Omar Seris Chakib

Hello!! o/

I’m Seris, a game designer who loves working on crazy mechanics and game feel. Currently working on Last Epoch, a successful AA ARPG. I have experience in the CO-OP, Horror and RPG genres and have worked in the industry professionally for around five years.

I'm open to relocation/remote and looking for new opportunities to learn and build my career.

Projects

Last Epoch

Last Epoch

Technical Designer

Working on monster design for Last Epoch, a successful AA ARPG.

What I worked on:
  • Designed and documented comprehensive write-ups for complex bosses and enemies.
  • Implemented enemy behaviors, abilities, and combat mechanics in Unity, including impactful campaign bosses and minibosses.
  • Collaborated closely with Animation, VFX, SFX, and QA disciplines to bring responsive, high-impact enemy encounters to life.
  • Built custom designer tools to streamline the enemy creation pipeline (scaffolding, abilities, validation).
  • Handled bug tracking, solving, and iterating on gameplay systems.
Last Loremaster

Last Loremaster

Systems / Level Designer

A design heavy ARPG the likes of Diablo and Path of Exile, with soulslike combat elements. Demo out on Steam!

What I worked on:
  • Designed flexible skills that tie in with the other game systems.
  • Designed and concepted challenging enemies with a focus on telegraphed tells that incentivize mastery.
  • Balanced and iterated over the progression systems like the weapon part crafting system, skill modifiers, skill tree and item affixes.
  • Built the level block-outs to fit isometric view and flow with encounter based combat and collaborated with environment artist to dress up the levels.
  • Regularly tested gameplay features for edge cases and the player experience and wrote clear and concise reproducible bug reports.
Project Unknown

Project Unknown

Lead Designer

Horror COOP game like Phasmophobia with unique role abilities and creative new mechanics. Very Positive on Steam!

What I worked on:
  • Created the core loop of finding and burning items and made it react to other systems.
  • Designed and balanced the character abilities.
  • Designed the base AI ghost system and the unique behaviors each ghost has, also helped concept their art.
  • Concepted the tools players will use and made them as dynamic as possible.
  • Fine-tuned an economy that adds to replayability with sinks and taps connected to the core loop.
  • Regularly tested the game to keep track of bugs and flaws then add them as tasks to development.
  • Implemented a lot of the sound design for the game.
Elem

Elem

Game Designer & Composer

A hack and slash wave fighter project upgraded from a game jam. Still ongoing.

What I worked on:
  • Concepted the combat of element holding and the core loop active skills.
  • Designed the different elemental enemies and the elemental dominance system.
  • Created the narrative and the music for the game.

Competencies

Combat Design

  • Boss Design Designing multi-phase bosses, telegraphed attack profiles, spatial hazard zones, and encounter pacing.
  • Combat Feel & Responsiveness Tuning animation cancels, wind-ups, recoveries, hit-pause, hitboxes, and camera feedback for impactful combat.
  • Enemy AI & Behaviors Configuring ability selection logic, cast ranges, attack cadences, telegraph timings, and encounter combat flow.

Systems Design

  • Character Builds & Synergies Creating deep skill trees, passive modifier interactions, status effect reactions, and flexible player builds.
  • Economy & Progression Balance Balancing resource taps/sinks, crafting loops, item affix budgets, and difficulty curves.
  • Core Loop Architecture Defining session-to-session replayability, reward structures, and game loop incentives.

Technical Design & Tooling

  • Rapid Gameplay Prototyping Iterating from mechanic concepts directly into playable prototypes in Unity (C#) and Unreal Engine 5 (Blueprints).
  • Custom Designer Tools & Pipelines Building scaffolding tools, inspector utilities, and automated validation checks to streamline content creation.
  • Engine Implementation Hands-on gameplay implementation, combat event wiring, animation event triggers, and data schema architecture across engines.

Get in Touch

Feel free to reach out via email, Discord, or LinkedIn if you’d like to connect or chat about game design!