Shawn Hicks

Game Designer | Specializing in Combat Systems and Live Game Design

I've spent 6+ years designing combat, progression, and live systems that keep players engaged long after launch.

Flagship Case Studies

Deep dives into mechanics and systems that shaped long-running games.

Cal Kestis
Combat Systems Character Design

Jedi Knight Cal Kestis

Designed Cal's stance-switching mechanic to make turn-based combat feel kinetic and expressive while preserving Jedi power balance.

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Inquisitors Faction
Faction Systems Live Service Evolution

Inquisitors Faction

Introduced the Purge resource mechanic that unified Inquisitor kits and established a reusable faction framework.

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Motefall

Action roguelite in Godot 4. Playable in your browser.

Built with
Godot 4.6 and GDScript, written with Claude Code.
Scope
One run. Survive ten minutes, then beat the Boss.
Systems
Four elements, primary and secondary slots, six enemy archetypes, a Boss.
State
Greybox prototype. Placeholder enemies, no audio, one character.

WASD move mouse aim left-click punch right-click kick Space dodge R heal, or restart after a run

Not loading? Open it in its own tab or play it on itch.io.

  1. Alternate to fill Focus. Punches and kicks fill two Focus pips. At full Focus your next move comes out empowered: Chi Blast, Spinning Kick, Flying Kick, or Heal + Shield.
  2. Collect gems, level up. Every kill drops a gem. Each level offers three elements to place on your punch or your kick, and shows what the placement does before you click.
  3. Pick a primary. An attack's left slot is its primary and decides what the empowered move becomes: fireballs, tornadoes, waves or thunderstrikes. The other two slots add to it.

Motefall takes the moment-to-moment accessibility of a survivors-like, gives it the build depth of Path of Exile 2, and compresses a full ARPG run into a single session.

Power is discrete and visible: +1 projectile rather than +7% damage, one more barrier shell, another dash charge. A build stays readable from a screenshot. Each element does one thing to your hits (burn, shove, arc, gust), gains a step at every other level, and in the primary slot gives your empowered move one more of its form every level.

Systems Design Solo Project Godot 4
Read the design writeup → Systems in depth →

Supporting Work

Broader contributions in live ops, character balance, and rapid prototyping.

Live Operations
Live Service Event Design

Live Operations Portfolio

Six years of event, economy, and progression design across SWGOH and FFXV: A New Empire.

Character Design Balance

Character Design Collection

Eighteen character and ship kits with multiple community awards and top-tier adoption metrics.

Rapid Prototyping Innovation

Game Jams & Experiments

Prototyping new mechanics under 48-hour constraints to keep design instincts sharp.

Shawn Hicks

About

Six years shipping live games, most recently four at Capital Games (EA) on Star Wars: Galaxy of Heroes: 18 characters and ships, 7 marquee events, a Journey Guide legendary event. Before that, mobile F2P live ops at Machine Zone on FFXV: A New Empire.

Most of my work is character design inside a solved meta. My working assumption is that players will do exactly what you ask them to do and never what you intend, so a kit has to be designed for how it'll actually get used, not how you hoped.

Galaxy of Heroes is ten years old and the community datamines every kit before it ships. A design either holds up under that or it doesn't. Jedi Knight Cal Kestis was built around the stance-switching from Jedi: Survivor. The fantasy had to stay intact while the kit landed between the top Jedi teams and the premium tier, without making rosters people already own obsolete.

I'm also building MOTEFALL, an action roguelite in Godot 4, handling both design and code.

Looking for a Senior Game Designer role. Bay Area. Open to hybrid and remote roles. Willing to relocate for the right team.