Luke Rowlatt
Level Designer | Writer
Spartan Souls (WIP)




Platform | PC
Engine | Halo Infinite Forge
Role | Solo Developer
Team Size | 1
Overview
Spartan Souls was built with the goal of creating a souls-like style game within the confines of Halo Infinite's game system, complete with souls collection, bonfires, levelling, and boss battles. I also approached this with a desire to learn how FromSoftware approached their level design, and try to evoke the same feelings I had while exploring the worlds of Elden Ring and Dark Souls.
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Players would enter the single-player experience, encounter enemies as they explored and found new items, culminating in a final boss battle at a grand cathedral.​
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When starting the project I had four main goals I wanted achieve in the game:
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Bonfires: An interactable asset for respawning and levelling
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Level Design: Engaging spaces that encouraged exploration while also balancing player guidance
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Spells and Weapons: Unique items that set the game apart from the usual Halo experience
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Bosses: Climactic fights that let the player test the skills and items they had acquired
What I Did
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Planned overall level design and blocked out the space with in-game design assets
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Designed unique gameplay mechanics including
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'Bonfire' interaction for respawning and levelling up​
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Custom equipment to create spells and player buffs
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Unique enemy types that delivered player debuffs
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Scripted game systems using visual node scripting
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Completed rigorous playtesting to re-balance enemy and player traits
Planning and Pre-Production
Research:
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Dark Souls Undead Burg
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Elden Ring - Limgrave Entrance (include image with highlighted landmarks/points of interest - Stormveil Castle, nearby church, clear NPC and Site of Grace)
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Themes and Inspirations:
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Gothic churches and cathedrals (Notre Dame, Sagrada Familia Cathedral)
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Dominating structures to make the player feel small and insignificant​
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Leyndell x Limgrave
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Crossover of buildings stacking on top of one another vs. the open nature of Limgrave​
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Raya Lucaria - The traversal of rooftops (the sense that the player is breaking the rules going where they shouldn't, and the happy surprise of finding a hidden item)​​
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Images to include:
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Sketch Designs! Lots and lots! (Everything we got!)
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Bubble Diagram?
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Digital Mockup?
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Documentation
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Task tracking

Mechanics
*Discuss about mechanic design, and scripting implementation (show screenshots of the scripts!)
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Core Mechanics:
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Bonfire interaction (triggers levelling, AI respawning, and updates respawn location)
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Discuss AI respawning at length, and mention engine bugs that I had to work around (e.g. AI traits)​
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Equipment, spells, and debuffs (highlight on poison and spell casting)
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AI Bot Invaders
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Elevators and one-way doors​
Level Blockout
Talk about the level design and reasoning behind the blockout and any changes.
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Important Notes:
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The key beats (include beat chart?)
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Outskirts > Plains > Library > Rooftops > Boss​
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City Entrance > Courtyard > Sewers > Cathedral
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Redesigns
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Sewers implemented due to scaling trouble​
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Redesign of the library entrance (AI detecting player, lack of visual interest, uninteresting combat)​​
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Inclusion of tutorial mines (introducing key mechanics, landmark and landscape reveal upon exit)
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-Work In Progress-
This page is still under development as the level and game mode goes through production. Release date unannounced.