


Roles: Environment Artist, Level Designer, Developer
Production Team Size: 4
The first large level I designed at Alientrap, I tried to experiment with the ‘snail-house’ style of level design.
I prioritized a few things to make the level more repayable:
- Multiple paths of entry
- Multiple mechanisms to complete the objective
- Strategic placement of NPC to pace the gameplay.
The player needs to eliminate the ‘command core’. To do that they can: get into the room with the core and fight all the drone guards; disable the shield dome, and take the core out from far away; or sneak in to the turret tower to destroy it using the level infrastructure.
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