Building A New Design Team

 

Halo Infinite is a first-person shooter. In the game's story mode, players assume the role of Master Chief, as he wages a war against the Banished, an alien faction fighting for control of the Zeta Halo. Players traverse the open world Zeta Halo, fighting the Banished with a mixture of new vehicles and weapons. The campaign mode's semi-open world structure allows players to freely explore parts of the ring-world Zeta Halo setting, which are segmented off from each other and initially impassable. Scattered across the environment are Forward Operating Bases (FOBs), which can be captured once cleared of enemies. Captured bases serve as fast-travel points. Other points of interest found across Zeta Halo's surface include "high-value targets" to eliminate, Marine squads to rescue, and Banished propaganda towers to destroy. Completing these side objectives earns the player Valor, which is used to earn weapons and vehicles that players can call in from FOBs. The more linear environments within the ring's surface hew more to traditional Halo mission design.

Partnering with 343 Industries, Skybox Labs sought to recruit a new lineup of combat experienced level designers and establish a new development team, responsible for all open world combat encounters and FOB’s. Having recently shipped Gears 5, I was hired on as the Lead for this brand new team. After a few weeks of onboarding new systems, establishing new pipelines, and trips to Redmond to build rapport with our 343 counter-parts, it was time to start building a team. I was given the opportunity to evaluate potential team members from a list of candidates, hold interviews and design tests, and eventually selected the right people for the job. Whilst eagerly waiting for their start-dates, I looked back at my experiences on Gears 5 and worked together with 343 to put together a new Encounter Design Document, which established a precedence for crafting well-engaging combat challenges in the Halo universe.

During the new member’s onboarding, I designed and implemented a new encounter system which would allow my team to rapidly deploy handcrafted encounter challenges across 250+ areas of the open world, and present players with the tools and correct level of challenge based on their current condition. After a little less than a year of development, Covid hit and tragic family matters required my full attention.

Working on such an iconic franchise and career opportunity, furthered my design capabilities and personal development.

Responsibilities

Level Design Lead - World Encounters

Lead Responsibilities

  • Point of contact for 343 Industries

  • Established new level design team, responsible for all world encounters and completed campaign sites

  • Established team pipelines and task schedules

  • Interviewed new-hire candidates

  • Trained, mentored, supported, and reviewed design team members

  • Team size: 5 Level Designers

Level Design

  • Designed and authored the Halo Encounter Design Document

  • Identified and coordinated 250+ world encounter locations

  • Designed and implemented 40+ encounter locations. Each containing 3-5 possible unique variations

Systems Design

  • Dynamic Encounter Zone System

 

Dynamic Encounter Zone System


250+ World Encounter Locations


Halo Encounter Design Document