Lords of the Fallen II
Senior Combat & RPG Designer
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.

