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Atomfall: Wicked Isle DLC Promotional Art
Atomfall: The Red Strain DLC Promotional Art
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Project Synopsis:

Fight to survive the quarantine zone.

A survival-action game inspired by real-life events, Atomfall is set five years after the Windscale nuclear disaster in Northern England.

Explore the fictional quarantine zone, scavenge, craft, barter, fight and talk your way through a British countryside setting filled with bizarre characters, mysticism, cults, and rogue government agencies.

Roles:

Game (Systems) Designer

 

Dates:

Aug 2024 - Present

Tools:

Rebellion Proprietary Tech

Aslan

Jira

Confluence

Perforce

Elastic

Adobe CC

Microsoft Office Suite

 

Platforms:

Windows

PS4, PS5

Xbox One, Xbox Series X|S

Overview:

I joined the Atomfall team towards the end of the development of the base game as a Game Designer and remained on the project until both DLCs were complete, marking the end of the project. During my tenure, I was the primary Systems Designer on the project and so inherited ownership and responsibility over the majority of the game's systems. I worked closely with multiple teams, with frequent engagement with the Combat and Narrative designers to ensure systems were meeting stakeholder needs. My duties included overseeing of:

  • ​Balancing the Status Effects systems for the player and AI across all difficulties

  • Balancing environment hazards in conjunction with the Status Effects

  • Balancing the Bartering system across all difficulties

  • Balancing the Crafting system and all recipes

  • Balancing player skills and abilities within the Skills system

  • Balancing all consumable player items

  • Implementation and supporting key Accessibility systems, particularly the Audio Aiming System

  • Loot distribution and balance passes across the entire game and all difficulties

  • Implementing SD and HD rumbles for PS5 and Xbox controllers

  • Designing & implementing DLC content

  • And so much more!

Detailed Project Contributions - Base Game, Pre-Order & Deluxe Editions:

Status Effects

  • Created bespoke Excel spreadsheet containing all status effects data to help easily plug in and preview the outcome of number changes on player and AI health before implementing them in engine

  • Balanced and adjusted all debuff status effects applied to the player & AI

  • Balanced and adjusted all player buff status effects

  • Worked with the UI lead when adjusting the buff exclusive groups to allow the player to have multiple buffs active at once whilst ensuring it would not be cognitively overwhelming

  • Balanced all hazards which apply status effects

  • Adjusted specific Infection spore cloud hazards post-launch to ensure they met Narrative's requirements

  • All balance work done across all difficulties

Player Skills and Abilities

  • Implemented initial balancing of Training Stimulant costs for base game Skills

  • Balanced the effects of base game Skills

  • Worked with the Combat Designers to balance combat-specific Skills

Economy, Loot and Crafting

  • Balanced the crafting costs of items

  • Balanced the effects of consumable items

  • Balanced the bartering profiles of traders, including their stock, what they restock, what items they value and dislike, and what items they do and don't drop on death

  • Set up Confluence spaces identifying areas which would make for interesting loot locations throughout the game

  • Setting up and populating of resource points across the game

  • Setting up and adjusting loot tables within the Loot Distribution system to populate loot economy

  • Loot balance passes done across the entirety of the base game for all difficulties

  • Worked with the Combat Designers to adjust the loot drops from slain AI across all difficulties

  • Worked with Narrative to set up Pre-Order / Deluxe edition exclusive metal detector skin and recipes

  • Utilised Elastic to assist with all loot balance pass work pre- and post-launch

Accessibility Systems

  • Supported the Senior Accessibility Designer with implementing & tracking the progress of key accessibility systems, specifically the Audio Aiming System and Aim Snap System

  • Ensuring that all game content supports these systems suitably, from environment objects like barrels and tripwires to ensuring weak points on all AI are reflected with absolute precision

  • Visit https://atomfall.com/accessibility for more details

Controller Vibrations

  • Implemented controller vibration support for Xbox and PS controllers, including SD and HD rumbles for PS5 controllers

  • Implemented the vibration support on all in-game hazards, traps, Skills, status effects, crafting actions, and significant AI such as the Robots and Triffids

AI

  • Implementing the Accessibility systems to ensure all weak points are easily identifiably to players, including on Swarm nests

  • Supporting the Combat Design team by ensuring AI attacks appropriately affect the player and inflict damage at suitable animation frames

  • Bug fixing areas of AI pathing to improve quality of NPCs

Miscellaneous

  • Supported the Narrative team in their text localisation work by creating & maintaining a set of glossary pages to log and track all text used by the entire Game Design team and ensuring Designers contributed entries based on their area of focus

  • Created & maintained a set of Collectibles pages to track all metal detector caches, lunchboxes, comics and other significant collectible items throughout the base game

  • Overseeing Designers on additional systems work, such as achievements, and ensuring members are suitably mentored on all systems

  • Provided thorough QA support for various bugs encountered and ensuring bugs were appropriately assigned for fixes

  • Provided thorough design-focused feedback on game systems & feel upon joining the project

Detailed Project Contributions - "Wicked Isle" Story Expansion:

Player Skills and Abilities

  • Designed and implemented "Wicked Isle" DLC Skills, including Training Stimulant costs

  • Balanced the effects of "Wicked Isle" DLC Skills

  • Set up tutorial elements as necessary for DLC content and worked with Narrative to ensure messages did not detract from key story moments

  • Set up the different outlines used by the Attunement skill & pushed for full outline colour picker support for accessibility

  • Worked with Level Design, Combat Design and Code teams to ensure Attunement didn't reveal hidden AI and disrupt encounters for both "Wicked Isle" and "The Red Strain"

  • Worked with Narrative to implement desired quest flow to reward certain Wicked Isle DLC Skills

  • Balanced Training Stimulant costs for Wicked Isle DLC Skills

  • Balanced the effects of DLC Skills

  • Worked with the Combat Designers to balance combat-specific Skills

Economy, Loot and Crafting

  • Set up Wicked Isle DLC exclusive metal detector upgrade, recipes, and detector caches

  • Designed and implemented "Wicked Isle" DLC items & recipes

  • Implemented and supported the implementation of loot distribution in the "Wicked Isle" DLC

  • Balanced the crafting costs of items

  • Balanced the effects of crafted items

  • Balanced the bartering profiles of traders, including their stock, what they restock, what items they value and dislike, and what items they do and don't drop on death

  • Balanced the item drop rates for Infection Samples and Infected Honeycombs after acquiring the Infection Expert skill

  • Utilised Elastic to assist with all loot balance pass work pre- and post-launch

Miscellaneous

  • Supported the Narrative team in their text localisation work by creating & maintaining a set of glossary pages to log and track all text used by the entire Game Design team and ensuring Designers contributed entries based on their area of focus

  • Created & maintained a set of Collectibles pages to track all metal detector caches, lunchboxes, comics and other significant collectible items throughout the DLC

  • Overseeing Designers on additional systems work, such as achievements, and ensuring members are suitably mentored on all systems

  • Provided thorough QA support for various bugs encountered and ensuring bugs were appropriately assigned for fixes

  • Sorted out the initial set up needed for the "Wicked Isle" DLC's in-app purchase checks so Wicked Isle's content would not bleed into the base game unintended

Detailed Project Contributions - "The Red Strain" Story Expansion:

Player Skills and Abilities

  • Designed and implemented "The Red Strain" DLC Skills, including Training Stimulant costs

  • Balanced the effects of "The Red Strain" DLC Skills

  • Set up tutorial elements as necessary for DLC content

  • Balanced Training Stimulant costs for "The Red Strain" DLC Skills

  • Balanced the effects of DLC Skills

  • Worked with the Combat Designers to balance combat-specific Skills

  • Worked with relevant disciplines to implement & balance the reprogramming feature, ensuring that it functions across all areas of the game

Status Effects

  • Designed and implemented Contamination ('the Red Strain') related buffs and debuffs

  • Balanced the effects of Contamination from all sources

  • Designed and implemented the Mist Bomb's status effect on the player and AI

  • Balanced the effects of the Mist Bomb's debuff on players and AI

Economy, Loot and Crafting

  • Designed and implemented "The Red Strain" DLC items & recipes

  • Balanced the crafting costs of items

  • Balanced the effects of crafted items

  • Balanced the item drop rates for the Red Strain Sample

Miscellaneous

  • Designed and implemented new environmental hazards for use in the DLC

  • Balanced & bug fixed issues which arose when implementing the reprogramming feature

  • Improved the sandbox level setups of Contamination pools and clouds to more precisely match player expectations for the range/areas these hazards appear to cover

  • Prototyped and implemented final versions of the Security Terminal for the Narrative team

  • Supported the Narrative team in their text localisation work by creating & maintaining a set of glossary pages to log and track all text used by the entire Game Design team and ensuring Designers contributed entries based on their area of focus

  • Created & maintained a set of Collectibles pages to track all metal detector caches, lunchboxes, comics and other significant collectible items throughout the DLC

  • Overseeing Designers on additional systems work, such as achievements, and ensuring members are suitably mentored on all systems

  • Provided thorough QA support for various bugs encountered and ensuring bugs were appropriately assigned for fixes

Copyright © by Michael Slape

All content and trademarks are property of their respective owners.
 

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