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 - Arena Gameplay on foot.
Tower North - Gameplay showcasing the South Approach on a Warthog.
Tower South - Arena gameplay against the remaining Wraith.
Tower South - Gameplay Approach on a Scorpion, provided before entering the lake.
Demo Reel Video