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The Sequence Towers - Halo Infinite Interstitial World Design

In the level "The Sequence", Master Chief is transported to a new region of the Zeta Halo Ring, where he must disable four Forerunner locks located within distinct towers scattered across the open world. Each tower is initially inaccessible, requiring players to complete a combat encounter before Cortana can interface with the structure. For this mission, I collaborated closely with Daedra Christopher along with the Lead Level Designer and Lead World Artist to determine the optimal placement of each tower—balancing world composition, narrative pacing, and player flow. My primary design challenge was crafting engaging combat scenarios that would remain fun and functional regardless of the player’s approach. This meant accounting for all possible angles of entry, vehicle types, weapons, and equipment combinations—ensuring a flexible, dynamic experience that embraced the freedom of open-world gameplay while retaining strong encounter design principles.
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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.

Tower North - The main approach, accessible via a Banished bridge, provides the player with a Ghost vehicle and offers a balanced amount of cover and distance from enemy forces—creating a fair yet engaging entry point for the encounter.

Tower North - The main approach, accessible via a Banished bridge, provides the player with a Ghost vehicle and offers a balanced amount of cover and distance from enemy forces—creating a fair yet engaging entry point for the encounter.

Tower North - The central theme of this POI is the Ghost—an hovering vehicle equipped with turrets. Its speed and omni-directional movement make it effective for flanking enemies and navigating the terrain, making it especially fun to launch off ramps.

Tower North - The central theme of this POI is the Ghost—an hovering vehicle equipped with turrets. Its speed and omni-directional movement make it effective for flanking enemies and navigating the terrain, making it especially fun to launch off ramps.

Tower North - Arena Gameplay on foot.

Tower North - Another approach is through a hex cave located to the east. While it features its own combat encounter and a collectible, it offers direct access to the tower—though with significantly less cover, increasing the challenge for players.

Tower North - Another approach is through a hex cave located to the east. While it features its own combat encounter and a collectible, it offers direct access to the tower—though with significantly less cover, increasing the challenge for players.

Tower North - Upon exiting the hex cavern, the player is given a clear line of sight to the tower. However, limited cover in this area shifts the tactical advantage to the Banished, creating a high-risk approach that demands careful positioning.

Tower North - Upon exiting the hex cavern, the player is given a clear line of sight to the tower. However, limited cover in this area shifts the tactical advantage to the Banished, creating a high-risk approach that demands careful positioning.

Tower North - When approaching from the west, players encounter the tower perched atop a cliff, limiting their visibility and creating a sense of uncertainty about what lies ahead.

Tower North - When approaching from the west, players encounter the tower perched atop a cliff, limiting their visibility and creating a sense of uncertainty about what lies ahead.

Tower North - Gameplay showcasing the South Approach on a Warthog.

Tower North - Top Down

Tower North - Top Down

Tower North - World Map

Tower North - World Map

Tower North - WIP Design Geo

Tower North - WIP Design Geo

Tower South - The primary approach equips the player with multiple powerful options: a Forward Operating Base (FOB), a footpath leading to a rocket launcher, and access to a tank. This setup supports heavy-duty combat—ideal for taking on the tower.

Tower South - The primary approach equips the player with multiple powerful options: a Forward Operating Base (FOB), a footpath leading to a rocket launcher, and access to a tank. This setup supports heavy-duty combat—ideal for taking on the tower.

Tower South - Heavily guarded with 2 Wraiths and dozens of enemies, the encounter emphasizes large-scale, explosive engagements that showcase Tank-warfare.

Tower South - Heavily guarded with 2 Wraiths and dozens of enemies, the encounter emphasizes large-scale, explosive engagements that showcase Tank-warfare.

Tower South - The central theme of this POI is tank combat, featuring a showdown between the player in a Scorpion and Banished forces supported by two Wraiths.

Tower South - The central theme of this POI is tank combat, featuring a showdown between the player in a Scorpion and Banished forces supported by two Wraiths.

Tower South - Arena gameplay against the remaining Wraith.

Tower South - Approaching from the FOB, players can deploy and take a tank with them toward the Tower, offering a powerful but slower assault option. Alternatively, a footpath leads to an elevated UNSC camp, providing a higher vantage point.

Tower South - Approaching from the FOB, players can deploy and take a tank with them toward the Tower, offering a powerful but slower assault option. Alternatively, a footpath leads to an elevated UNSC camp, providing a higher vantage point.

Tower South - Gameplay Approach on a Scorpion, provided before entering the lake.

Tower South - The elevated UNSC camp offers light environmental storytelling left behind by surviving marines. It also rewards exploration by providing a rocket launcher and additional ammo—tools that prove especially useful against the upcoming Wraiths.

Tower South - The elevated UNSC camp offers light environmental storytelling left behind by surviving marines. It also rewards exploration by providing a rocket launcher and additional ammo—tools that prove especially useful against the upcoming Wraiths.

Tower South - Top Down

Tower South - Top Down

Tower South - World Map

Tower South - World Map

Tower South - WIP Design Geo

Tower South - WIP Design Geo

Demo Reel Video