Halo 2 Mausoleum of the Arbiter

Halo 2 Mausoleum of the Arbiter

Role: Level Designer

Responsibilities

  • Analysed and recreated the Mausoleum of the Arbiter from Halo 2 in Unreal Engine 4
  • Iterated on the original level to create a more sombre version of the level using lighting elements
  • Built Level Blockout using BSP Geometry Brushes and a Blockout Tools plugin for Unreal Engine 4

This project is currently a work in progress and is due to be completed during November 2020 unless otherwise stated

Design Intention

The Level Design objective is to recreate and improve upon a segment of the level Gravemind from Halo 2, specifically the ending of the level where the Master Chief is caught between warring Covenant in a special place known as the Mausoleum of the Arbiter.

Following a deep analysis of the original level, I wanted to create further ways for the player to traverse the level through object placement, creating additional areas for the player and enemies to use as cover and/or use to gain an advantage in combat (i.e. getting on the higher ground). A further improvement I wanted to make was to create a much darker, sombre scene using lighting settings.

Design and Development Process

Prior to designing the level, I created the gameplay using an analytical, breaking-down and reconstructing approach, to allow the player to use different types of Covenant weaponry. To see the creation of the gameplay, view my blog post from September 2020 where I break down the gameplay mechanics of the Covenant’s Plasma Weapons and recreate them using Blueprint.

After completing the gameplay, I analysed the original Mausoleum of the Arbiter level, noting down the level flow, breaking down the layout of the environment, including looking at places for cover and/or possible places for the player to navigate the level, and critiquing the original level for possible improvements to be made, such as looking into creating a version of the level with darker lighting. View my blog post containing a detailed analysis of the original the the process of making the level blockout here.

Following the analysis and listing out the requirements, I began to create the level blockout in Unreal Engine 4 using BSP Geometry brushes and a Blockout Tool containing primitive shapes. Afterwards, I worked with the level lighting and adjusted it in terms of brightness, light range/distance and colour until I achieved a dimly lit environment where it was still possible for the player to see without difficulty while maintaining the illusion of a much darker environment. This was followed by placing physics-based objects, initially primitive objects such as cubes that intend to be replaced with art assets, and weapon pickups for the player to use and interact with as they play the level.

At the time of writing, the level is planned to be populated with combat AI and some work will be done to apply artwork over the blockout to polish the level which are the next steps in this project.

What Worked?

➤ Deconstruction of the original level to work out how the level should play and inform the base blockout

➤ Achieved improved lighting that created the intended effect of a darker level without having a negative effect on the player’s ability to navigate the level

➤ Making use of blockout tools to recreate the original environment in addition to making further additions to improve the level feel

What could be Improved?

➤ Looking into alternative methods of blocking out the level, such as making more use of blockout tool plugins and/or primitive shapes built into Unreal Engine 4 due to risks of performance issues when using BSP geometry, particularly when running builds on older hardware.

➤ Creating a level mockup using image manipulation software such as Photoshop or GIMP to plan the level before building it in engine to better plan out object placements and working out the level’s exact scale.

Screenshots