Catherine Woolley

Alien Isolation

Alien Isolation

Alien: Isolation has to have been the most exciting and nerve racking game I have worked on to date, I always had a looming thought of what people would think of a single deadly Alien which you couldn't kill, meaning any run-ins and you're instantly dead unless you can sneak out of the situation. I always knew deep inside that we were creating something great, but the reassurance when we announced and later released the game was amazing. Plus I was really happy with how the final product turned out, so much that I'm on my fourth play-through since release.

On Alien: Isolation I worked on a variety of elements through-out the three and a bit years that I was working on it. However I eventually settled on two levels within the story, they became my experiences to evolve and love as I brought them through development. Seegson Comms; the first Android encounter and The Quarantine; the first full Alien encounter. Alongside those levels I was also involved with some of the gameplay mechanics which can be found across the game. These include items such as the Interactive Terminals, Surveillance cameras and Rewire, along with a few others too. Once the game was finished I worked on the Survivor Mode DLC, for this I designed a map in four of the DLC packs from the ground up and worked with other members of the team to get them looking as great as the main game. The DLC maps to this day remain very fond to me as not only was it a great experience to be able to further the game past the story, but as they were focused on encounters with the Alien or other threats from the station it was an example of the game in its purest sense.

Screenshots

Alien Isolation screenshot
Alien Isolation screenshot
Alien Isolation screenshot
Alien Isolation screenshot

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