Alex Zondervan

The Armory

A Halo Infinite Level


This level is a solo project created Unreal Engine 5.6 over a period of several weeks. It is a blockout that is intended to fit within the open world of Halo Infinite's campaign.

Overview

The level takes place in and outside of a banished armory. The player’s goal is to break in, get to the generator room, and destroy the generators.

The Gate

The player approaches from outside on the road leading up to the front gate. The player is tasked with finding a way to get over the wall. The level uses cover to lead the player to the left side of the wall. The rocks on the left give the player enough elevation to grapple into the sniper tower. From there, they can pick up a sniper rifle and use it to clear out the enemies guarding the door to the armory.

The Manufacturing Floor

The player enters the first floor of the armory. They see a large open room with many doors. There is machinery, including conveyors moving boxes, and an assembly line manufacturing rifles. This room is filled with enemies. The player can use their grapple hook, jump off of storage crates, use the conveyor, or ascend the ramp to get the high ground and engage enemies.

The Control Room

After taking an elevator up, the player enters the control room. Here they can oversee the whole facility through the large window. There is a weapons rack on the back wall of the room. The control panel to access the generator room is in the center.

The Generator Room

Here is where the player can finally destroy the generator by shooting or throwing grenades at the 4 power cells on each side. This will trigger a chain reaction of explosions. They will be instructed to jump out of the window before the whole room explodes. In a finalized game, waves of enemies would enter from the lower floor each time the player destroys a cell. The cells would also have tougher shields than what is demonstrated in the walkthrough.

Iteration

The outdoor portions of this level went through the most changes and redesigns. In my first iteration, the player had the high ground and used it as a vantage point to eliminate the guards. This design had flawed logic, if there was an advantageous position close to an important facility, the enemy would naturally establish defenses there, or block it off. My next iteration solved this problem by changing the elevation and establishing a large wall with built-in sniper towers. Now the issue arose that the area inside the walls felt barren and nebulous. The only thing attached to the armory were landing platforms for the ships, and a few scattered storage facilities. My final iteration brought much more intentionality to the space. Buildings were connected to add a sense of cohesion, terracing and elevation changes added visual interest, and negative space gave the player more meaningful choices and paths to follow. The difference between my second and third iterations are shown in the images below. (click and drag the center line)

Level Maps (WIP)

These are the initial maps, they do not reflect recent changes, and are in the process of being updated.