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EDUARDO LOZANO

SENIOR COMBAT DESIGNER

A Systems Designer specialized in Combat

In essence, System Design is the art and science of crafting rules. However, rules don’t exist in a vacuum:

What we truly desire in a game is to achieve an experience.

For approximately a decade and a half, I have dedicated myself to understanding that peculiar, elusive phenomenon where certain elements in a screen, arranged in a particular order, can have such an immense impact in the mind of a player.

In particular, Combat and Progression systems touch upon subtle but very powerful mechanisms of our brains. Understanding the nuances on how to setup a right combo system, how a camera should be for a combat to feel right, or how to scale up power through the player’s journey is as complex as it is fascinating.

Truly an ever-evolving field at the core of the Game Design discipline, and the one which I’ve chosen to make my passion and my profession.

The Art of Rulecrafting

My experience as a Combat Designer involved multiple areas of expertise

COMBAT SYSTEMS

Combat is an essential core element of most Action and RPG games.

I have been deeply involved in various combat systems within several of the projects I have worked on.

From hitbox design for meticulously crafted movesets and characterskills to intricate RPG systems teeming with stats, formulas, and other mechanical layers.

PROGRESSION DESIGN

Designing a Progression system implies a careful control of the pacing and rules under which the player explores the content.

The goal is to create a player journey, a travel through the game which both engages and makes the player excited about what’s next. 

Progression design is very related to math skills  but also player psychology and working with a Data-Driven approach.

3C: CHARACTER, CAMERA, CONTROL

3Cs are the fundamentals of most games, but they are heavily influenced by the game’s vision. 

How should a camera behave? How would the attack inputs be organized so it feels good?

Game Feel, the flow and pacing of a combat system, encounter design and many more aspects are critical for a succesful experience, from prototyping to polishing.

TOOLS AND SPECS

A Designer needs to communicate well. This means proper understanding of specs but also gaining mastery of descriptive writing.

Also, my Computer Sciences background gives me a degree of understanding and freedom when providing very technical documentation.

I have good experience with Unreal Engine, Unity and the most important and relevant tools in the current Games Industry.

The Art of Rulecrafting

My experience as a Combat Designer involved multiple areas of expertise

AI Design

Creating Memorable Opponents

Immersive fights test the player's skills
Designing enemy AI involves a delicate balance: ensuring the enemy fulfills its intended gameplay role while behaving in ways that feel believable and immersive. Every action must contribute to the player's sense of challenge, progression, and mastery.
Good enemy AI enhances the player's experience
Enemies are the cornerstone of any engaging combat challenge—there's no combat without a proper enemy. Crafting memorable enemies requires more than just assigning stats or animations; it’s about creating adversaries that are both mechanically compelling and thematically resonant.
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Epic bossfights with multiple phases
I’ve designed a wide range of enemies, from straightforward minions to intricate boss fights. Whether it’s a group of minor foes whose teamwork poses a threat or an epic, multi-phase boss that tests the player’s skill and endurance, I strive to create encounters that are as rewarding as they are memorable.

SKILL HIGHLIGHTS

Expertise in Unreal Engine / Unity / Propietary Engines
Behavior Trees and other AI Design paradigms
Bosses/ Midbosses/ Regular enemies Design
Contextual congruence - seasonal encounters, narrative...

Technical Expertise

Tools of the trade

Animations, Damage Systems, Behavior Tree logic...
The role of a Combat Designer extends beyond creating challenges—it involves shaping the very systems that define combat. This includes designing hitboxes, animations, combo systems, weapon properties, and more. Diving into these finer details demands both an artistic eye and a deeply technical mindset.
Technical prototypes are great tools during a development
To achieve this, Combat Designers often rely on complex models and analytical tools to fine-tune parameters for abilities, weapons, characters, and AI entities. These systems are not just numbers; they are the backbone of the player’s sense of agency and satisfaction.
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Character stats and abilities provide a variety of playstyles
With my technical expertise and strong documentation skills, I can oversee the entire pipeline of combat system creation, from conceptualization to implementation and balancing. This holistic approach ensures that every element, from the smallest hitbox to the largest ability set, works seamlessly together to deliver an engaging experience.

SKILL HIGHLIGHTS

Smooth teamwork with Animation and other departments
Strong prototyping skills
Solid documentation and technical writing skills
Robust data modelling and analysis

Ability and Weapon Design

Empowering the Player

Varied abilities provide variety and horizontal progression
Abilities and weapons are not just sources of power; they define how players interact with the world and its challenges. Well-designed tools enhance the variety of encounters and allow players to approach combat in diverse and creative ways. They open the door to multiple builds and playstyles, encouraging experimentation and personalization.
Combat Designers extensively test new weapons and abilities
Empowering players through thoughtfully designed abilities and weapons isn’t just about balance—it’s about inspiring them to explore, adapt, and thrive in every encounter.
As players grow stronger, so too must their arsenal of abilities and weapons evolve.
metroiddread_icemissile
Abilities are best when they are understandable while still feel great and fun to use
By carefully crafting these systems, I aim to create mechanics that feel impactful and rewarding. Each ability or weapon serves a purpose, whether it’s enabling a specific tactic, expanding strategic options, or simply providing a satisfying sense of mastery.

SKILL HIGHLIGHTS

Expertise in Blueprints/ C#/ Other languages
Creative approach for original and fun skills and weapons
Complex multiplayer systems and player progression
Careful balancing and metagame design
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