Outpost Tremonius
The initial open-world area where players venture after progressing through confined linear levels. This space evokes a classic Halo combat atmosphere, featuring multiple alternative pathways and abundant caches of equipment.
Excavation Site
Enjoyable open-world gameplay within a zone that allows for diverse completion approaches. Initially, this gameplay space served as the primary large Point of Interest (POI) in the game, boasting significant combat elements. However, the design direction shifted towards incorporating a laser trap, introducing engaging ambush gameplay. This particular space underwent multiple revisions throughout the development of Halo Infinite and served as an early representation (vertical slice) of the project.
House of Reckoning
This was the last mission created during development, and one of the quickest to construct from design through to ship. We build the space using existing assets from the first mission in the game, Banished Ship. On each floor we build a small training area that was designed as unique UNSC spaces that are commonly found on the Halo ring. Each floor the House of Reckoning plays out like a small Firefight match with waves of different enemies assaulting the player’s location.
Pelican Down
I designed the massive turrets for a system that was once used to reveal the open world for the player, and allow delivery of vehicles. These turrets were repurposed for this mission with each one being the location of the mission objective and combat encounter.