During development, we aimed to use marine rescue events to help convey the narrative of the Prison Tower. The original vision included marines held in cages that could be carried and transferred via enemy vehicles. As players approached the POI, they would witness these prisoner transfers in progress—prompting them to act quickly to save the remaining marines. Although the design evolved over time, we retained the core idea of the Banished actively capturing and transporting prisoners, using encounter design and environmental storytelling to convey this theme. Each squad encounter reflected a unique player fantasy: Cayman Squad illustrated the chaos and intensity of trench-style warfare, complete with a no-man’s-land separating opposing sides. Boxer Squad provided a sniper alley setup, allowing for long-range combat and strategic positioning. Titan Squad placed the player with their back to the edge of the ring, creating a last-stand scenario where they fend off waves of Banished using a sniper rifle or other heavy weaponry.
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MY ROLE: As a World Designer, my role focused primarily on level and combat design within the open-world structure. Direction for each Point of Interest (POI)—including narrative and combat themes—was provided from above, and it was the responsibility of the Lead Level Designer and myself to determine the most effective location for that POI on the world map. This required careful consideration of narrative flow, player golden pathing, and ensuring the POI placement supported the intended gameplay experience. My process began with a pitch document, followed by a detailed blockout using block meshes, terrain sculpting tools, and initial mission and combat scripting. Once the POI was in a playable state, it was submitted for review by the Lead Designer. From that point forward, my role evolved into a more production-focused capacity—advocating for the zone across departments and ensuring the original design intent was preserved through to final shipping. In addition to high-level design responsibilities, I also contributed to set dressing, terrain polish, and advanced encounter and mission scripting as needed to support the overall gameplay experience.
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GAME DESCRIPTION: Halo Infinite is the sixth major installment in the Halo franchise—a sci-fi first-person shooter that traditionally followed a linear, story-driven format. With Infinite, the series made a significant shift to an open-world structure, supported by a heavily modified game engine built to accommodate the new scale and design goals. This transition required extensive research and iteration to strike a balance between the franchise’s classic cinematic gameplay and the newfound freedom of open-world exploration—merging deliberate design intent with the most open-ended player experience the series has offered to date.
Boxer Squad Approach and Arena Gameplay
Boxer Squad UNSC Hideout Gameplay
Cayman Squad Arena Gameplay
Titan Squad Approach Gameplay
Titan Squad Arena Gameplay
Demo Reel Video