Alien: Rogue incursion
Principal Level Designer
February 2024 - February 2025
Duties
Collaborated with Technical Designers, Environment/Technical/VFX/Lighting Artists, and Narrative Design/Writers to create two full levels for Alien: Rogue Incursion.
Contributed to pacing initiatives in the form of ammo pickups for all levels, encouraging player resource management.
Communicated issues outward to interdisciplinary teams depending on the issue with copious notes and screenshots/video captures.
In addition, I participated in fixing bugs on all 6 levels for Alien: Rogue Incursion where needed.
Encouraged design team to vet their own content and to solve issues related to mistakes in their content creation to lessen the load on QA.
Process
Since I came onto the project when most of the levels were already at least grey-blocked out, I took on the role of maintaining continuity between levels for dynamic/interactable props, ammo, and, at one point, the distribution of all materials used for crafting (which was a late cut).
Because I took over the wide spread placement of all of the materials and ammo, I created a visual chart of all items placed in each level. This allowed the development team to quickly see where items were placed and be able to debug issues of scarcity vs something that was “too well hidden.”
These visual documents aided QA as well so they knew where every pickup and interactable object was placed.
In addition to the visual maps for where certain objects were, I created a level by level and load section by load section of where each pickup item was. This was important later in development because we had overestimated how many items would be allowed to be placed in each load section.