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                   Alien Isolation 

Walk Through

Team Size: 1

Team Role: Level and 3D Art

Platform: Windows

Genre: Horror

Project Duration: Jan - May  2022

Engine: Unreal Engine 5.0

Disclaimer: Creative assembly partnered with Teesside University

Outsource Credit: Realistic_Starter_VFX_Pack_Vol2

  Project Description

During this module I was tasked at creating a segment of Alien Isolation Corridor by Creative Assembly while capturing the same tension and immersion back in 2014.

 

My main person goals were to learn and grow a understanding of unreal engines capabilities with lighting, VFX and Quixel bridge's limitations. In addition furthering my understanding Maya from when I last used it in college.

 Main Responsibilities

I was tasked at creating the 3D models and assets for the corridor while piecing the level together. This being my first module set in Maya, refreshing and improving upon my skill sets leading to

challenges:

  • Re-learning Maya from 2020 to 2022 was difficult but easier than expected after being retaught the short-cuts.

  • Understanding the scale and proportions within Maya to be exported into unreal was difficult at first until the initial game testing happened within unreal with the block out.

  • Reading into the brief and marking criteria I instantly came up with many ideas. However one thing I noticed was I had over scoped for what was achievable within that time stamp. Changing the scope I decided to focus on quality of quantity.

Maya:​

  • Creating mood boards and real object reference boards I used those to assist in my creation of objects while also watching play throughs of Alien Isolation.

  • Researching into Maya techniques as well as industry professional advice really helped myself get a better understanding of how Maya truly works.

  • Using playtesting feedback I made scale adjustments to certain assets while polishing the lighting within my level.

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Level Design: 

  • Iterating and creating visual top down layouts for the level leading to the initial white boxing. I used the narrative and gameplay mechanics such as the missions objectives and end goals to create my level.

  • Creating an immersive and atmospheric environment for the player to walk through. 

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About

My name is Kyle Kerr
I am an undergrad at Teesside University.

Video Games have always been apart of my life and through them I have learnt so many valuable lessons as well as experiences either through the game themselves or the community surrounding them. From the story of Halo: Reach to the gameplay mechanics of The Saboteur in addition to the more unique mechanics of Middle-Earth: Shadow of Mordor.
 
As a games designer I aim to bring new and engaging experiences to my work while creating the same enjoyment and passion for games I had when I was younger. Besides digital games I also appreciate, board game, documentaries, movies and reading into new things.

If you've read this far I'd like to personally thank you for the time spent. If you have any feedback or would like to chat then please contact me via email or LinkedIn from the icons below.

Reference List available if requested.
Email: kylekerr.design@googlemail.com

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