Alexander Weatherston
Vancouver, BC / Eighteen years

I'm a systems designer. Progression, economy, online.

Most recently senior systems designer at Insomniac Games on Marvel's Wolverine. Before that, Blackbird Interactive, where I directed design on Minecraft Legends. Earlier, Ubisoft Toronto, Massive Entertainment and Ubisoft Vancouver.

While my full list of credits is on LinkedIn, this site covers a few of the systems I have worked on, each rebuilt as a small working model so you can change the inputs and see the trade-offs for yourself. The models are approximations, not replicas of the shipped systems. They are built to show the problem each one was solving and the constraints we were designing within.

1

Marvel's Wolverine

StudioInsomniac Games
RoleSenior Systems Designer
Dates2025–2026
ShippedSeptember 2026

1.1What I owned

Core progression for the final year of development: XP and player level, the Techniques skill system and Adaptations. That meant deciding what Logan unlocks and when, with the combat, UI and mission design teams, so that new abilities land alongside the fights and story beats that use them. I also set suit costs and their unlock timing, brought material crates into the progression economy and designed the trophy set.

1.2Playtests

I worked with Sony's UX Research team on the questions and dashboards for each playtest, then used the results to tune progression. A playtest can only answer the questions it asks, so writing those questions was as much a part of the design work as the tuning that followed.

1.3XP and guardrails

Wolverine's fights are fixed set pieces, and enemies do not scale with the player. A player's level decides how many skill points they have, and so how many Techniques they bring to each fight. XP came from two places: the enemies every player has to defeat to move on, and XP caches hand-placed around each level to reward exploring. The more XP the caches held, the more exploring paid, and the further behind a player who ignored them would fall. I built the formula that set an XP guardrail at every checkpoint. It had to sit above players who found every XP cache, so it never took what they earned, and low enough that a player who died on purpose to farm respawned enemies could not overlevel.

AThe model is rebuilt from scratch for this site. The checkpoints, death rates and limits are my own approximation, not the shipped tables.
▶ Trailer
Fig. 1aA. Thirty checkpoints from one invented curve; death rates and every limit are invented. Several settings work; Solve shows my pick: as much XP in caches as players who skip most of them can afford, since XP caches are there to reward exploring. The what-if switch takes cache XP out of the guardrail's count.
2

Minecraft Legends

StudioBlackbird Interactive
RoleDesign Director
Dates2020–2023A
ShippedApril 2023

2.1What I worked on

I joined as senior game designer on the online and UI systems: co-op and PvP multiplayer, crossplay and the UI framework behind them. I worked on the most complex menus with the UI team, including inventory management and the front-end flow. I also helped set up a review of UI screens before they were built, which caught structural problems while they were still cheap to fix.

2.2The tutorial

At launch the tutorial took about an hour to complete. Nearly every system in Legends was new to players coming from Minecraft, and the concern that they would not understand them had kept the tutorial growing. The audience skewed young, and long tutorial text often went unread. Minecraft itself teaches very little up front and leaves players to learn by playing. After launch, player data showed that some players were not engaging fully with the opening. Working with the director group, we reworked the onboarding and cut the tutorial roughly in half, so players reach the action sooner. The difficult part was reaching agreement to remove work the team had built with care.

2.3Directing

From 2022 I was Design Director. I led the design team, which grew to roughly twenty designers, through launch on seven platforms in 26 languages and managed eight direct reports. I met weekly with Mojang and Microsoft to review design progress and work through larger questions about the game's direction. After launch I worked with a small team on the updates, from new units and structures to nine monthly challenges.

ADates row: after Legends, game director at Blackbird on an unannounced Unreal Engine 5 project, until 2024.
BThe model is rebuilt from scratch from the public campaign. Rules and numbers are my own approximation, not the shipped tutorial.
▶ Trailer
Fig. 2aB. Twenty tutorials in the public campaign order; teaching all of them runs about an hour. The age groups are archetypes and every other value is invented. Solve shows my view: the most understanding that fits in half an hour without losing either age group.
3

Watch Dogs: Legion

StudioUbisoft Toronto
RoleGame Designer
Dates2016–2020
ShippedOctober 2020

3.1What I owned

Feature owner for core progression: DedSec (the hacker collective you play as in Legion) Upgrades, and operative skills and traits. I built the tuning spreadsheets and implemented the systems in engine. Later I led the overhaul of core progression, reworking costs and unlock rates across several connected systems. I also designed much of the onboarding in the tutorial level.

3.2Where progression lives

Legion's premise is that you can recruit and play as anyone in London, and with permadeath on, any of them can be lost for good. That removes the assumption most progression systems rest on, a single character who grows over the game. Growth can sit on DedSec, through upgrades every operative shares, or on the operatives themselves, through levels they earn by being played. My design used both, so the central tuning question was how much power each one held.

3.3The tuning problem

Power on the operative makes a veteran worth protecting. With too much of it, a single loss leaves missions out of reach, and the design assumed that is where players give up. Power in team upgrades is a floor every recruit gets, but with all of it there, a veteran is no stronger than someone recruited an hour ago. New recruits started at a level that rose with the DedSec level, so a player could recover from a loss. XP from recruiting rewarded growing the roster, though too much of it left behind players who kept to one favourite.

The model below follows that design. In the released game operatives do not level up, so growth comes from team upgrades and from who you recruit. The What shipped switch shows that version.

AThe model is rebuilt from scratch for this site. Rules and values are my own approximation, not the shipped tables.
▶ Trailer
Fig. 3aA. Thirty missions with permadeath on; the two players are archetypes and every other value is invented. The cap on a new recruit’s starting level was added for this model. Several settings work; Solve shows my pick: the most power on the operative before a loss costs too much, with the recruiting share that leaves both players the most room.
4

The Division

StudioMassive Entertainment
RoleSystem & UI Designer
Dates2014–2016
ShippedMarch 2016

4.1What I owned

Feature owner for the core online systems: matchmaking, group management, proximity voice chat and emotes, from the rules through to the screens players use. Owning the system and its interface at the same time keeps the design honest, because the player only ever sees the waiting. I was also the UI and online designer on the Base of Operations feature team, and contributed design to the HUD, co-op features and the Dark Zone.

4.2Wait time vs quality

Matchmaking trades how long a player waits against how good the group is, where a good group is players close to your level. A search starts at the player's own level and widens the longer they wait. If nobody is found, the player starts the mission as host, and matchmaking keeps adding players to the group while they play. Every rule that keeps groups closer in level also shrinks the pool a player can match into. They have to hold up hardest when few players are online.

Every game settles somewhere on that line. It works better when the team chooses the point deliberately and can say why, rather than letting it fall out of the tuning. The model below is a single queue, with Solve showing my pick.

AThe model is rebuilt from scratch for this site. Rules and values are my own approximation, not the shipped matchmaking.
▶ Trailer
Fig. 4aA. One co-op matchmaking queue that runs continuously: players in queue, open groups taking joins during a ten minute mission, and how long each group took to fill. One search in five is a party of two friends. Click any player to follow them. Every value is invented. Several settings work; Solve shows my pick: one set of rules that holds from a busy queue down to a quiet one, counting each level of spread as twenty seconds of waiting.
5

Earlier

2008–2013
Microsoft

Microsoft HoloLens

AR prototypes in Unreal Engine for early hardware.

Ubisoft Vancouver

Driver: San Francisco

Front-end flows, split-screen and co-op modes.

Ubisoft Vancouver

Academy of Champions

Systems and UI design.

Contact

I'm glad to talk about progression and economy design, onboarding, online systems or leading a design team.

LinkedIn

Set in Archivo, Source Serif and IBM Plex Mono.