Hello and welcome to my website. My name is Catherine Woolley and I have eight years of experience as a game designer. I'm currently working at The Chinese Room as a Senior Designer but have previously worked at Creative Assembly and EA Bright Light. As well as working on large projects during the week I also enjoy taking part in Game Jams in my free time, I've taken part in over 25 to date.
I love to encourage young people to think about the games industry as a career path, especially through being a STEM Ambassador and with BAFTA Young Game Designers. I enjoy giving talks at events or schools to provide people an understanding of how games can be designed, or any other topics that I'm passionate about.
On this website you can find information on the games that I have worked on professionally within a studio environment, alongside all of the game jams I have worked on, the latter with supporting images and executables that you can download.
If you have any questions about my work, game jams, what I do to support the industry or have any other enquires you can find my contact details at the bottom of the page.
So Let Us Melt is a game for Google Daydream, which I worked on at The Chinese Room, it's a game that tells the story of Custodian 98.
So Let Us Melt was my first experience of developing for mobile, and mobile VR, creating a new set of limitations to work towards. We created an amazing world and injected the Chinese Room drama and story that you'd expect and want to experience, and we hope you enjoy it!
Alien: Isolation has to have been the most exciting and nerve racking game I have worked on to date, I always had a looming thought of what people would think of a single deadly Alien which you couldn't kill, meaning any run-ins and you're instantly dead unless you can sneak out of the situation. I always knew deep inside that we were creating something great, but the reassurance when we announced and later released the game was amazing. Plus I was really happy with how the final product turned out, so much that I'm on my fourth play-through since release.
On Alien: Isolation I worked on a variety of elements through-out the three and a bit years that I was working on it. However I eventually settled on two levels within the story, they became my experiences to evolve and love as I brought them through development. Seegson Comms; the first Android encounter and The Quarantine; the first full Alien encounter. Alongside those levels I was also involved with some of the gameplay mechanics which can be found across the game. These include items such as the Interactive Terminals, Surveillance cameras and Rewire, along with a few others too. Once the game was finished I worked on the Survivor Mode DLC, for this I designed a map in four of the DLC packs from the ground up and worked with other members of the team to get them looking as great as the main game. The DLC maps to this day remain very fond to me as not only was it a great experience to be able to further the game past the story, but as they were focused on encounters with the Alien or other threats from the station it was an example of the game in its purest sense.
Halo Wars 2 was released on Xbox One and Windows in February 2017, developed by Creative Assembly and 343 Industries and released by Microsoft Studios. Halo Wars 2 is a direct sequel to the original Halo Wars set in the year 2559. The Halo Wars games are a real-time strategy where instead of playing as just one character you command your whole UNSC army from a higher top down perspective.
After finishing up on Alien: Isolation's DLC and Japanese release I moved across onto Halo Wars 2 and worked on it for a very large portion of it's development, from an early stage where I designed features and mechanics that the game could have. Creating campaign mission designs on paper bringing them through our various toolsets to being in the game, and seeing them through greybox, to production. Alongside the campaign missions I also designed multiplayer maps which includes Badlands which is a 1v1, 2v2 map. My key work for the campaign was on the The Signal, the prologue mission, where we wanted to create an unsettling enigmatic atmosphere where the player knew as little as the characters.
Flips are a small series of Nintendo DS titles released by Electronic Arts and developed by Electronic Arts Bright Light. The series spanned across seven Nintendo DS titles and seven Nintendo DSiWare titles. Flips are interactive books for kids, helping to try and promote reading for children by adding a little fun into the books.
The Flips series were the first commercial titles that I had worked on and it was an interesting step into the edutainment sector. They originally started out as a set of four titles that would contain a series of books that feature interactive elements to keep children entertained and engaged while they read. They then branched off to have another three titles in a physical format as well as seven DSiWare titles which were improved versions of two of the first products with added camera support. There were set limitations on what we could add in the books, we included features such as; clickable sound effects, animated pictures, collectables, unlockable jokes, arts and crafts ideas. As the series evolved we explored more fleshed out features for the final three; Percy Jackson had a Greek god's family tree and bestiary whereas Mr Gum had a "messy room" and Mr Gum soundboard. Then finally with the Enid Blyton Adventure series we had original images created and a jigsaw puzzle for each book. Overall the Flips games are a great selection of books containing between 5 and 8 books dependent on the title, and are a great way to try to interest children to read books on their Nintendo DS.
Harry Potter and the Deathly Hallows Part 1 and Part 2 were the last two Harry Potter games developed by EA Bright Light which were tie-ins with the final two films of Harry and his magical career. The Deathly Hallows titles tried to be a little bit different from the previous Potter experiences by instead being a third person cover spellcasting game.
Deathly Hallows Part 1 featured Kinect exclusive segments that player could play single player and co-operatively in an on-rails environment allowing you to cast a multitude of spells as Harry/Ron/Hermione. I worked on the Kinect levels designating the splines, enemy distribution, balancing of timing, scoring and ranks along with play-testing. Along with this I worked on multiple levels across the game while also being in charge of ensuring the dialogue was scripted into each level and played when required.
Deathly Hallows Part 2 was quite a different experience. I was involved in the early level design process which then evolved into developing a whole level from start to finish during the game's short development.
When an opportunity arises in the way of 48 hour game jams you can usually find me taking part. I have taken part in over twenty game jams which have been for; the Global Game Jam, Ludum Dare and Creative Assembly's Franco Jam. When taking part in the Global Game Jam I work as part of a team to create the game. Meanwhile for Ludum Dare I will work alone to test my abilities, as you can always surprise yourself with what is achievable in a small amount of time.Read more details
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Alternatively you can download my CV below, however if you would like a full CV with references and full employment history please send me an e-mail requesting it.