
Halo Infinite Level
Project Type: Personal Project
​
Timeline: December 2025 - Present
​
Location: Redmond, WA


Recently, I decided to create a multiplayer map within the Forge of Halo Infinite as a way to not only better understand the tools that Halo Studios provided to players but also to demonstrate my growth and understanding of 3D level design.
Before booting the game up, though, I took a look at the various multiplayer maps throughout the series and what each map accomplishes with its design. Infinite, in particular, is where I spent most of my time looking, as the maps in that game have a different design philosophy compared to the older games. They employ a three-lane approach to their maps, similar to games like Overwatch.


The map will support three game modes, with the focus being on Capture the Flag and Slayer, while King of the Hill will be supported but not emphasized. Due to the nature of how modes are designed in Halo Infinite, Fiesta is also supported. Infection is being considered, but not in active development.
On this 4v4 map, teams start on symmetrical sides of the arena, where they’ll have plenty of cover to use should the enemy team make it across. The central feature of the map is a choke point in the center of the map, a narrow hallway that players need to slip through to get to the other side, meaning a skilled enough team can take control of this pathway for the entire game. To circumvent full control, there is a second level above this hallway that players can use to get across and jump the enemy team, as well as vents to crawl through for stealthy players.
