Luke Rowlatt
Forests & Ruins
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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
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Blocked out level spaces with focus on landmarking and use of scene framing to direct player attention
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Symmetrical and assymetrical design in different combat encounters, providing variation and adjusting how players approach each firefight
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Introduced the player to key door mechanics using a phased method:
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Introduce the player to the mechanic
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Place the mechanic in a more complicated environment
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Recontectualise the mechanic
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Used visual, node based scripting to implement:
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Enemy waves and spawning to meet AI limitations
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Dynamic player spawning
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Adaptive non-diegetic music
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