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Prison Island Marine Rescue - Halo Infinite Interstitial World Design

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 - After being dropped off near the Tower, players can deviate from the main path and explore. This area was originally designed as a narrative introduction, where players would witness marines being transported in cages to the Tower.

Boxer Squad - After being dropped off near the Tower, players can deviate from the main path and explore. This area was originally designed as a narrative introduction, where players would witness marines being transported in cages to the Tower.

Boxer Squad - Staying on the main path leads players directly to the marines and immediately triggers the encounter. However, the area is designed with multiple alternate routes, giving players the opportunity to decide their preferred approach style.

Boxer Squad - Staying on the main path leads players directly to the marines and immediately triggers the encounter. However, the area is designed with multiple alternate routes, giving players the opportunity to decide their preferred approach style.

Boxer Squad - With the marines already captured, the player is free to choose how they want to approach the encounter. The area is equipped with a variety of tools—such as vehicles, explosives, and a sniper rifle—alongside a designated sniper alley.

Boxer Squad - With the marines already captured, the player is free to choose how they want to approach the encounter. The area is equipped with a variety of tools—such as vehicles, explosives, and a sniper rifle—alongside a designated sniper alley.

Boxer Squad Approach and Arena Gameplay

Boxer Squad - The nearby UNSC hideout rewards exploration by providing the player with valuable supplies and equipment—offering a strategic advantage if discovered before engaging in combat.

Boxer Squad - The nearby UNSC hideout rewards exploration by providing the player with valuable supplies and equipment—offering a strategic advantage if discovered before engaging in combat.

Boxer Squad UNSC Hideout Gameplay

Cayman Squad - Designed as a gameplay arena, this space features two distinct fronts separated by crashed wreckage. The debris acts as a natural barrier, visually and tactically emphasizing the enemy’s advance toward the marines.

Cayman Squad - Designed as a gameplay arena, this space features two distinct fronts separated by crashed wreckage. The debris acts as a natural barrier, visually and tactically emphasizing the enemy’s advance toward the marines.

Cayman Squad - Inspired by trench warfare, this encounter is structured with two opposing sides—each fortified with cover—separated by a central no-man’s-land.

Cayman Squad - Inspired by trench warfare, this encounter is structured with two opposing sides—each fortified with cover—separated by a central no-man’s-land.

Cayman Squad Arena Gameplay

Mountain located in the Prison Island region, serving as the site for the previously mentioned marine rescue events. My responsibilities included designing player paths, enemy encounter layouts, and marine encampments, among other key gameplay elements.

Mountain located in the Prison Island region, serving as the site for the previously mentioned marine rescue events. My responsibilities included designing player paths, enemy encounter layouts, and marine encampments, among other key gameplay elements.

World Map (Boxer and Cayman Squad)

World Map (Boxer and Cayman Squad)

Titan Squad Top Down Layout

Titan Squad Top Down Layout

Titan Squad Approach Gameplay

Titan Squad - This area was initially envisioned as a dramatic execution site, where Banished forces would kick captured marines off the edge of the ring.

Titan Squad - This area was initially envisioned as a dramatic execution site, where Banished forces would kick captured marines off the edge of the ring.

Titan Squad - After the initial rescue, waves of Banished reinforcements arrive, escalating the encounter. The player has the opportunity to take shelter in a defensible position—equipped with a sniper rifle—and hold off the attackers.

Titan Squad - After the initial rescue, waves of Banished reinforcements arrive, escalating the encounter. The player has the opportunity to take shelter in a defensible position—equipped with a sniper rifle—and hold off the attackers.

Titan Squad Arena Gameplay

Demo Reel Video