Bloodline

I was the MP Level Design point of contact on the Halo 2 Anniversary reimagining of the classic, Coagulation. Here I was responsible for introducing new design concepts while preserving the spirit of the original.

I worked with a talented team of artist, designers and engineers to update the map with additions like the infantry focused bunker in the middle ground and the EMP devices at each base - to give a power-play option to teams who found themselves trapped by the opposition’s vehicle dominance.

The central bunker was added to help provide a foothold for infantry caught out in the open, aiding flow through the middle of the map.

Teams would sometime find themselves with their vehicles stolen and barricaded within their own base. The EMP Pulse was designed to help even the odds.

Warlord

A small and chaotic map, and one of my all time personal favorites for Free-for-All matches, I was responsible for the design reimagining of Warlock. In this version we wanted to provide more cover for players, so they could get their bearings after a respawn more safely before their next BR fight.

Additional skill jumps were added up to the four platforms to promote vertical mobility through the map, adding additional movement options when caught in the open. Through precise collision management and careful weapon placements, the spirit of Warlock lives on in Warlord.