Squadron 42 is a story-driven space combat game developed at AAA scale, combining cinematic presentation with complex gameplay systems. It features proprietary technology and established Hollywood actors.
As a technical designer, I supported cross-department teams and production pipelines, contributing to core gameplay systems with a focus on player experience and player-world interaction. I worked closely with senior designers, engineers and leadership to prototype, iterate, and finalise mechanics and features.
Project Type Industry / AAA
Duration 4 years
Role Technical Design
Engine CryEngine
This was my primary area of ownership while I worked on Squadron. During my time, I documented every single instance of player-world systemic gameplay interactions and created archetypes to categorise them by. This allowed for smooth inheritance-based implementation, and later – debugging and maintenance.
I created a test level for every interactable entity in the game by chapter and category, and implemented and debugged new interactibles. I was the primary contact point for player interactibles engine-side.
This refers to any time the player changes outfit or equipment at a locker, as shown in the video example. I owned the implementation step of the process, tying together all the assets in engine; from the high-complexity clothing animations to implementing the logic of actually swapping the outfit items on the player.
This involved many rounds of leadership feedback and iteration, communication with the animation, art, and programming departments and tight communication with production to keep the feature on schedule.
I was involved in the early production stages of the handhold traversal mechanic. I worked closely with the gameplay programming team and marked up level layouts for testing a provided first point user feedback and suggestions.
You can see this feature in action on the adjacent clip.
I worked on various puzzles across the game - everything from logic refactors, to bug fixes, to implementation from the ground up. Working closely with the level design team and core design to make sure the puzzle matched the design vision and fit seamlessly in the level.
This fire puzzle featured on the live gameplay reveal is one I helped implement.
Part of my responsibilities as a technical designer also involved diegetic UI screen implementation and some screenspace HUD elements.
Working with the UI team to get the assets required and using them to set up a functional screens dressed as "terminals" that can be interacted with by the player within the game world.
The following video shows a couple of screens and HUD elements that I set up, which featured on the gameplay reveal.
You can contact me at alannah.morrison7@gmail.com, I'll get back to you as soon as possible. Alternatively, I can also be found on the following platforms: