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HALO INFINITE

As a Level Designer at Certain Affinity, I contributed to the development of a Halo Infinite battle royale mode in collaboration with Halo Studios (formerly 343 Industries). This mode featured an expansive open-world map designed to support 60+ players in intense, large-scale combat scenarios. My responsibilities were pivotal in delivering a seamless and engaging experience for players, balancing gameplay design, visual storytelling, and technical performance. Below is an overview of my contributions:​

Core Responsibilities


1. Vehicle-Optimized Map Design

I ensured the map accommodated the diverse Halo Infinite vehicle sandbox, ranging from nimble vehicles like the Ghost to heavy tanks and airborne units such as the Wasp. My designs focused on crafting terrain and pathways that provided balanced, exciting opportunities for vehicular combat and navigation.

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2. Forerunner Section Design

I owned the design and blocked out the Forerunner-inspired areas of the map, ensuring they adhered to the distinct design language of this advanced alien race. These sections needed to blend visually with the map while retaining their own unique identity.

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3. Line-of-Sight Balancing

Maintaining fair and engaging gameplay for all players required meticulous tuning of sightlines across the map. I balanced opportunities for both snipers and close-quarters combat specialists while keeping the map intuitive and navigable.

Key Design Choices and Implementations


1. Layouts Reflecting Forerunner Aesthetic

- Highlighted Forerunner design principles through sharp angles, clean lines, and symmetrical layouts.
- Integrated shapes such as hexagons and triangles to evoke mathematical precision and an advanced alien aesthetic.
- Created monumental, monolithic structures that dwarfed players and vehicles, reinforcing the ancient and imposing nature of the Forerunner civilization.
- Ensured the structures were visually striking while serving as effective cover, chokepoints, and tactical vantage points.

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2. Vehicle-Friendly Pathways and Terrain

- Designed and tested paths for a variety of vehicles, ranging from nimble vehicles like the Ghost to heavy tanks and airborne units such as the Wasp, which has distinct metrics considerations.

- Example of the paths include open fields for high-speed pursuits, strategically placed ramps for advanced maneuvers, and narrow passages for tactical ambushes.

- To balance the combat experience between infantry and vehicle, I added dragon teeth like structures on the edge on the vehicle paths to ensure infantry always have access to covers which prevents vehicles from being over-powered.

- Painted terrain to smooth out bumpy edges, balanced slope angels, and rivers to add some unique flavours.

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3. Line-of-Sight and Combat Balance

- Focused on maintaining a cohesive flow while breaking up overly long sightlines to reduce frustration and promote tactical variety through elevation changes, strategic cover placements, and natural elements like vegetation.

- Iteratively adjusted sightlines based on extensive playtesting and feedback.

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4. Player Navigation and Orientation

- Designed visually distinct landmarks and environmental markers (usually are very large POIs or Alien structures like gates, bridges, caves, etc...) to guide players across the large, open map.
- Balanced aesthetic appeal with functional clarity to enhance player experience without compromising gameplay flow.

Impact and Results

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  • Delivered a polished and immersive section of the map that balanced Halo's iconic combat dynamics with the freedom and scale of a battle royale mode.
     

  • Earned high praise from playtesters and directors for the quality and effectiveness of the design.

actual work:

the content I worked on is still under NDA so I cannot display them here as I did for New World or COD:Mobile, but let me know if you wish to see video recording of the map and flythroughs. I can send them to you personally.

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