Designs

Level Design: Halo 5 Forge Map

This is my first serious level design attempt in Halo 5’s Forge level editor. I’ve messed around in Forge every since Bungie introduced it with Halo 3, but this is my first level for Halo 5. I focused on a semi-asymmetrical layout, where each side has similar times to get to power weapons, but the power weapons are different for each side. The key feature of the map is the crashed dropship near the middle. I tried to give it the impression of being damaged by adding a few particle effects that show the engines on fire, and one that has a periodic explosion. Below is a video of me running through it quickly.

 

https://account.xbox.com/en-us/gameclip/d750d6d5-527b-4cf9-926b-e1775c974ce9?gamerTag=Feornic&scid=03a80100-9ff3-46ea-be76-e00e7fe465df

TDoS Supply Depot Asset

So this is a basic asset that I created while working on the final project at Full Sail University that I completely forgot to post to this portfolio! It was intended to function essentially as a loot box, giving the play a random module or two after destroying it. I modeled 2 separate assets, the first being an individual crate and the second being the station that holds them. They aren’t anything particularly fancy, but I created them entirely from UDK’s BSP brushes. They system for editing them is a little clunky when trying to make anything really detailed, but I feel like these came out pretty well, all things considered.

One-Month Prototype

As the title suggests, we had one month to take a Game Design Document from a group of students a few months ahead of us and make a prototype showcasing all of the major mechanics in the game. This included things like falling rocks that do damage, changing attributes to the player character by switching between states and charging enemies. For the most part, we were able to get everything up and running. The charging enemy AI was giving us (and our instructors) some problems, but we figured out a work-around. This being a prototype, it didn’t need to be perfect. It just needed to show that the mechanics were possible. The members of the group were myself, Carlos Medellin, Erik Midkiff, Andrew Montgomery, John Owen and Adam Sasso. Below is a video playthrough.

 

Here is a link to the Dropbox folder containing the install file

https://www.dropbox.com/sh/2htdbmfvg6of3o4/AABxfmggUBnV6K1HGu2l2Ozza

The Clinic

The Clinic is an environment created by myself and four other team members for our level design course. We decided to go for a sort of dark feel for the overall design. Each team member had one section of the level, with an announcement displaying the name of the person that worked on the area. The story behind the level is that the player is dropped in an alley and proceeds to a clinic that wasn’t exactly official. They are tasked with finding some syringes and will find several on their way through the building. Eventually the player gets to the back door of a convenience store, which is fronting the clinic. Outside the player is instructed to get to the helicopter and the level ends. The level isn’t perfect, it certainly could use some more polishing, but we were proud of it.

This is a video playthrough of the level

And here is a link to the Dropbox folder containing the files needed to install the level and play it yourself! Just be sure that when you launch the game, you click on “Instant Action”, the number of opponents is 0, the time limit is 0, and the map is “TeamAsparagus_TheClinic”

https://www.dropbox.com/sh/5vx6xytrn3qfh6h/AAAwO-xbb4iQ_vfe9d37pBJHa

Just Keep Shooting

This is the third and final design with Perlenspiel that I worked on while in school. It is a sort of block-breaker game that has the player shoot blocks to make them disappear and increase their score. The different approach I had was to let the player decide when to push all of the blocks to one side. The game also has a “level code” system that lets the player input a 5-digit code to replay a certain level. Each time a level is played, the layout of the blocks is randomized.

The beginning of level 2

The beginning of level 2

To play, download the game.html and game.js file from the Dropbox link, then double-click the game.html file.

https://www.dropbox.com/sh/ozjb47muadqkj0t/AADIpzHJ6WZIBmSN57dRNRDGa

Aisles of Color

This is another game we needed to make using Perlenspiel. This time it needed to be a puzzle. Aisles of Color is a simple color matching puzzle, clicking on one block will change its color as well as the blocks adjacent to it. The goal is to make all the blocks any one color. There are five levels, getting harder as you play. I will give one hint that makes it a little easier to solve: always be symmetrical!

The beginning of Level 3

The beginning of Level 3

To play, download the game.html and game.js file from the Dropbox link, then double-click the game.html file.

https://www.dropbox.com/sh/l3tt41p20dc8dtx/AACS4Pam6EcHXv60QY4x6cSca

Trails of a Bead

This is a fairly simple design. We were instructed to use Perlenspiel to create a game that could designated as a “toy.” That is, it doesn’t have any real end to it. The arrow keys will move the light blue block while the other four each have their own way of reacting to the movement. Moving to the same location as one of the other moving blocks will reset it to its original position.

A screenshot after a couple minutes of play

A screenshot after a couple minutes of play

To play, download the game.html and game.js file from the Dropbox link, then double-click the game.html file.

https://www.dropbox.com/sh/cd48n0n2eheqzp9/AABcMDRkd-acPrq82FiENzbUa