Forerunner Incursion

Overview:
  • Quickly designed, prototyped and refined on a level through whiteboxing (blockouts)
  • Used a central mechanic to create unique puzzles for the level jam theme
  • Scripted combat encounters that push players through geometry and enemy placement to create good combat flow
  • Used lighting to help guide the player and enhance the level design

This level was the result of working upon a playable block out that I had created for Steve Lee's LD Jam 10. My main goals being to create engaging combat encounters with Halo Infinite's toolset, a link to the Jam Submission can be found here. Once the Jam was over I had a ton of feedback and ideas of where to take this block out and push it further as well as what to cut, the final map and mode being available on halo waypoint.

What I did:

Goals & IDEation:

When first given the themes for the level jam (Backwards + Identity) my mind immediately went to a different Christopher Nolan Film then the one the jam was drawing inspiration from.
Liking this scene in Tenent where the characters are split apart by glass having 2 action pieces happening at once and felt there was a good amount of stuff you could do with this especially within Halo's Sandbox.

With this I knew I wanted the level to be around 3-6 minutes for scope as well as wanting to try out ideas quickly. Knowing that the combat encounters were the main focus, I got paper plans roughed out quickly before moving into engine.
Finding it easier to experiment with ideas in engine mainly due to having a good grasp of the tools already, however quick sketches where used to get a general sense of flow and structure.

With the main level sequences planned out, I started the blockout. The main issue I found when playtesting was, not being able to get players through the doors into the combat rooms I created.
Being recommended this blog post by Andrew Yoder, which ended up being hugely informative to my design approach going forward with this project, focusing on giving the player sections of map to control and slowly takeover.

Feedback and the cutting room floor:

After a lot of iteration and testing I eventually made it to the Jam deadline with a fully playable block out. It had some good reception but a lot of constructive feedback, the core idea being that in my efforts to split these rooms in half I had kept them too symmetrical.

For example, what became the final sequence of the level is far more focused on the marines in the final version whilst keeping that original idea of racing against the clock to save them from up above. (Some people even missing the fact that the marines were fighting down below in the original blockout version)

Level walkthrough

Mechanical introduction

I start of the level with a simple puzzle to get the player aquainted with the mechanics they'll be engaging with. Using lighting and framing to guide the player through this starting area.

light Puzzle section

Then giving the player a brief puzzle section to get comfortable with these main mechanics. Whilst still challenging them with an aha! moment once they figure it all out.

Freeing the marines

At this point placing a very small combat sequence to prime the player before allowing them to release their marine counterparts and team up to the main section of the level.

Energy sword surprise

The player then entering their first proper combat room. Encouraging them to veer left from the large group of enemies, to be surprised by the Elite that now spots them at the end of the corridor ready to rush them down.

Final rescue

Finishing of the mission with a Brute raining down bullets on your marines buddies whilst being backed up by some Hunters. The player needing to race against the clock to save your fellow marines.

Reflection

Looking back, this project had a lot of interesting ideas, however some more iteration may have allowed a smoother experience for the player. Some of those tweaks I would look at if I where to go back being:

  • The final rescue could use some setup, the doors open and you're not given a lot of time to react to the threat and plan out your strategy in clearing the room, giving some setup time where the enemies aren't immediatley aware of your presence could help with this
  • The intro puzzle ramps quite quickly in difficulty, having more smaller interactions with some small combat encounters sprinkled in could have helped the players have an easier time adjusting to the puzzle
  • Setting up more scenarios for the marines, potentially having it so they held a key of some sort for you to finish the level with, tieing them in nicely rather than just as an addition
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