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Turret Defense - Halo Infinite Interstitial World Design

These two marine rescue POIs are designed as turret alleys. As the player arrives to assist the marines, they face waves of incoming enemies. However, each area includes a fortified, cul-de-sac-style position equipped with a turret—providing the player with a strong defensive advantage and the best chance at successfully saving the marines.
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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.

Pronto Squad - Perched atop a peak in the Excavation Site region, Pronto Squad has established a makeshift encampment near their crash site. However, their presence has drawn the attention of the Banished, setting the stage for a tense rescue scenario.

Pronto Squad - Perched atop a peak in the Excavation Site region, Pronto Squad has established a makeshift encampment near their crash site. However, their presence has drawn the attention of the Banished, setting the stage for a tense rescue scenario.

Pronto Squad - Like many of Halo Infinite’s open-world interstitial spaces, cover and navigation in this area rely heavily on natural terrain features such as trees, rocks, and elevation changes.

Pronto Squad - Like many of Halo Infinite’s open-world interstitial spaces, cover and navigation in this area rely heavily on natural terrain features such as trees, rocks, and elevation changes.

Pronto Squad - Approach Gameplay

Pronto Squad - From the player’s vantage point, they have a clear line of sight across the entire battlefield. The Banished are only partially protected by trees and portable shields, making them vulnerable at range.

Pronto Squad - From the player’s vantage point, they have a clear line of sight across the entire battlefield. The Banished are only partially protected by trees and portable shields, making them vulnerable at range.

Pronto Squad - However, if they manage to close the distance, the UNSC position has minimal cover—creating a high-risk scenario that challenges the player to hold the line effectively.

Pronto Squad - However, if they manage to close the distance, the UNSC position has minimal cover—creating a high-risk scenario that challenges the player to hold the line effectively.

Pronto Squad - Arena Gameplay

Pronto Squad - Top Down Layout

Pronto Squad - Top Down Layout

Foxhound Squad - With fewer trees in the alpine region, cover is primarily provided by rugged, rocky terrain. The encounter emphasizes close-quarters combat, with both the player and enemies equipped with heavy weaponry.

Foxhound Squad - With fewer trees in the alpine region, cover is primarily provided by rugged, rocky terrain. The encounter emphasizes close-quarters combat, with both the player and enemies equipped with heavy weaponry.

Foxhound Squad - Similar to Pronto Squad, the marines of Foxhound have established a makeshift encampment near their crash site. However, Foxhound is much more heavily defended, thanks to the additional supplies salvaged from their crashed Pelican.

Foxhound Squad - Similar to Pronto Squad, the marines of Foxhound have established a makeshift encampment near their crash site. However, Foxhound is much more heavily defended, thanks to the additional supplies salvaged from their crashed Pelican.

Foxhound Squad - Arena Gameplay

Foxhound Squad - Top Down Layout

Foxhound Squad - Top Down Layout

Demo Reel Video