This level was created for Steve Lee's LD Jam 10 with the themes Backwards and Identity. My main goals being to create engaging combat encounters with Halo Infinite's tool set whilst introducing puzzles and AI companions that related to that theme. Link to the Jam Submission can be found here. The final map and mode being available on halo waypoint.
What I did:
When first given the themes for the level jam, my mind went to the Christopher Nolan film Tenet. Liking one scene where the 2 main characters are split by glass, wanting to explore that withing Halo's sandbox.


Quickly blocking out ideas within the engine, as you can see with the grunt gif above, to see what worked and what didn't.
One of the main issues I found when playtesting was not being able to get players through the doors into the combat rooms I created. The way I overcame this was by changing my view on encounter design, focusing on providing the player space to gain control of, and moving that away from the door.
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.

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.

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.

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.

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.

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.
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: