Fusion
Role: Level Designer
Type of Project: Personal Solo
Duration: January 2025 - April 2025
Software: Halo Infinite Forge
Overview
Created a 4v4 objective-based multiplayer map as a natural progression from Crane.
Applied knowledge from various shooter subgenres: hero shooters, tac shooters, arena shooters, and large-scale sandbox shooters.
Focused on reinforcing core multiplayer PVP map design principles while evolving my design process.
Pre-Production
Planning & Research
Analyzed top-down layouts of Halo Infinite maps: Aquarius, Bazaar, Catalyst, Forbidden, Live Fire, and Streets.
Studied lane structures to inform my own layout design.
Addressed concerns that Forerunner-themed interior maps in Halo Infinite felt less effective for multiplayer.
Researched how Forerunner architecture influences level flow, noting its openness suited single-player more than PVP.
Focused on crafting a compelling lower section, an aspect often underdeveloped in student multiplayer maps.
Developed a top-down layout based on research findings.
Planning and Playtest Documents
Lane Design & Objective Placement
Designed three primary lanes to support Capture the Flag and King of the Hill, inspired by Aquarius and Catalyst.
Studied how these maps structure lanes to allow multiple routes to objectives.
Created a variation of the "cross" map shape, distributing objectives across all three lanes instead of a single central lane.
Encouraged movement and exploration by integrating objectives into different areas of the map.
Lower Area & Player Engagement
Designed a lower section to add depth and strategic value.
Initial playtests revealed that players ignored the lower area in CTF because of the direct central route.
Iterated on the design to make the lower section more viable in both modes.
Expanded Route Options & Dynamic Play
Increased King of the Hill capture points and provided multiple ways to reach them.
Integrated launch pads to enable flanking opportunities from spawn.
Ensured that Capture the Flag routes encouraged teamwork and a variety of movement.
Promoted engagement with map-specific equipment and weapons by distributing objectives strategically.
Adjusting Forerunner Aesthetic for Guidance
Initial Issue:
The uniform lighting and symmetry, combined with the uniform Forerunner geometry, made the map challenging to navigate, as there were no distinct signifiers to indicate which side players were on.
Solution:
Reduced the intensity of the Forerunner aesthetic.
Split the map’s lighting into two distinct colors (yellow and blue) to aid navigation.
Result:
Players could easily orient themselves and use callouts based on the color-coded sides of the map.
Playtest Changes and Iterative Process
Throughout the development process, the playtest phase helped me create a map that was a refined, cohesive experience. Below are the before-and-after changes I made to the map, based on user feedback, along with explanations of my thought process for those changes.
Initial Spawn and Equipment
Initial Issues:
Limited weapon options at spawn.
Players disliked seeing enemies across the map immediately after spawning.
Solutions
Added more weapons, equipment, and grenades to encourage short-to-medium-range combat.
Introduced floating hexagonal pillars to break direct sight lines between spawns.
Positioned pillars to require movement before engaging in long-range fights.
Result:
Improved weapon variety at spawn.
Reduced immediate visibility of enemies.
Created a more dynamic flow for early-match engagements.
Navigating the Lower Area
Initial Issue:
Players ignored the lower area in CTF matches, as moving through the space took too long to be viable in matches.
In KOTH, players only used the lower area when the objective was located there.
Solution:
Added a drop-down from the spawn/flag location to the lower area.
Introduced grav lifts from the center to make exiting the lower area faster.
Result:
Improved accessibility to the lower area, encouraging engagement in both game modes.
Light Bridge Traversal
Initial Issue:
Players avoided using light bridges due to long travel time.
Only one route led to the light bridges, requiring players to backtrack to spawn.
Solution:
Implemented teleporters based on playtester feedback to reduce travel time.
Positioned teleporters to move players laterally, maintaining balance in CTF.
Result:
Players could reach the light bridges via the original route or teleporters.
Improved usability for both King of the Hill and Capture the Flag without disrupting objective balance.
Ending Notes
The main takeaway from this project was that adding more doesn’t always solve problems. I spent more time on this project than expected and felt dissatisfied as the constraints introduced new challenges. My initial reaction was to make drastic changes to the map, but after discussing it with my professors and peers, I realized complex solutions weren’t the answer.
Instead, I focused on elegant solutions that preserved the map’s core aspects, such as adding teleporters to make light bridges more accessible and color-coding the sides to help players orient themselves. This experience taught me that frustration can cloud judgment and that seeking feedback is crucial to finding simple, effective solutions without overcomplicating things.
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