Starship Troopers: Extermination

Starship Troopers: Extermination is a first-person co-op shooter where players fight for control of alien planets.

Released on: PC, Xbox Series X/S, PS5

Engine: Unreal Engine 5

I worked as a level designer on this project, shipping five maps and 41 missions across five different game modes. Additionally, I created the game's 'First-Time User Experience' and helped build our level creation pipeline.

Promotional Dev Diary - Boreas

16 Player Level - Boreas

Responsibilities: Level Design

Hive Hunt Game Mode Trailer

4 Player Levels - Bug Hives

Responsibilities: Level Design, Set Dressing

Agni Cave Map 1:

When creating the first Agni cave map, I pulled a lot of inspiration from Khazad-dûm in The Lord of the Rings. I found that I could use underlighting from the lava to create a foreboding feeling as players neared key moments of the level. This gives the level a great sense of unease, making players feel like they aren’t supposed to be there.

Agni Cave Map 2:

In this map we wanted to use elevation to create a play space completely different than the others found in our game. To do this, I decided to create a level where players spend the majority of their time descending down narrow ramps in a massive chasm, which gives the level a great sense of scale.

This created unique gameplay opportunities since we could take ranged enemies called “Inferno Bugs” and spawn them below the player. These enemies fire in a long arc that fills an area with fire when it hits. Doing this created sections of the level where the player needed to quickly push through a wave of enemies before the ramps they were on would fill with fire.

Agni Cave Map 3:

In the third Agni cave map, I wanted to try to vary the environments players traveled through as much as possible. In all of the other Agni maps, we used lava to add light to dark sections. For this map, I decided that a lot of the light should come from crystals. This gives the map a more fantastical feel which helped vary the players’ experience.

Boreas Hive:

Heading into our 1.0 launch, we needed to deliver 3 Hive Hunt missions on the planet Boreas. With timelines being as tight as they were, I didn’t feel like I could design, build, and set dress 3 separate levels. To solve this, I decided to build one large level and have players take different paths through it. Some missions would start where others ended, and others would cross over each other. This allowed me to pack the same amount of content into a much smaller space, saving time on set dressing.

On top of this, players would find themselves walking past familiar level landmarks, making it easy for them to orientate themselves in the space.

Promotional Dev Diary - Single Player

Single Player Levels - S.O.G.

Responsibilities: Level Design, Set Dressing

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