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 Designer with 6+ years of experience across diverse RPG subgenres on both premium and mobile platforms.
I focus on combat, progression and broad-scope balancing, and I approach systems by making them intuitive from the start, with depth emerging naturally through content and player expression.
I care deeply about collaboration and team alignment, and I aim for my work to elevate the people I build with designers, artists, engineers, and production.
I’m particularly strong at building robust spreadsheet-driven balancing tools and pipelines that speed up iteration, surface actionable metrics, and give teams clarity when navigating complex systems.
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




Structuring balancing frameworks and tools that allow teams to tune large sets of content quickly, consistently, and with clear diagnostic feedback.
Shaping combat rules, pacing, and feedback loops with a strong focus on readability, player expression, and long-term systemic coherence.
Building progression systems that support long-term engagement, clear player choices, and scalable tuning across content-heavy games.
Rapidly prototyping systems and mechanics to explore design space, validate assumptions, and de-risk production decisions early.
Working closely with art, tech, and production to align constraints early and turn complex systems into shared, actionable workflows.
Approaching features as part of a larger ecosystem, ensuring mechanics interact cleanly instead of existing as isolated solutions.
Adjusting quickly to changing scopes, roles, and project phases while maintaining design clarity and consistency.
Driving features from early definition to implementation and iteration, while keeping the wider project goals and team needs in mind.
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.