Brian K. Applegate

The ALEX Protocol ~ Lightly Salted Studios

About: The ALEX Protocol is a fast-paced 3rd person action combat PC game. The Iron Realm threatens the extinction of the human race. Your mission, should you choose to accept it, is to Infiltrate the Iron Realm and shut down their robot weapons program. Play as ALEX, a nuclear powered robot, who crushes his opponents with his deadly grapple claw and power attack. Each robot has a special weakness to one of ALEX’s three basic attacks. Grapple, Dash, and Flail your way through endless evil robot enemies, hack their computers, and destroy their power cores to end their threat to humanity once and for all!

Development Info:
My Position: Level Design/Software Producer
Development Length: 24 weeks | Shipped May 2016
Team Size: 17 Developers
Weekly Work Hours Per Developer: 21 hours
Engine: Unreal Engine 4.10 | PC

My Role

Level Design/Software Producer, Lead Level Designer (Last 8 weeks)

Responsibilities:

  • Scheduled and prioritized tasks for level design and software departments
  • Supported in systems design through collaboration with the game designer
  • Pointed out detail and consistency concerns in design discussions
  • Collaborated with level designers to devise a level design experience to execute
  • Coordinated the level design team to work together and contribute proficiently

Documentation:

PandamoniumRiskPlanThis is the Asset Development Plan document that outlines our teams culture, goals, work flow, and other team information. I co-authored this with our Producer and Art Producer. 

PandamoniumRiskPlanThis is the Technical Design Document document that outlines the technical aspects of the game, file naming conventions, coding conventions, file storage, backup procedures, components/systems, and project structure. I co-authored this with our Lead Software Developer.

Mini Postmortem

What Went Right:

  • Established an effective and efficient plan and pipeline towards the end of development
  • Shipped a combat grappling hook game with 4 different player attacks and 3 completely different enemy types in 24 weeks
  • Kept a good team spirit throughout development

What Went Wrong:

  • We needed greater transparency in overall development progress and design decisions
  • We struggled to stay committed to a solid plan during many of the milestone sprints
  • We had a low level of trust with one another and we could have supported our Game Designer’s decisions more

What We Learned:

  • Taking ownership in your task improves the quality of your work
  • Asking more questions is always better than guessing or assuming something
  • Remaining focused on the problem rather than who might be involved with the problem is critical

Gallery