
Social Mode
I was the Design Lead early on to help come up with a new Social Mode for Halo Infinite before ultimately taking over as Creative Director for most of the project. Establishing the vision while researching the competition and learning how far we could stretch the tools was truly a blast with this team.
Generating Design Documents for high level systems and features such as loot, ammo, in match player-progression, innovative respawn mechanics, Ordnance drops, etc.
Produced documents providing extensive competitive analysis of the market and our closest competitors within the space.
Working with the Design team to prototype the game mode within Halo 5’s Forge mode.
Building the first prototype map in Maya by grabbing legacy maps from Halo 1, 2, and 3 and stitching them together.
Blocking out the largest Halo multiplayer map ever while working alongside artists, designers, and the rest of the Map team to ensure it was both achievable and fun within our sandbox.
Collaborated often with engineering to uncover as many unknowns as possible as early as possible while building out such a massive space and stretching the engine to its limits.
Worked closely with discipline leads to ensure we were aligned on the vision and moving towards the evolution of both the franchise and genre at large.
This was the most fun and rewarding project that I’ve ever worked on and I believe it would’ve been a game changer for both Halo and large-scale social multiplayer games as we know them. The team was amazing to work with and I was so grateful for the opportunity.
Scarr
I was fortunate enough to have worked on some shipping content for Halo Infinite, and in my early days as the Design Lead on the Social Mode I was asked to redesign a blockout for a map publicly known as Scarr. This was a blast as I love working on competitive multiplayer maps, and I was able to squeeze this one out in about 2 weeks.
My goal was to develop a fast paced CTF focused map that offered a wide range of playstyles from intense vehicle on vehicle play to more methodical infantry based stealth. If the player just wanted to high-tail it and get to the opposing base as quickly as possible however, I made sure to offer lone wolves their shot at glory as well.
Blending vehicle and infantry gameplay together with a diverse sandbox offering a wide range of arsenals and engagement distances is my happy place, and I’m really proud of how this map plays out.
Very intentional vehicle routes for Ghosts, Warthogs, and even the Wraith offer exciting jumps and allow players to keep their foot on the gas while attacking the enemy base. Conversely, infantry has many options and a lot of high ground to take advantage of, including a precarious side route that rewards the brave with a Gravity Hammer to blast other infantry, or vehicles into the rivers of lava below.