Portfolio
Brian Lucas
Creative Director & Game Designer
20+ years taking games and interactive experiences from concept to launch — AAA MMORPGs, military simulation, and EdTech.
Most Recent
Amira Learning
Creative Team Lead
Led the creative team responsible for all in-app content, character animation, and instructional media. Directed a cross-functional group of artists, animators, and instructional designers to ship regular content updates aligned with curriculum milestones. Championed GenAI tooling to accelerate asset production pipelines and reduce turnaround on iteration cycles. Oversaw video production for marketing and in-app use, and served as Scrum Master for the creative pod.
Featured Work
Istation
Creative Director
Directed the creative vision for Istation's K–8 reading, math, and Spanish programs — overseeing a team of artists, animators, and instructional designers across multiple simultaneous product lines. Rebuilt the content production pipeline to support higher output with a leaner team, integrating GenAI tooling to accelerate asset creation and reduce iteration cycles. Partnered with curriculum, engineering, and product leadership to align creative execution with instructional goals and platform constraints.
Featured Work
Fusion LVC
Creative Director / Lead Designer / Acting Producer
Wore multiple hats across a defense simulation studio — serving simultaneously as Creative Director, Lead Designer, and Acting Producer on military training and simulation projects. Directed all creative output, led game and simulation design, and managed production timelines and team coordination. Worked closely with military clients to translate operational requirements into interactive training scenarios, and oversaw pipeline development to support rapid iteration on classified and unclassified deliverables.
Featured Work
Kingdom Games
Design Director
Served as Design Director across five titles — FIVE: Guardians of David, FIVE: Champions of Canaan, Puzzle Showdown, and two unreleased projects. Directed the full design effort for each, owning systems across combat, itemization, character progression, enemy encounters, and economy balance. Established and led design processes for the team, reviewed peer documentation and implementations to maintain quality, and coordinated with marketing, media, and community teams on communications and release messaging.
Shipped Titles
- FIVE: Guardians of David
- FIVE: Champions of Canaan
- Puzzle Showdown 4K
Featured Work
KingsIsle Entertainment
System Designer II
Spent eight years at KingsIsle as a System Designer II, contributing to Wizard101 and Pirate101. Designed and balanced a large volume of Gamecards and CCG expansion packs, owning the full cycle from concept through implementation and live release. Collaborated closely with art, engineering, and production to ship regular content updates and seasonal events.
Shipped Titles
- Wizard101
Areas of Expertise
Major Releases
Featured Work
Faxion Online — True Games Interactive
Lead Designer
Prototyped and implemented a wide range of gameplay systems in Hero Engine — spanning combat abilities, itemization, character progression, territorial control, enemy encounters, a wings gliding system, zone boundaries, teleportation, and a full quest system. Oversaw all UI/UX implementation, contributed to world design across multiple zones, and coordinated patch notes and community communications with internal and external marketing teams. Also reviewed design documentation and implemented systems by peer designers to maintain quality and consistency across the project.
Featured Work
Shadowbane — Ubisoft
Designer
My first role in the industry — started as an intern and quickly grew into a position spanning Design, Community Management, QA, and IT. Owned the full monthly content cycle: proposing changes and additions, implementing all approved updates, running builds, pushing to test servers, incorporating player feedback, and publishing to live with minimal oversight. Wrote all patch notes and media announcements, coordinating distribution across Ubisoft's forums, company site, and external media outlets. Also handled all QA testing, bug triage, and tracking, and managed IT operations including hardware procurement, software setup for new hires, and offsite backup responsibilities.
Capabilities
What I Do
A career built across genres, platforms, and team sizes — here's where I make the biggest impact.
Creative Direction
Setting and sustaining a cohesive creative vision across art, design, and production — from greenlight through ship.
Team Leadership & Mentorship
Building and growing cross-functional creative teams, establishing process, and developing individual contributors.
Content Pipeline Development
Designing and optimizing production pipelines that scale — including GenAI tooling to accelerate iteration cycles.
Game & Interactive Design
Systems, combat, economy, progression, quests, and UI/UX — full-stack design across genres and platforms.
AR/VR/MR Experiences
Designing and directing immersive experiences for military simulation, training, and consumer entertainment.
GenAI & Automation
Integrating generative AI tools into creative workflows to reduce turnaround and unlock new production capacity.
Production & Project Management
Scrum Master and acting producer experience — keeping cross-functional teams aligned, unblocked, and shipping.





