Aliens: Fireteam Elite

Cold Iron Studios · 2022

Aliens: Fireteam Elite

Aliens: Fireteam Elite is a 3rd person cooperative survival game set in the iconic Alien Universe. Working closely with developer and publisher, Cold Iron Studios, we utilized the Unreal Engine to design and develop new maps and environments to the core game as downloadable content.

Client
Cold Iron Studios
Year
2022
Disciplines
DesignArt
Platforms

01 Background

Expanding the Alien universe through co-development

Aliens: Fireteam Elite is a third-person cooperative survival game set in the iconic Alien universe. Devhouse worked closely with Cold Iron Studios to design and develop new maps and environments as downloadable content. The assignment placed our team inside an established game with a distinct visual language, proven combat systems, and an active player community. Every addition needed to feel like a natural extension of the experience rather than a separate piece of content.

02 Challenge

Designing a readable, high-pressure horde map

Design, build, and launch an exciting horde map that seamlessly integrates with existing systems and adheres to client design constraints. The space needed to support sustained cooperative combat, readable navigation, and the escalating pressure players expect from the mode. At the same time, its atmosphere and environmental storytelling had to remain unmistakably grounded in the Alien universe.

03 Constraints

Integrating with an active Unreal production

The work had to fit an active production pipeline, established game systems, and the creative expectations of the Alien IP. Our contributors needed to respect existing tools, performance targets, encounter logic, and review processes while moving quickly enough to support a live production schedule. The solution also had to integrate cleanly without creating unnecessary maintenance work for the core team.

04 Technical approach

Embedding level design, art, and engineering

Devhouse integrated directly with the development team, adapting to existing Unreal Engine tools and priorities while maintaining clear communication and dependable delivery. We worked within the partner's established conventions, using frequent reviews to keep level design, environment art, and technical implementation aligned. This embedded approach allowed questions to be resolved close to the work and helped the team iterate without slowing the broader production rhythm.

05 Timeline

Shipping DLC alongside a live roadmap

The map was delivered as part of the game's post-launch downloadable-content production. Work progressed alongside an active development roadmap, requiring the team to coordinate implementation, feedback, validation, and final polish with the partner's release priorities. Clear ownership and regular communication helped each phase move forward without disrupting ongoing support for the base game.

06 Outcome

Expanding capacity without slowing production

01

Fast integration

Experienced contributors became productive inside an active development environment, learning the team's tools and conventions while contributing meaningful work to the release.

02

Shared ownership

Direct collaboration kept decisions close to the people implementing the work, reducing handoffs and helping creative and technical feedback turn into action quickly.

07 Lessons Learned

Co-development works best inside the team

Embedding experienced contributors directly into the partner's workflow kept technical decisions close to implementation and helped the team become productive quickly. Shared tools, direct communication, and clearly defined ownership made it easier to respond to feedback without adding layers of coordination. The project reinforced that co-development works best when the external team operates as part of production rather than alongside it.

Partner perspective

What our partners say

Devhouse was a great partner, responsive to feedback, and EXCEEDED EXPECTATIONS with the depth of their CREATIVITY and their attention to DETAIL. I would welcome the opportunity to work with them again!

Portrait of Colin KawakamiColin KawakamiDirector of External Production · Cold Iron Studios
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