Proving Grounds (2024)
In the world of Half Life 2, a robot goes rogue in a rundown Boston Dynamics inspired facility.
A single-player map made in Source engine using Hammer++ and
Half-Life 2: Episode 2 assets.
After years of professionally building open-world non-linear levels, I decided to have a go at a strictly linear experience, experimenting with some push & pull guiding techniques.
Developed over: 150 person-hours.
BASIC WORKFLOW
Started with Steve Lee’s text-based approach, conceptualizing level sequence, gameplay beats, and a three-act structure of the map.
Sketched quick paper layout to establish a rough scale of the spaces and compartmentalize.
Utilized the “skateboard” technique of blocking out to quickly build a playable version of the map.
After the initial greybox I started experimenting with various spatial techniques, adding one-way valves, pinch points or shortcuts, further trying to reveal information through new perspectives or using directional actions to my advantage.
Scripted combat encounters, starting with the final boss fight with the Hunter enemy and deriving pacing and difficulty of other action sequences from the finale while preserving evading and survival elements of the gameplay.
Implemented lighting with a focus on its role as a compositional and framing element.
Polished crucial entities like navmesh nodes, triggers, and save points, further optimizing level through the use of no-draw textures, func details, and visleafs.
Added some props and environmental details for storytelling purposes.
Prepared playtesting sessions with my friends and colleagues at Warhorse Studios according to practices described in Richard Lemarchand’s A Playful Production Process. Evaluated the feedback and incorporated improvements, in some cases reworking parts of layout and sequencing.