Alexis Le Goff
Senior Game Designer @ Behaviour Interactive
About
Game and economy designer experienced working in both production and Live mobile games. Past experiences includes game systems, progression, economy and working on the Acquisition, Retention and Monetization of players. Proficiencies in User experience design as well as level design.
Canada
Montreal
Computer Games
Economic Game Design, Game Design, Microsoft Excel, Microsoft Word, PowerPoint, Adobe Photoshop, Adobe Illustrator, Unity, C#, Microsoft Office, Level Design, Video Games, C, Java, InDesign, Linux, SQL, HTML, PHP, UML
Experience

Senior Game Designer
Montréal, Québec, Canada
(PC) World of Warcraft The War Within & Midnight • Reward design of gear and trinkets aquisition for the Delves system. • Design and implementation of effects for Trinkets and Curios. • Implementation of the Delve Companion and its progression throughout updates. • Adding collectibles and additional rewards and boons onto Delves level design.

Senior Game Designer
Montréal, Québec, Canada
(Mobile) Worms Across Worlds • Owner of systems and reward design of the game. - Systems including: Matchmaking, Ranked System, Leaderboards, Progression, Campaign Mode. - Reward design including: Skin,Hats,Name Tags, Gravestones etc... creation and integration pipeline. • Reponsible of gameplay systems and their integration such as: Inventory, Wind, Upgraded Weapons. • Level design and integration for the Campaign Mode. • Flow of progress of the different weapons during both the FTUE and throughout the game Campaign Mode to ensure a good learning pace for players.

Senior Game Economy Designer
Montréal, Québec, Canada
(Mobile) The Lord of the Rings: Heroes of Middle-Earth • Responsible of the whole game economy and progression. • Adapting game reward pacing and economy to based on our KPIs results and data analysis. • Creating new reward vectors and systems for upcoming live features such as Raid and PVP. • Benchmarking of economy and monetization of concurrent games.

Line Designer
Montréal, Québec, Canada
(For PC & Consoles) Anno 1800 | The Settlers: New Allies | Unannounced Projects. • With the help of other line designers, content director and VP, challenge projects creative vision to get alignment between teams and Editorial (HQ). • Define content priorities with the development teams during production. • Analyze our projects and support development teams by providing solutions thanks to our game design and content expertise. - Such support is provided by our team on multiple domains such as games structure, user experience and ergonomics, balancing and economy, 3Cs, level design and narrative. • Provide researches and benchmarks of games to support teams. • Writing reports to top management to assess current development state. • Game design missions to help teams on particular game design topics. --------- Game design mission on The Settlers: New Allies • Design mission on the project to help and provide expertise on some critical aspects that were not possible to be treated on time for the closing. The following working areas were treated: • Tutorial : Design iteration, feedback and improvement of the tutorial together with the responsible Senior Level Designer. • Balancing: Included in the regular design sessions that happen in the design team to identify possible balancing improvements. • AI: Will be part of an AI task force to push possible improvements towards the AI coding team. (This was an additional/optional effort to support the designer on this topic.)

Game & Economy Designer
Région de Montréal, Canada
(Mobile) Arena Battle Champions • Responsible on the design of game loops, progression and economy, monetization from the game prototype until post soft launch. - Includes the following features and systems: Items and Talents for champions, Rank and Matchmaking system, Gacha system, Quests, Shop, Leaderboard, Battle pass, Player profile, Friends. • Take in consideration market studies, creative vision and data to adapt current and upcoming systems and monetization. • Benchmarking of economy and monetization of concurrent games. • Use of wireframes and mockups to improve the UX of the game. - Assisting our UI designer for all the menu flows of new features and systems with the help of Figma. • Responsible of the implementation of the onboarding and FTUE by using metrics and a rational game design approach.

Game & Ecomomy Designer
Région de Montréal, Canada
(Mobile) Roller Coaster Tycoon Touch | Citytopia • Responsible on the design and implementation of new game systems and monetization features for the live game and game in soft launch. - Includes the following features and systems: New gachas and bundles, Infinite level up, Clan system, New buildings, New missions, Season system. • Proposing design solutions looking at results provided by Data analysts. - Such as an infinite level up system to avoid the churn of maxed level players who already collected everything. • Creating and planning Live Ops sales and Time Limited Events. - Responsible on the creation of a calendar system to trigger our events and sales. • Rectifications on the balancing of the game with the help of the Data Analysts. - Such as the refactor of the scaling of our soft currency packs and rewards after anomalies was found in our data. • New balancing made Ecotables and Simulations from scratch.

Game & Ecomomy Designer
Région de Montréal, Canada
• Balancing the metagame and economy with data analysis provided by analysts and scientists to offer to provide a well balanced game. • Refactor and creation of game systems. - Example: A gear system was created to give another vector of progress alongside character upgrades. It was made with the goal of an infinite progress considering its RPG nature. • Balancing and Planning the release of new content to improve revenues and retention. - Such as the release of new events giving exclusive content such as skins and access to heroes outside of the regular core loop. • Provide live plans to add events in the current version of the game. - Planning of the live calendar with the help of our live operator and our product manager.

Technical Game Analyst
Région de Montréal, Canada
• Control of the quality and the performance of the game through smoke tests, and internal playtests. • Bug reports to the production team through Mantis BugTracker. • Creation and iteration of courses to improve quality of life of tests.

Animator / Demonstrator
Eximus Events
Japan Expo - Paris
• Game presentation from the brand to the public. • Tournaments management. • Assembly and dismantling of the stand.

Animator / Demonstrator
Eximus Events
Paris Games Week 2015
Alexis Le Goff's Contact Information
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