About Me

I’m Alex Moore. I started making levels for Doom back when I was about 15, which then led on to mapping for Quake, which in turn led on to getting a job as a level designer in the games industry.

That was over 14 years ago, and I now pride myself on being a Lead Designer who has a broad range of skills and a good understanding of what it takes to make great games. I’ve currently got 16 published credits to my name, of which I’ve been a Lead Designer on four, the most recent of which was Aliens Vs Predator 2010.

I started my career working for Rebellion, where I stayed for over 10 years, before leaving to work at Bizarre Creations. After a six month contract they, unfortunately, closed and I headed over to the other side of the Pennines to work at Sumo-Digital.

After eighteen months I moved back to Liverpool, and am currently a freelance digital media and videogame designer. If you require design assistance or advice on your project, no matter how big or small, please drop me a mail at: alex(at)alexmoore.me.uk.

Full published credits

These are all the published games I’ve worked on:

Game Format Released
Run Sackboy! Run! iOS, Android, PS Vita Q4-2014
Game, mission, analytics and level design.
The Playroom PS4 Q4-2013
Design Consultation and Companion App design and prototypes
Xbox Fitness Xbox One Q4-2013
Preliminary design work, including screen flows, stat tracking and competitive analysis
Nike+ Kinect Training Xbox360 Q4-2012
Senior Designer: Fitness trainer AI, feedback design and dialogue systems.
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 frameworkmission 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