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POI Neon & Crushers - Halo Infinite Interstitial World Design

POI Neon is the internal name for this location. It was originally designed as the introduction to the Crusher enemy type. In the initial concept, the Crusher would be held captive by the Banished, and the player could choose to release it—triggering chaotic multi-faction combat between the Crusher, the Banished, and the player.
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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.

Originally conceived as a sinkhole hiding a Forerunner ruin, the area gradually expanded in scope to include a Crusher encounter, hidden collectibles, multiple entry and exit routes, and an additional POI located above the sinkhole.

Originally conceived as a sinkhole hiding a Forerunner ruin, the area gradually expanded in scope to include a Crusher encounter, hidden collectibles, multiple entry and exit routes, and an additional POI located above the sinkhole.

When designing this space as an arena for the Crusher encounter, the cavern was intentionally crafted to feel large yet relatively claustrophobic. This layout allowed the Crusher to leap across the space, kill enemies, and be a hazard for the player.

When designing this space as an arena for the Crusher encounter, the cavern was intentionally crafted to feel large yet relatively claustrophobic. This layout allowed the Crusher to leap across the space, kill enemies, and be a hazard for the player.

The Crusher required a large, open space to navigate and attack effectively. To balance this, I incorporated several side pockets along the outer edges—tight, close-quarters hallways that offered players opportunities to take cover and regroup.

The Crusher required a large, open space to navigate and attack effectively. To balance this, I incorporated several side pockets along the outer edges—tight, close-quarters hallways that offered players opportunities to take cover and regroup.

POI Neon Arena Gameplay

The player is naturally drawn toward the sinkhole through the use of Forerunner ruins and Banished set dressing.

The player is naturally drawn toward the sinkhole through the use of Forerunner ruins and Banished set dressing.

The Forerunner ruins are visible from many vantage points throughout The Sequence level, subtly signaling to the player that these areas hold secrets worth exploring and encouraging curiosity-driven navigation.

The Forerunner ruins are visible from many vantage points throughout The Sequence level, subtly signaling to the player that these areas hold secrets worth exploring and encouraging curiosity-driven navigation.

POI Neon Approach Gameplay

Upon exiting the cave, players can choose to proceed on foot or take the provided Warthog, which offers a faster route complete with various ramps for dynamic, fun traversal along the way.

Upon exiting the cave, players can choose to proceed on foot or take the provided Warthog, which offers a faster route complete with various ramps for dynamic, fun traversal along the way.

Whenever possible, I made a conscious effort to position the player near the edge of the Halo ring, providing sweeping vistas that emphasize the scale of the environment—reinforcing the sense of awe and immersion in the ring’s massive world.

Whenever possible, I made a conscious effort to position the player near the edge of the Halo ring, providing sweeping vistas that emphasize the scale of the environment—reinforcing the sense of awe and immersion in the ring’s massive world.

POI Neon Vehicle Gameplay

Demo Reel Video