Andrés Alarcón
Combat\Gameplay Designer
Star Trek Online
An action coop roguelite experience for up to 2 players!
My main role is content design, where I design encounters, IA, maps and balance the difficulty.
This game was developed with Cryptic engine. We were a team working fully remote, with different time-zones and over 10 designers.
Outer Ring
An action coop roguelite experience for up to 2 players!
My main role was gameplay and combat designer including, the creation of workflows for weapons, weapon design, ability design, prototyping using GAS and designing the combat systems.
This game was developed with Unreal Engine 5. We were a team over 100 people.
McSPACE COLOSSEUM
An action coop roguelite experience for up to 2 players!
My main role was gameplay and level designer including, the creation of the characters, monsters, levels, and bosses. I also provided help debugging and coding.
This game was developed with GameMaker Studio 2 starting in 2018 as a side project, finalizing in 2022. We were a team of 3 people.
MAXIMUM IMPACT
A 2D fighting game taking the look of the classic games!
My main role was combat designer, game feel, implementation and programming.
This project was developed in unity 2018.4 alongside a 2D artist.
ABOUT ME
Hello!
I am Andrés, a Spanish game designer with 3 years of experience working on big teams and indie games.
I specialize in combat design and gameplay design.
I have participated in a variety of projects using Unreal Engine 5, Unity3D and GameMaker Studio 2 collaborating with artists, game designers, and programmers.
I enjoy tackling challenges and solving them. I have a tendency to go for techniques such as rational design, build concepts on Excel, study other games, and use data to make decisions.