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Halo Level Design Personal Project
Hello. My name is Kaleb Nekumanesh. I am a passionate game designer with a focus on level design.
I am a very passionate player of the Halo franchise, on board ever since I got my first Xbox around the time Halo 2 came out. Since then I have enjoyed playing and analyzing the games as well as developing levels in the Forge Editor. Recently, with the Halo Forge PC Editor released with Halo 5, I was excited to develop levels within the Halo Engine with an interesting PC interface. You can see those levels I developed below:
Multi Player:
Single Player:
However, since I have been developing a lot in Unreal, I wanted to develop a campaign level that was focused on a specific idea I had in mind. To add to the challenge, I had only about 7 days to create this experience.
The design objectives were as follows:
- Build a point of interest that can be accessed from multiple vectors
- Afford multiple different play styles through the level design
- Create a narrative explanation for the level design and point of interest
- The point of interest and design must be grounded in a natural environment
With all of that in mind, here is my process for developing that level.
Research
When researching, the Halo level I went to for inspiration was both The Silent Cartographer from Halo CE and The Covenant from Halo 3. For The Silent Cartographer, the level is very focused on the idea that the map, while linear, gives the…