Alien Rogue Incursion - Deep Dive
OVERVIEW
Studio
Survios (Marina Del Rey, California)
Survios is a premier, Los Angeles-based game developer and publisher founded in 2013, renowned for creating immersive, award-winning Virtual Reality (VR) games. Originally emerging from USC's "Project Holodeck," the studio has expanded from VR-only titles to multi-platform experiences, featuring popular IPs like Creed: Rise to Glory and Alien: Rogue Incursion.
My Role
Head of Audio Department, Senior Sound Designer, Audio Producer
Brought in during the final year of a three-year development cycle to stabilize a behind-schedule audio department, rebuild missing systems and pipelines, and lead the team through final ship. Owned audio vision, production planning, cross-discipline alignment, and final mix delivery while directly contributing high-impact sound design, resulting in NAVGTR's Best VR Game Mix of 2024 and a Best VR Game nomination at The Game Awards 2025.

The Project
"Part One of this gripping two-part story thrusts you into the violent world of Alien, where you will uncover the secrets lurking within the GES (Gemini Exoplanet Solutions) facility on LV-354, the enigmatic planet Purdan. This installment stands alone as a complete story yet leaves you hanging on a thrilling cliffhanger."
Engine / Middleware: Unreal Engine 5 • Audiokinetic Wwise
Production Context: Joined during the final year of a three-year development cycle
Team Structure: Audio Lead, Sound Designer, Technical Sound Designer, Audio Code, VO, Composer, Outsourcing (Big Foot Studios Vancouver, Side Montreal, Side LA)
I joined the project late in production, during a critical phase where audio systems, pipelines, and cross-team alignment had fallen behind schedule and were placing overall delivery at risk.
My mandate was twofold:
1. Stabilize and rebuild core audio systems and workflows under extreme time pressure
2. Deliver a shippable, high-quality VR mix that met both creative and technical expectations
Despite the compressed timeline, the project ultimately shipped with a cohesive audio identity and went on to receive NAVGTR's Best VR Game Mix of 2024, as well as a Best VR Game nomination at The Game Awards 2025.


Challenges and Solutions
Challenge: Core audio systems and implementation standards were missing or incomplete late in production.
Action: Identified critical gaps, set clear technical direction, and oversaw the rapid development of scalable foundational systems rather than one-off fixes.
Outcome: Achieved a cohesive, performant audio experience suitable for final ship and long-term stability.
Challenge: Cross-team trust and communication around audio had degraded.
Action: Re-established alignment through clear ownership, shared language, and consistent collaboration.
Outcome: Audio became integrated earlier into decision-making, improving quality and reducing last-minute rework.
Results and Recognition

- WINNER: Best VR Game Mix of 2024 (NAVGTR)
- NOMINEE: Best VR Game (The Game Awards 2025)
- NOMINEE: Best Original Score Video Game (15th Hollywood Music in Media Awards)
- NOMINEE: Immersive Reality Game of the Year (28th Annual D.I.C.E. Awards)
- Successfully shipped a stable, immersive VR audio experience under significant schedule pressure.
- Received strong player and critical feedback highlighting immersion, spatial clarity, and tension.


Key Learnings / Takeaways
- Demonstrated ability to stabilize and recover broken pipelines late in development through leadership and clear technical direction.
- Reinforced reputation as a calm, trusted problem-solver under pressure.
- Deepened expertise in directing VR audio systems, performance tradeoffs, and spatial readability.
- Validated an Audio Director approach centered on clarity, alignment, and execution over heroics.
ADDENDUM
VR to Flatscreen Audio Port
Post launch of the VR development, I led the audio effort for the VR to flatscreen port, overseeing a small internal audio team at Survios to adapt the experience for traditional screen-based platforms while preserving the intensity and identity of the original game.
This work required rethinking audio presentation beyond head-tracked playback, including:
- Rebuilding the spatial mix for non-VR listening contexts, ensuring positional clarity without reliance on head movement.
- Rebalancing dynamic range to translate tension, impact, and detail effectively across speakers and headphones.
- Retuning music and SFX balance to support both cinematic presentation and moment-to-moment gameplay readability.
- Reauthoring select audio content to support newly added scripted moments and animations created specifically for the flatscreen experience.
From a production standpoint, the port operated under a fixed six-month schedule, with all audio scope planned, tracked, and delivered through Jira using milestone-based goals. Audio consistently met every delivery deadline with high-quality results, reinforcing confidence in the department’s predictability and execution.
The flatscreen version successfully shipped on Xbox, PlayStation, Switch, and PC, with leadership viewing the audio contribution as a key strength of the port — particularly in how effectively the VR experience translated to a non-VR format without loss of intensity, clarity, or polish.
