced Project

Character & Combat Designer

MMORPG · March 2022 → Dec 2022 · Cancelled

I was part of a six-person combat design team focused on building the game’s core combat systems and content for both players and enemies. Since the project was still in pre-production, ownership was fluid and most of my contributions centered on iteration and prototyping.

I worked extensively on designing and prototyping playable characters for a gacha-style system. Each character featured unique mechanics, resources, and ability kits (e.g. mana, combo points, energy, rage), requiring tailored abilities to leverage their playstyle.

On the enemy side, I contributed to behavior trees and ability design, ensuring varied encounters and pacing. I also began developing an early balancing pipeline to lay groundwork for scalable iteration.

Additionally, I supported the producers by improving workflow processes, introducing tools like Airtable to structure content management and reduce chaos in early production.

  • Designed and prototyped multiple playable characters for a gacha-inspired system, each with unique mechanics, resources, and ability kits.
  • Iterated on combat systems and enemy design, including behavior trees and abilities.
  • Initiated an early balancing pipeline to support scalable content iteration.
  • Helped producers streamline workflows by introducing Airtable for content management.
Logo Tag Games

Lightbulb Crew

September 2019 → May 2023

Nova Hearts
Watch trailer

Nova Hearts

Combat Designer (Pre-production)

JRPG · Feb 2021 → March 2022 · Released in 2025

I was part of a small design team of two designers plus the design director, who was split across several projects. As a result, I took ownership of the entire combat and progression design during pre-production.

I iterated on multiple combat prototypes, ranging from card-based systems inspired by Slay the Spire to fluid JRPG combat in the vein of Persona 5.

The vision was to create a superhero-themed turn-based system with a unique momentum mechanic: a symmetrical system allowing both players and enemies to steal turns and carry momentum forward across encounters.

My responsibilities covered system design, prototyping, implementation, and content design, as well as driving the art and UI teams for combat needs. I led all aspects of combat-related design, ensuring cohesion between mechanics, visuals, and player experience.

  • Owned all combat and progression design during pre-production.
  • Designed and prototyped multiple combat systems (card-based, JRPG-style, momentum mechanics).
  • Implemented prototypes and iterated on combat pacing, flow, and player feedback.
  • Drove art and UI teams to support combat systems.
Seeds
More info

Seeds

Gameplay & Combat Designer

JRPG · Sept 2020 → Feb 2021 · Cancelled

I was responsible for combat system design on Seeds, a turn-based project aiming to blur the line with real-time combat. My role focused on prototyping and iterating on innovative systems to validate feasibility and gameplay potential.

One early prototype explored giant enemy climbing mechanics, where players anchored themselves to weak points, attacking from these anchors while avoiding retaliation. This system was exciting in prototype form but proved too costly for production. We pivoted to a new approach: anchor destruction from the ground, allowing players to teleport to anchors, dismantle enemy limbs, and trigger phase changes.

Beyond system design, I prototyped camera systems, traversal mechanics, and combat flow directly in Unity. These prototypes informed design decisions, highlighted technical constraints, and ultimately shaped the evolution of the combat vision.

  • Owned combat system design throughout pre-production.
  • Prototyped innovative mechanics including giant enemy climbing, anchor-based attacks and traversal systems.
  • Iterated combat design from feasibility tests to pivoted ground-based anchor destruction with phase transitions.
  • Built camera and movement prototypes in Unity to support design validation.
Othercide — trailer
Watch trailer

Othercide

Junior Game Designer

Tactical RPG · Sept 2019 → Aug 2020 · Released in 2020

I was responsible for balancing all combat elements except bosses, including enemy scaling and player progression. My work also involved refactoring multiple systems such as traits, character sacrifice, player abilities... I frequently adjusted enemy behavior trees and delivered polish/QoL improvements across the combat experience.

The most significant achievement came during the final six months before release. The game was projected at ~70–73 Metacritic under the most favorable conditions. Working with a small team of three designers and the design director, we overhauled the design: refactored core systems, built monitoring and balancing tools that had not existed before, and rebalanced the entire experience.

Impact: At launch, Othercide reached a 78 Metacritic, a clear step up from projections and delivered a much more streamlined experience. The game was praised by the community, achieving 83% positive reviews on Steam.

  • Balanced all non-boss combat systems: enemies, scaling, player progression, and auxiliary progression mechanics.
  • Refactored multiple systems including traits, sacrifice mechanics, skill distribution, abilities and remembrance effects.
  • Delivered QoL fixes and polish, including behavior tree adjustments.
  • Co-led a six-month redesign effort with 3 designers + design director, supported by custom balancing and monitoring tools.
  • Directly contributed to raising the game’s reception to 78 Metacritic (from projected ~70–73 best case scenario).

Contact

alexandre@a-lucas.fr