Game Design Leader

ALEXANDER
WEATHERSTON

I build the systems that keep players coming back. 15+ years across AAA franchises like Marvel's Wolverine, Minecraft, The Division and Watch_Dogs, working both as a hands-on systems architect and as a leader of high-performing design teams.

23M+

Players Reached

4

Multi-Million Sellers

20+

Designers Managed

FEATURED WORK

MARVEL'S WOLVERINE

Senior Systems Designer | Insomniac Games • 2025-Present

Working on core progression systems for Marvel's Wolverine, helping shape how player growth feels throughout the game.

  • Designing and tuning core progression systems and mechanics to feel rewarding, satisfying, and true to the character.
  • Building custom tools to analyze playtest data and guide iteration.
  • Collaborating closely with combat, UI, and mission design teams to keep the player experience cohesive and engaging.
Systems Design Progression Core Gameplay Data Analytics

MINECRAFT LEGENDS

Design Director | Blackbird Interactive • 2020-2024

Led a design team that grew to 20 designers at peak, managing multi-platform launch and post-launch content strategy, achieving 3M+ players in two weeks.

  • Collaborated closely with Mojang and Microsoft to coordinate global release across 7 platforms and 26 languages.
  • Utilized detailed player research to redesign the onboarding tutorial, cutting its length in half and significantly boosting early-game engagement.
  • Directed the delivery of 8 monthly live-ops challenges, alongside major post-launch patches and game updates.
Leadership Bedrock Engine Live Operations

WATCH DOGS: LEGION

Game Designer | Ubisoft Toronto • 2016-2020

Designed, implemented, and balanced core open-world gameplay systems allowing players to unlock abilities across virtually any recruited NPC in London.

  • Designed core Player Progression, DedSec Upgrade faction systems, and Operative Skills/Traits.
  • Collaborated with UI and level design teams on mockups, tutorialization, and first playable mission onboarding.
  • Handled direct implementation of progression systems and logic within the proprietary Disrupt engine.
Progression Architecture Disrupt Engine Economy Balancing

THE DIVISION

System & UI Designer | Ubisoft Massive • 2014-2016

Feature owner for critical online systems during a record-breaking launch that generated $330M in its opening week.

  • Designed the matchmaking and group management systems, spearheading the comprehensive online design from technical framework to player-facing UI/UX.
  • Contributed to the design of social communication features for the PvPvE Dark Zone.
  • Served on feature teams for the Base of Operations, Dark Zone, and progression economy, actively helping to shape the design of core world and co-op mechanics.
Matchmaking Systems Snowdrop Engine PvPvE Design

EARLY CAREER & TECH

Microsoft • 2012-2013

MICROSOFT HOLOLENS

AR/XR Prototypes

Co-developed various AR/XR interactive prototypes exploring hardware capabilities. Handled Blueprint scripting and level design in Unreal Engine to test early interactions and extensively prototype new concepts.

Ubisoft Vancouver • 2008-2012

DRIVER: SAN FRANCISCO

Co-op & Front-End

Designed core gameplay systems, front-end UI flows, split-screen, and cooperative modes utilizing the innovative "Shift" mechanic. Scripted systems inside proprietary engines for this franchise revival.

Ubisoft Vancouver • 2008-2012

ACADEMY OF CHAMPIONS

Systems Implementation

Designed and implemented skill-based soccer minigames, team building mechanics, and comprehensive player stat and progression systems in this sports RPG.