Jon Marchand - Level Designer
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Priority One

Elsewhere

 

My Work:

For the 1st campaign of the game (Priority One), I was the primary Level Designer for Mission 3, designed the overall layout/flow of Mission 1 using preexisting spaces, and designed three of the main combat spaces in Mission 2. I was responsible for designing overall mission layouts, combat room layouts, enemy encounters and pathing lanes, placing spawn points, and creating smooth collision and Navmesh for enemies and bots.

 
 

 
 

Priority One - Rescue

For the 2nd mission in the campaign, I was tasked with fleshing out some of the more intense combat encounters in the mission. These rooms were meant to show exactly how dynamic and dangerous the Xenomorph enemy is, showcasing their ability to crawl on walls and ceilings, and introducing players to our “lane” style of level design. I used pipes and lighting as a visual language to highlight potential pathing lanes, allowing players to form a mental map of where enemies could potentially come from.

 
 

 
 

Priority One - Extract

I was responsible for the overall layout and room design in Mission 3, which had players descending into the flooded depths of Katanga refinery. This mission was meant to capture some of the moments from the Aliens film, forcing players to wade through water while fighting off Xenos from several directions. I built most of the flooded rooms to make players feel vulnerable in different ways, either putting them on lower ground than the Xenos, or making the majority of the space only traversable by Xenos and requiring players to defend narrow catwalks.

 
 

 
 

Priority One - Ingress

Ingress was truly a collaborative effort when it came to level design responsibilities. For my work on this mission, I selected spaces that were mostly already built and figured out how to make them flow together in a way that introduced players to how the Xenomorph enemy type moves through the environment. I was also responsible for injecting our “lane” level design into areas that didn’t have it. My largest contribution was to the final fight, creating new main and flanking lanes within the environment and ensuring the space met the defined combat metrics.