CASE STUDY · LUX · LEAD SYSTEMS DESIGNER

Three heroes, one fight.

A roguelite-Hero FPS where you get to combo with yourself!

Check out the game here: LUX

ROLE

Lead Systems Designer

ENGINE

Unity 6 (URP)

PLATFORM

PC · Steam

RELEASE

Coming Soon

[ HERO BANNER · key art / character lineup ]

// TL;DR

What I did on Lux

01

Owned combat systems end-to-end : economy, balance, status framework, enemy archetypes.

02

Balanced 3 hero kits anchored to one rule: no hero wins alone.

03

Designed 4 enemy archetypes : each engineered to neutralize a specific hero.

04

Tuned the resource economy across playtests ; one variable at a time.

05

Prototyped systems directly in Unity for live tuning during playtests.

// WHAT IS LUX

A roguelite-Hero FPS built at NYU Game Center.
Shipping on Steam soon

GENRE

Roguelite FPS

Wave-based arena combat with permadeath. Each run is a fresh attempt to push deeper.

CORE HOOK

3 heroes, 1 fight

Switch between three hero kits mid-combat. The roster is the weapon. The swap is the skill.

TEAM

4 people, 4 months

Ahmed Shuwehdi, Ashley Newell, Destin Piagentini, and me- built in Unity 6.

// My CORE DESIGN GOAL being the systems designer on the team

// My CORE DESIGN GOAL being the systems

designer on the team

An increasing sawtooth curve of difficulty.

Every fight peaks, drops, then peaks higher than the last. The floor rises. The rhythm holds.

[ FIG. 01 · the curve I tune toward ]

FIGHT 01

END OF RUN →

DESIGN PHILOSOPHY

Change one thing. Playtest. Repeat.

No overhauls. No tuning five variables at once. One isolated change, one playtest, rolled back the same day if the curve didn't bend.

// THE PROBLEM

Hero shooters make you pick a hero. We wanted you to play all three at once.

[ TABLE 01 · how the genre handles swapping ]

GAME

WHEN YOU SWAP

FEELS LIKE

Overwatch

Between rounds, on death

A counter-pick

Apex Legends

Locked in pre-match

A commitment

Lux

Mid-combat, by choice

A tactical decision

// THE GOAL

Build a combat loop where swapping between Heroes feels strategic.

// 03 PILLARS

Every system I designed for Lux was anchored to one of these three ideas.

P1

Every hero has a hole.

Each of the three heroes is the wrong answer to at least one fight. The roster, not the individual, is the unit of mastery.

P2

The economy is the spine.

Mana is the cost of becoming someone else. Tuning that cost was tuning the entire feel of the game.

P3

Swapping should set up swapping.

Status effects, ult charge, and life-steal carry forward across heroes , so the move you make on Angel pays off when you become Brawler.

I asked: How do you make swapping feel like the smartest move, every time? How do you build enemies that punish hero loyalty? How do you turn a panic button into a power move?

SYSTEM 01

Three Heroes, Three Holes

H1 · Kalae

The economy hero

Ranged, sustained, with lifesteal that heals the entire roster. The safety net.

H2 · Manon

The commit hero

200 HP, 40 dmg primary, 360° stun, 30-range positional swap. Kills tanks. Eats long range.

H3 · Antares

The mobility hero

Charge-up beam, wall penetration past 30 charge, ride-able projectile. The only hero who can fight from outside the engagement range.

// DESIGN INTENT

Each hero was designed with a deliberate gap - a situation where they're the wrong answer. Angel can't take a punch. Brawler can't fight at range. Phaser can't handle swarms. Those gaps are the combos. Every ability was tuned so that what one hero sets up, another hero finishes.

[ TABLE · hero stats ]

CHARACTER

HEALTH

PRIMARY

ABILITY E

STAT (E)

ABILITY Q

STAT (Q)

Kalae

150

5 – 40

Freeze (forward)

4 secs

Invulnerable / wall pass

5 secs

Manon

200

40

Swap location

Instant

Stun (360°)

3 secs

Antares

170

2

Shooting star

7 secs

Health orb

15 secs

SYSTEM 02

The Combat System

Four enemy archetypes. Each one designed to neutralize a specific hero & to require multiple heroes to deal with

E1 · CHARGING TANK

150 HP · 25 DPS rush · 3 sec charge window

Neutralizes Phaser. Forces Brawler engagement. The encounter that teaches new players which hero is for melee.

E2 · SWARM

30 HP · 5 DPS · zigzag movement · spawned in packs

Neutralizes Phaser's beam. Forces Angel/Brawler AOE. Cheap individually, overwhelming in numbers.

E3 · SHOOTER

70 HP · 10 DPS · 15-range projectile

Neutralizes melee-only commitment. Forces ranged engagement or aggressive positioning via Brawler's Swap.

E4 · MORTAR

100 HP · 30 dmg AOE shells · 1.5 sec flight time · friendly fire ON

Neutralizes static play. Forces movement. Friendly-fires other enemies if you bait the projectile.

[ MATRIX 01 · hero × enemy time-to-kill ]

ENEMY

vs Kalae

vs Manon

vs Antares

Charging Tank

15 sec

5 sec ↑ best

30 sec ↓ worst

Swarm

15 sec ↓ worst

1 sec ↑ best

5 sec

Shooter

4 sec ↑ best

12 sec ↓ worst

8 sec

Mortar

10 sec

20 sec ↓ worst

4 sec ↑ best

SYSTEM 03

Economy & Status Effects

The single most important number in Lux is 33 - the mana cost of one Soul Swap.

[ TABLE 02 · soul swap economy ]

PARAMETER

VALUE

IF PLAYING ANGEL

Mana cap

100

Cost per swap

33

Swaps before empty

3

3

Mana regen / sec

2

4

Time to refill (full)

50 sec

25 sec

Swap animation lock

2 sec, no movement

2 sec, no movement

Angel is the bank. The other two heroes are the spenders. Players don't ask "should I swap?" - they ask "can I afford to?"

SYSTEM 03 · CONTINUED

Status Effects to allow strategic swapping

A status effect in Lux is a configurable object with three independent axes - duration, stacking, and control flags. A player on one hero can set up their next hero before they've even swapped.

AXIS 01 · DURATION

UntilRemoved

FixedDuration

PeriodicalAndFixedDuration

AXIS 02 · STACKING

DoesNotStack

FixedStackCount

InfiniteStacks

AXIS 03 · CONTROL FLAGS

lock movement

lock rotation

lock abilities

grant invincibility

[ TIMELINE 01 · combo-ing with yourself ]

T+0s

HERO

ACTION

EFFECT

0.0s

Kalae

Cast Freeze on Shooter

Shooter locked, 4 sec

0.5s

Kalae → Manon

Soul Swap (-33 mana)

2 sec lock, no movement

2.5s

Manon

Walk to target (still frozen)

1.5 sec freeze remaining

3.0s

Manon

Cast Deep Strike (stun, AOE)

Shooter stunned 3 sec → 7 sec disabled, never fired

That's not a combo between two players. It's a combo between you and your past self.

// IMPACT

Players didn't talk about the systems. They talked about how the game made them feel.

SWAPS / ENCOUNTER

1.5 → 2.7

After the mana cost rebalance to 33/swap. Players using all three heroes per fight, on average.

"I FELT SMART"

6 / 8

Playtests where the phrase came up unprompted in the last two months. The pillar landed.

Stats Balanced

40+

From hero base stats to abilities, from enemy base stats to affect on heroes, to the resource economy

SHIPPING · STEAM · Coming Soon

First public Steam build ships soon. Stay Tuned

// WHAT I LEARNED

Good systems design is invisible.

But it leads to strategic and fun game feel, which is the goal of a good systems designer

// THE TEAM

Ahmed Shuwehdi, Ashley Newell, Destin Piagentini, and me, over many late nights, more rescopes than I can count, and one shared Steam page we're about to push live. Couldn't have asked for better.

// 03 PILLARS

Every system I designed for Lux was anchored to one of these three ideas.

P1

Every hero has a hole.

Each of the three heroes is the wrong answer to at least one fight. The roster, not the individual, is the unit of mastery.

P2

The economy is the spine.

Mana isn't a spell resource — it's the cost of becoming someone else. Tuning that cost was tuning the entire feel of the game.

P3

Swapping should set up swapping.

Status effects, ult charge, and lifesteal carry forward across heroes — so the move you make on Angel pays off when you become Brawler.

// CONTINUED ON DESKTOP

The full case study is built for a wider screen.

The rest of the Lux case study includes hero stat tables, the hero × enemy matchup matrix, the status-effect framework, the Soul Swap economy breakdown, and a tuning-iteration table — all of which need a desktop's room to breathe. Open this page on a desktop to read the full thing.

The rest of the Lux case study includes hero stat tables, the hero × enemy matchup matrix, the status-effect framework, the Soul Swap economy breakdown, and a tuning-iteration table - all of which need a desktop's room to breathe. Open this page on a desktop to read the full thing.

↗ visit on desktop · 1200px or wider

CASE STUDY · LUX

Three heroes, one fight.

A roguelite-FPS where the smartest move is always which hero you become next.

ROLE

Lead Systems Designer

ENGINE

Unity 6 (URP)

PLATFORM

PC · Steam

RELEASE

May 12

[ HERO BANNER ]

Let's Get in Touch

Let's connect and build something together

View my LinkedIn

Let's Get in Touch

Let's connect and build something together

View my LinkedIn

Let's Get in Touch

Let's connect and build something together

View my LinkedIn

// WHAT IS LUX

A roguelite-FPS built at NYU Game Center. Shipping on Steam soon

GENRE

Roguelite FPS

Wave-based arena combat with permadeath. Each run is a fresh attempt to push deeper.

CORE HOOK

3 heroes, 1 fight

Switch between three hero kits mid-combat. The roster is the weapon. The swap is the skill.

Create a free website with Framer, the website builder loved by startups, designers and agencies.