top of page

Forests & Ruins

Platform | Halo Infinite

Engine | Halo Infinite Forge

Role | Level Design

Team Size | 1

Overview

A blockout study in Halo Infinite's Forge creator, I created a campaign style level, complete with progression, combat encounters, in-game mechanics and a final holdout section with an end boss encounter.

Gameplay

What I Did

  • Blocked out level spaces with focus on landmarking and use of scene framing to direct player attention

  • Symmetrical and assymetrical design in different combat encounters, providing variation and adjusting how players approach each firefight

  • Introduced the player to key door mechanics using a phased method:

    • Introduce the player to the mechanic

    • Place the mechanic in a more complicated environment

    • Recontectualise the mechanic

  • Used visual, node based scripting to implement:

    • Enemy waves and spawning to meet AI limitations

    • Dynamic player spawning

    • Adaptive non-diegetic music

bottom of page