Halo Infinite - Advanced Level Designer

Oasis was my first Halo level since Halo 4's level Perdition, and it marked my debut in designing a Big Team Battle arena for the franchise. I was thrilled to take on this challenge, aiming to create a chaotic and fun level reminiscent of the classic Halo 2 experiences I missed out on while I was engrossed in PC shooters and crafting maps for online mods.

To achieve this, I fully embraced 343's new modular building system and designed a large, secret OMNI research facility set within the rock walls of a vast bluff, inspired by the ancient, hidden structures of Petra. My initial concept—a long interior middle-lane flanked by distinct exterior vehicle paths—remained consistent throughout the map's development. This design allowed infantry to navigate through the central interior comfortably while vehicles intersected the central path at multiple points, fostering dynamic and chaotic encounters.

Being a huge fan of base-conflict, I focused on making each base unique and immediately recognizable. Since the level was exclusively designed for Big Team Battle game modes, I leaned into asymmetrical design to further differentiate the experiences for each team, enhancing the strategic depth and replayability of the map.