Alien Removal Division is a fast paced, action-packed first-person shooter, set in a military research facility during the 1950s. The base has been overrun by aliens and you find yourself, as the only survivor, at the centre of the invasion.
Alien Removal Division is a fast paced, action-packed first-person shooter, set in a military research facility during the 1950s. The base has been overrun by aliens and you find yourself, as the only survivor, at the centre of the invasion. Your escape will be challenging, but you’ll have an array of weapons and movement abilities to help you during your fight and on your getaway.
Use your parkour skillset to wallrun, double jump and dash and make your way through the infested tunnels, missile silos, storage rooms and secret caves that make up the military base.
Engage in gory combat and discover the different options to destroy your enemies. Use your movement skills to stay agile against the aliens, fighting back using an arsenal of high-powered weapons that reward their unique purpose
The aliens you’ll encounter vary from smaller insect like crawlers to large creatures that can only be taken down by targeting their weak spots. Use your parkour movement to avoid their attacks and to exploit their weaknesses!
A.R.D. has two types of level sections, movement challenges and combat arenas. The movement challenges focus on a specific ability and gradually ramp up in difficulty.
The two movement sections I worked on are the slide/dash and wallrun section for which I set the following goals. The movement sections must:
Steam Demo Trailer
Sketching gameplay moments in a modular fashion, keeping the modular asset kit and character metrics in mind.
Building gameplay moments in a gym level, testing them internally and iterating upon them with received feedback.
Combining blocked out gameplay moments into movement challenges, playtesting the sections with members of our Community Discord and polishing gameplay based on action points from testing.
Set dressing and lighting the level section using environment asset kits from the marketplace. Set dressing was done in while maintaining close communication with other level designers and environment artists to ensure consistency across levels.
The combat encounter I worked on is The Research Lab for which I set the following goals. The combat encounter must:
Concepting and prototyping a spline tool that can be used for placing certain meshes (such as pipes and electrical wires). Further implementation and polishing were done in close collaboration with system designers on the team.
The tool is aimed at speeding up the set dressing process.
Concepted, prototyped, and implemented several different light types aimed at leashing the player.
All light types are included in one blueprint (the light type is selected using a dropdown in the details panel).
Simple to use (drag & drop into level editor) and aimed at speeding up the set dressing process.
Different light types
Steam Next Fest Livestream
Scheduling and participating in livestreams, talking about the development of the game, my contribution and our future plans.
Community Reactions Video
Gathering footage from videos made by players (and editing this with Adobe Rush).