


Level Designer
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I designed an immersive escape level using the Hammer Editor, the official level editor for Half-Life 2. My primary goal was to craft a compelling experience that seamlessly integrated evolving narrative elements with engaging gameplay.
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Design Objectives:
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Narrative-Driven Gameplay: Developed an evolving storyline to enhance player immersion and drive the escape sequence.
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Pacing: Created a level with a steadily increasing pace, escalating tension and challenge as players progressed.
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Level Flow: Carefully structured environments to guide players intuitively while maintaining a sense of exploration and urgency.​
I created the Half-Life escape level because I wanted to infuse high-intensity gameplay into one of my all-time favorite games. This project marked my inaugural experience with the Hammer Editor, and I was thoroughly captivated by it.
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The development process consisted of several key steps:
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Step 1: Foundation
Establish a robust foundation for the level by defining objectives, identifying essential elements, and crafting the overall map layout.
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Step 2: In-Engine
Begin building the initial version of the level within the Hammer Editor, utilizing straightforward meshes to establish the core structure.
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Step 3: Playable Level
Ultimately, create a fully playable and engaging level
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Step 1: Foundation
Establishing the objectives involved crafting a narratively evolving level without relying on dialogue (emphasizing a "show, don't tell" approach). Simultaneously, the goal was to maintain a consistently escalating pace throughout the level.
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I chose to design an escape level that would incorporate stealth sequences, systemic level design, and environmental interactions. I was determined to maintain control over the pacing, so I opted for a linear approach.
To gather inspiration for this escape level, I looked to other games, particularly Uncharted 4's prison escape level. I found that level to be excellent in terms of pacing and verticality.
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I was aware that in Half-Life, it was possible to create conflicts between different enemy types. To incorporate systemic design into my level, I deliberately integrated both zombies and soldiers, aiming to create dynamic and engaging encounters.


Gameplay Beats:
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The player begins in a locked room, observing a guard outside and a crowbar.
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The player identifies an open vent as their escape route.
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The player acquires the crowbar and silently eliminates the guard, obtaining a pistol.
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The player navigates through hallways, engaging in combat with soldiers.
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A "teachable moment" occurs as the player learns to deactivate a force field by locating the control panel.
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The complex's alarm sounds, suggesting the guards are aware of the escape.
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The player witnesses soldiers and zombies battling, realizing the alarm was triggered by a zombie outbreak. The player strategizes using the soldiers' distraction.
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The player continues through hallways, confronting both zombies and soldiers. Some zombies are confined behind a force field, which the player can release to pit them against the soldiers.
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The player encounters a car and successfully escapes the level.

Step 2: In-Engine
Being new to the Hammer Editor, I initially delved into tutorials to grasp its functionality, scripting sequences, and optimization techniques.
It was an enjoyable learning experience, as the engine had all the essential components seamlessly integrated. This pre-existing infrastructure provided a significant advantage, with the player controller, textures, AI, and more already in place. As a result, my primary focus could be on level design, accelerating the development process.

Step 3: Playable Level
Ultimately, create a fully playable and engaging level
