Alexis Le Goff

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.

Country

Canada

City

Montreal

Industry

Computer Games

Skill

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

Behaviour Interactive

Senior Game Designer

Behaviour Interactive

LinkedIn
2025-2 - Present · 1 yr 8 mos

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.

Behaviour Interactive

Senior Game Designer

Behaviour Interactive

LinkedIn
2024-2 - 2025-2 · 1 yr 1 mo

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.

Behaviour Interactive

Senior Game Economy Designer

Behaviour Interactive

LinkedIn
2023-6 - 2024-2 · 9 mos

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.

Ubisoft Montréal

Line Designer

Ubisoft Montréal

LinkedIn
2021-9 - 2023-6 · 1 yr 10 mos

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.)

Studio Onoma

Game & Economy Designer

Studio Onoma

LinkedIn
2019-10 - 2021-9 · 2 yrs

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.

Nvizzio Creations Inc.

Game & Ecomomy Designer

Nvizzio Creations Inc.

LinkedIn
2018-11 - 2019-10 · 1 yr

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.

Gameloft

Game & Ecomomy Designer

Gameloft

LinkedIn
2017-6 - 2018-11 · 1 yr 6 mos

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.

Gameloft

Technical Game Analyst

Gameloft

LinkedIn
2017-1 - 2017-6 · 6 mos

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.

Eximus Events

Animator / Demonstrator

Eximus Events

2016-7 - 2016-7 · 1 mo

Japan Expo - Paris

• Game presentation from the brand to the public. • Tournaments management. • Assembly and dismantling of the stand.

Pixtel

QA tester

Pixtel

LinkedIn
2016-2 - 2016-7 · 6 mos

Paris

• Mobile tests for SFR Jeux and Orange Spain. • English localisation. • Spanish games localisation for Orange Spain.

Eximus Events

Animator / Demonstrator

Eximus Events

2015-10 - 2015-10 · 1 mo

Paris Games Week 2015

Education

ISART DIGITAL Montréal

ISART DIGITAL Montréal

LinkedIn

Game Design

2016 - 2018 · 2 yrs

Valedictorian - With first-class honors

ISART DIGITAL Paris

ISART DIGITAL Paris

LinkedIn

Game Design

2015 - 2016 · 1 yr
Pierre and Marie Curie University

Pierre and Marie Curie University

LinkedIn

Computer Science

2011 - 2015 · 4 yrs

Alexis Le Goff's Contact Information

Email

******@***.com

Phone

(**) *** ****

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