CI Games / Hexworks

CI Games

May 2023 → Current

Lords of the Fallen II
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Lords of the Fallen II

Senior Combat & RPG Designer

Souls like · Jan 2024 → Current · Release in 2026

I joined the project from day one, forming a two-designer team responsible for everything related to the player: melee and ranged combat, RPG systems, and the broader systemic foundations of the game. From the beginning, my role blends system design, progression, and the full design of ranged combat.

My daily work focuses on building the game’s RPG layer - leveling, items, equipment - and ensuring it connects cleanly to the combat experience. I also drive the full design and implementation of ranged and magic combat throughout production, from the underlying frameworks to tuning and moment-to-moment feel. Alongside this, I develop the balancing tools used across the project: spreadsheet-driven models for weapons, spells, throwables and enemies, all based on multipliers and rulesets rather than manual tweaking, allowing the team to rebalance entire categories of content in minutes.

My signature contribution on the project is the creation of a full balancing pipeline. On LOTF1, tuning often relied on intuition, with little shared structure between RPG and enemy designers, which caused constant back-and-forth at the end of production. I designed a clear process that formalises how issues are identified, diagnosed and resolved, which teams own which decisions, and how iteration flows between them. This pipeline allows us to isolate problems within minutes, understand their systemic origin, and stabilise the balancing process across the board.

Beyond this, I contribute to several secondary systems such as inventory, status effects, classes, loot distribution, matchmaking, and other supporting features that are not yet revealed.

Lords of the Fallen
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Lords of the Fallen

Combat Designer II

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

I joined the project a few months before release and initially worked on boss cameras and NPC fights, which functioned as mini-boss encounters. During this phase, my focus was primarily on enemies before gradually transitioning toward player combat and systems during post-launch support.

A large part of my day-to-day involved custom boss camera setups and NPC fight tuning. I worked extensively on montage pacing, hit precision, spatial control, and moment-to-moment combat flow to ensure encounters felt both readable and impactful.

After release, I shifted toward new content and broader systemic improvements. One of my main contributions during that phase was the design and implementation of Weapon Arts, introduced as part of a major content update. The feature was very well received by players, driving strong community engagement and a noticeable renewed interest in combat builds.

Alongside this, I worked on the Storage Chest feature and provided continuous support on balancing tasks and player-related systems, helping stabilize pacing and tuning across multiple post-launch iterations.

Tag Games

Tag Games, a Scopely studio

March 2022 → May 2023

Stumble Guys
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Stumble Guys

Game & Level Designer

Live service · Feb 2023 → May 2023

I worked as a content designer on Stumble Guys, focusing primarily on level design and gameplay blocking.

My work centered on building the full Stumble Trouble level from concept to final implementation, including layout construction, obstacle placement, bot behavior tuning, and fine-tuning elements such as obstacle speed, bounce values, firing frequency, and jump spacing. The level was very well received by the community and became one of the standout additions of that content cycle.

After shipping Stumble Trouble, I contributed to the early ideation and initial layout proposals for the Barbie crossover level, providing the core pitch and foundational concepts that served as the basis for later iterations of the map.

This project was fully focused on hands-on level building and gameplay dynamics, without additional systemic or secondary responsibilities.

Cancelled Project
Cancelled project
NDA

Unannounced Project

Character & Combat Designer

MMORPG · March 2022 → Dec 2022 · Unannounced

The project was a fantasy MMORPG in early pre-production, developed by a team of 8 designers fully focused on player and enemy combat systems, without strict role separation. I worked as a Character and Combat Designer, contributing across both systems and content during the vertical slice phase.

My day-to-day work focused on designing and prototyping player characters and enemies, including their abilities, resource models, and combat behaviours. I collaborated closely with animators and engineers to validate feasibility, tune timings, and ensure the systems we were shaping were extensible enough to support a full roster later in development.

One of my key contributions was the design and implementation of two boss encounters used in the vertical slice. These prototypes established the game’s baseline for enemy pacing, readability, and systemic interactions, and they served as reference points for expanding both player and enemy content afterward.

Alongside this, I began developing an early balancing pipeline and setting up production processes for content tracking work that would later support team scalability as the project moved beyond prototyping.

Logo Tag Games

Lightbulb Crew

September 2019 → May 2023

Nova Hearts
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Nova Hearts

Combat Designer (Pre-production)

JRPG · Feb 2021 → March 2022 · Released in 2025

I worked on Nova Hearts as one of two designers on the project, covering all combat, character mechanics, and systemic foundations, while the other designer handled the narrative and non-combat systems. The game was still in early development, so a large part of my role involved exploring different combat directions and validating what could define the game’s identity.

I prototyped several rulesets, ranging from card-based combat and JRPG-style turn systems to timeline-driven variants and initiative-twist mechanics. These prototypes helped the team assess pacing, clarity, UX constraints, animation needs, and production feasibility before committing to a direction.

My most defining contribution was the full prototype of a Momentum-based combat system built around a shared gauge influenced by both teams’ actions. Positive plays would push the momentum in the player’s favor, unlocking stronger abilities and creating a sense of rising power, while mistakes or enemy pressure would swing it back, empowering the opposition. The mechanic reinforced the game’s themes—emotional volatility, escalation, and teenage superhero energy—while offering a strong USP for combat readability, tension, and long-term scaling.

Alongside this work, I designed and prototyped player characters and enemies for the vertical slice, defining their abilities, resources, and behaviors, and iterating directly in-engine to validate combat feel and systemic coherence.

Seeds
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Seeds

Gameplay & Combat Designer

JRPG · Sept 2020 → Feb 2021 · Cancelled

I joined the project from day one as a combat-focused systems designer on an early premium RPG prototype. The team explored several directions: real-time ARPG, turn-based with initiative twists, and eventually a JRPG structure, all still rooted in systemic combat experimentation.

My work revolved around defining the combat foundations, prototyping gameplay interactions, and building several experimental systems to test feasibility and direction. A large part of this phase involved hands-on prototyping in Unreal: animation sequencing, combat flow tests, camera exploration, and enemy interaction frameworks.

The most significant system I developed was an early “Anchor & Climb” prototype inspired by large-scale boss interactions. Players could climb giant enemies, target destructible anchors, and alter enemy phases based on positional action. The prototype ultimately proved too expensive to produce, but it helped narrow the project’s direction and clarified the technical boundaries early.

From this exploration emerged a more scalable phase-based system where targeting specific weak points could dynamically alter enemy behaviour and combat flow. In parallel, I designed the early “Seed” mechanic: a turn-based twist where enemies never act on fixed turns, but only react based on the type of “seeds” generated by the player’s actions. Each enemy carried multiple seed gauges (damage, support, disruption…), and player abilities would fill these gauges, triggering contextual reactions. This created a reactive combat loop where the player shaped enemy behaviour through their choices rather than waiting for predefined turns.

Othercide — trailer
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Othercide

Junior Game Designer

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

I joined the project during the final stretch of development, at a time when several of the core systems and enemies needed significant refinement before launch. As part of a small three-designer structure, I was responsible for all non-boss enemies, as well as a large portion of the game’s player progression and systemic tuning.

A major part of my work involved reworking enemy behaviours, abilities, and scaling rules to bring clarity, consistency, and a stronger systemic identity to the combat. This included defining behaviour logic, tuning sequencing and threat pacing, redesigning ability kits, and ensuring enemies fit cleanly within the game’s strategic layer. In parallel, I refined several progression systems: including traits, remembrances, and stat growth to stabilise difficulty curves and support a more readable long-term player experience.

My most impactful contribution came from consolidating these systems into a cohesive tuning framework that allowed us to rebalance the entire game in roughly three months. This tooling and systemic alignment were a key factor in elevating the final quality of the game, contributing to a significantly stronger reception at launch, including a notable increase in both Steam user reviews and the final Metacritic score compared to initial forecasts.

Beyond the core combat and systems work, I also redesigned multiple character abilities, contributed to a full rework of the character skill tree, and tuned the roguelite meta-loop to ensure long-term pacing remained engaging and readable. These efforts supported a holistic rebalancing of the game that significantly elevated the final experience.

Contact

alexandre@a-lucas.fr