Cameron Singleton
Level Designer

Outpost 710
Responsibilities:
Dev Time:
-Level Design
-AI Programming
-Lighting
-Environment Art
-Scripting
-3 Weeks
DESIGN PROCESS
First I made a top-down map of the level in MS Paint. I was mainly inspired by levels like Crow's Nest from Halo 3, so I tried adopting a similar level flow with this map.

Next, I blocked out the layout in Halo Infinite's Forge level editor. This was also my first time using the tools, so this acted as practice and a learning experience. I acclimated to the workflow during this time.


It was during the blockout where I brainstormed mechanics and level flow. I used Paint 3D to add shapes and define some of the sequences.

I then recorded my first playtest. This was to test out player speed, difficulty, enemy placement, and sightlines.
After I finished the first playtest, I wrote a document on what I needed to keep, change, and remove.
I iterated on the initial layout quite heavily. I removed the boss fight, sewers, and dam section from the final version to improve pacing.
Post-mortem
This being my first time with Infinite's Forge, it was a bit of a learning curve. There were some things I wasn't a personal fan of, such as duplicating items, moving multiple objects at a time, and things of that nature.
That said, Forge is a wonderful tool that offers AI scripting, and it allowed me to almost fully realize a real Halo mission, akin to the full version of the campaign.
If there's anything I wish I knew prior to making this level, it would be the final size of the level. I overshot my scale in the beginning and tried developing up to that rather than scaling down.
Blockout Gallery






