Isaac Torres

Lead Designer | Combat & Gameplay Systems Designer | Mentor & Manager

Professional Experience


Stoic Studio

Towerborne – July 2022-March 2025

Lead Combat Designer

  • Lead, managed, and mentored a team of combat designers of varying levels of seniority
  • Responsible for Live Team design endeavors, which includes Limited Time Events, Modes, and Activities
  • Established and maintained combat design best practices and standards that were used across the entire team
  • Designed and maintained all online-oriented combat systems with an eye towards game feel under latency; prioritizing compelling designs that feature low barriers to entry while allowing for highly skilled play
  • Owned end-to-end combat systems including player classes, enemies, bosses, class progression, and challenge modes
  • Collaborated closely with producers, designers, animators, engineers, VFX, and SFX artists to oversee production of all player and enemy designs
  • Facilitated daily playtests across multiple disciplines that lead to action items for the entire team
  • Defined team ownership boundaries and review standards
  • Conducted performance reviews and growth plans for combat and live designers
  • Led and contributed to the designer hiring process, which included reviewing resumes, crafting tests, and conducting screenings and interviews

Iron Galaxy Studios

Rumbleverse – 2018-2022

Lead Combat Designer

  • Designed combat philosophy for 40 player melee-based Battle Royale, balancing readability, latency tolerance, and skill expression to support competitive play at scale
  • Designed flexible, custom-made tools to facilitate faster development and iteration, as well as easier prototyping
  • Led team of animators, engineers, VFX, and SFX artists to create all in-game player actions (including combat, traversal methods, and emotes)
  • Designed and implemented combat interactions and mechanics

Extinction – 2017-2018

Combat Designer

  • Joined mid-development; redesigned game’s combat, collaborating with Engineering, Animation, AI
  • Designed character upgrades for progression

Killer Instinct Season 3 – 2015-2017

Combat Designer

  • Designed AI with an eye towards replicating organic player behaviors
  • Designed stage progression for all S3 maps, creating evolving narratives through player interaction
  • Designed core Shadow Lords systems, including mode-specific combat mechanics, difficulty-based AI, player progression, new missions, microtransactions)

Killer Instinct Season 2 – 2013-2015

Combat Designer / Quality Assurance Project Lead

  • Designed AI for all Season 2 characters
  • Wrote in-game command list for KI Season 2
  • Managed QA team of 6-8 across multiple locations (IG Chicago, IG Orlando, External)
  • Created test plans based on extensive knowledge of fighting games; participated in daily triages
  • Worked closely with Production, Engineering, and Design
  • QA’d various titles such as Borderlands 2 Vita, Divekick, Batman Arkham Origins

NetherRealm Studios

Injustice: Gods Among Us – 2012-2013

Quality Assurance

  • Tested issues with a focus on competitive gameplay and design, communicated with core design team
  • Developed comprehensive and efficient test cases
  • Choreographed gameplay videos for Injustice: Battle Arena YouTube series
  • Wrote special move descriptions for in-game move list