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.

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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.

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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

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  • 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.
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UploadVR.com

"Alien: Rogue Incursion's sound design is outstanding and really enhances the immersion. The game's musical score, combined with meticulously crafted sound effects, all come together to enhance the horror atmosphere nicely... I remained on edge throughout my entire playthrough."

Gamecritix.co.uk

"The sound design is one of the game’s greatest strengths. The iconic ambient soundtrack, explosive weaponry, and visceral enemy sounds—hisses, screeches, and stealthy footsteps—craft a deeply immersive audio landscape that greatly contributes to the sustained tension. The use of silence and distant noises often makes encountering a Xenomorph terrifying and unforgettable."

Cinelinx.com

"To add to the stellar experience is godly sound design to amplify literally everything. You can hear Aliens crawling around or growling all around you, but that just makes any real sound startle you entirely. There were many moments where I quickly turned and it was just a box falling, or a wire zapping the wall."

hardcoregamer.com

"The 3D sound design implemented into the PlayStation 5 shines perfectly... Players won't be able to tell if there's a Xenomorph actually in the vents above or if things are just making noise. The directional aspect of the sound design is important for survival... Players will be looking around for Xenomorphs much like what is done in the movies...The rifle provides that nostalgic sound."

astrobe1

"From the clanks and hisses to the atmospheric sound effects of drips and the patter of overhead vents. The opening of doors, tools like the cutter, echo of gunfire and hiss of the aliens. Everything is an audio treat. The sound design on this game is the best I’ve experienced in VR and it was only watching my own video recordings could I pick out all the details....Of 2024 this has been my favorite game, a real treat for Alien fans, and the audio sets a high bar."

bmackVR

"...The sound design is absolutely stellar.  This game is an auditory feast that any Alien fan will appreciate.  Great audio is the soul of a game and Alien Rogue Incursion nails it."

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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.

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