My Work:
For the Giants in the Earth campaign, I was the primary Level Designer on the 2nd and 3rd missions, creating the overall layouts of both missions using new spaces I designed, or pulling from a small pool of preexisting rooms. I was responsible for designing most cover combat areas, setting up enemy pathing, and placing spawn points. I also had to assist in furthering the vast and alien architectural style seen in the Prometheus and Alien: Covenant films.
I also contributed to Mission 1 by designing one original combat room, and overhauling an existing room to fit the horde style of gameplay.
Giants in the earth - evacuate
For the final mission in the campaign, players must find and destroy the AI known as SY/TH/YA, found to be the one responsible for all the hostile synths on the surface of planet LV-895. To reinforce the narrative, I designed or updated each combat space to feel like the Synths were already entrenched and defending their leader. This required cover and sightlines that allowed players to flow through the spaces, with multiple options to survey and react to the enemy AI.





Giants in the earth - contact
Contact was one of two missions in the game that featured a mostly even split between Xenomorph and Synth enemies, with both groups being spawned at the same time in a few different encounters. I had to design multipurpose spaces or adapt existing ones that accommodated both enemy types, with cover and sightlines for Synths, and interesting wall and ceiling paths for Xenos. I also ensured these spaces adhered to the Engineer’s architectural style, creating vistas that extended the space far beyond the playable area.





Giants in the earth - insertion
For the first mission in Giants in the Earth, I was responsible for designing one room in the destroyed Weyland Yutani research outpost, and another deeper inside the ruins. The Wey Yu outpost area allowed me to showcase some environmental storytelling, showing the disaster that took place some time before players entered the ruins. The other room was featured heavily in marketing material, as it was one of the best instances of Xenomorphs swarming into a space as they crawled down the large pillar POI in the center of the room.



