That is me on the right, pointing to the left. I can't remember what I was pointing at but it I'm sure it was very worthy of being pointed at.
My day job is designing videogames, which I've been doing professionally now for 11 years. Yes, it's a real job. I also like to take photographs,
which is why this site is a strange hybrid of videogames and photography.
I worked for Rebellion for over 10 years, working on 11 games for them. I left at the start of 2010
having completed Aliens Vs Predator as Lead Designer.
After an all-too-brief six month contract at the, now sadly closed, Bizarre Creations I am now working at
Sumo-Digital on a top secret project (we like to make things sound exciting).
If you'd like to get in touch with me please drop me an email at:
alex(at)alexanderjamesmoore(dot)co(dot)uk.
In 1999 I joined Rebellion to work on an AvP game and, in 2007, I finally got that chance.
The biggest challenge faced making AvP was ensuring that all three species felt unique, yet similar enough for players to be able to jump between them.
As the Alien only has itself as a weapon and the Predator has oversized wrist blades we focussed a lot on making sure that
the close quarters combat was engaging and fun. And, crucially, making it work in multiplayer where lag can be a huge factor.
The rock-paper-scissors approach we took for the combat filtered across all elements of the game, and was core to creating a balance for three wildly different creatures.
As the Lead Designer I was responsible for overseeing the core mechanics, the campaign structure, managing the design team and ensuring the vision for game was realised.
Towards the end of development I was also involved in the press campaign of the game, working closely with the Sega marketing team, demoing at E3 and being an active voice in the online community.
Putting 4 games (3 single player campaigns and multiplayer) in one box was a challenge like no other and I'm very proud of the work the team did to create one of the stand-out games of 2010.
To date the game has sold over two million copies.
Rogue Trooper is a gem of a game, primarily because we managed to make a fun 3rd person action game that doesn't take itself too seriously. This is backed up across the internet where the comments from players are nearly always positive, even though the reviews had mixed opinions.
So why the disparity? (And why haven't you heard of it?)
It came out towards the very end of the main cycle of the PS2, and it's a 3rd Person action game set in the future on a planet that isn't Earth. It came out a few weeks before Gears of War, also a 3rd Person action game set in the future on a planet that isn't earth, which came out on Xbox360.
When we were making Rogue we thought we were going to be in competition with Gears, and in some way we were. It was only after that we realised that we could of used Gears of War to our benefit as Rogue Trooper does everything Gears does and more.
Its biggest flaw is that is too easy and, because of that, players don't need to use all the abilities we gave them access to. This was a hard lesson to learn and one we rectified to some degree when we made the Wii version later on.
Of all the games I've made, Rogue Trooper lives strongest in my heart. The story, mechanics, audio and feel of the game work beautifully together to create a really fun game.
My first game as not only a Lead Designer but also a Lead Artist, on PSOne and a great learning curve.
Based on a Belgian comic the seven strong team were challenged with making a 3rd Person adventure game inside 6 months.
I'm guessing you've never heard of Largo but, effectively, he's a Belgian
James Bond and one of his main characteristics is that he doesn't kill anyone, unless absolutely necessary.
Therefore the best route to take for making the game was to turn make it more of a stealth game than an action, limiting access to weapons and - when required - using close quarters combat to knock opponents out.
It's a small game (it only takes a couple of hours to get through) but was always intended to be a budget title and, as evidenced from the review in Official PlayStation Magazine above (click the image for a bigger version), we did a good job.
Game | Format | Released |
| James Bond 007: Blood Stone | Xbox360, PS3, PC | Q4-2010 |
| Senior Designer: tutorial design, mission flow and game pacing. | ||
| Aliens Vs Predator | Xbox360, PS3, PC | Q1-2010 |
| Lead Designer: vision holder, direct management of 12 designers, mechanics framework
mission overviews and publisher relations. | ||
| Call of Duty 5: World at War - Final Fronts | PS2 | Q4-2008 |
| Advisor on technical aspects of the mission design and game systems. | ||
| Aliens Vs Predator: Requiem | PSP | Q4-2007 |
| Team liaison with a new team in Banbury, engine and tools training, systems design. | ||
| Rogue Trooper | PS2 | Q2-2006 |
| Lead Designer: Main vision holder for the game, management of 5 designers.
All mechanics specifications, mission plans and detail, story liaison and publisher relations. | ||
| World War Zero: Ironstorm | PS2 | Q1-2004 |
| Senior Artist & Level Design | ||
| Judge Dredd: Dredd Vs Death | PS2, PC, Xbox, GC | Q3-2003 |
| Senior Artist & Level Design | ||
| Rainbow Six: Lone Wolf | PlayStation | Q3-2002 |
| Design & Art Lead | ||
| Delta Force: Urban Warfare | PlayStation | Q3-2002 |
| Technical advisor on mission design. | ||
| Largo Winch: Commander SAR | PlayStation | Q4-2001 |
| Lead Designer: vision holder of the game, all mechanics and mission work. | ||
| GunLok | PC | Q2-2001 |
| Multiplayer Design | ||
| The Mummy | PlayStation | Q4-2001 |
| Level Designer | ||