CHRIS REED - GAME DESIGNER
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Halo Wars 2


Job Title: Trainee Level Designer
Studio: Creative Assembly
Engine: Proprietary Game Engine
Released: 21/2/2017 | 26/9/2017 (DLC)

​Responsibilities

Level Design
  • Paper designs (DLC)
  • Whiteboxing (DLC)
  • Greyboxing (DLC)
  • Encounter design
  • Narrative pacing
  • Balance passes
  • Level cleanup


Mission Scripting
  • Prototyping new ideas and systems
  • Scripting complex encounters
  • Implementing dialogue/cutscenes
​
Collaboration
  • Communication with the art team
  • Planning in game cutscenes, and supporting the IGC team


Halo wars 2


​I joined the Halo Wars 2 team in 2016 while they were well into production. After an introductory week, I was thrown into the deep end and given ownership of several levels while a senior member of the teams was absent on maternity leave. I quickly integrated myself in that team as someone who could get the work done under pressure and became the first contact on the level design team when issues needed fixing. Along with the duties of implementing content, and pushing the levels that I had ownership of towards final quality. I was also one of two key members of the team that would be left on the game entrusted to fix the remaining issues until we had passed submission.
Mission 2: A New Enemy, was in an near Alpha state when I joined the team. It was handed to me from the senior member of staffs work that left on maternity leave. I was responsible to implement and improve the tutorial sections, making sure they flow correctly in both logic and with the pacing of the level.
Mission 10: The Foundry, was the first mission I had input on when I joined the team. It was in the process of a redesign that I would eventually own and drive forward. The redesign included an enemy encounter at the midpoint in the level that was to challenge the player while introducing the new artillery unit the 'Blisterback'.


Halo wars 2: Awakening the Nightmare 

On 'Halo Wars 2: Awakening the Nightmare' I was responsible for developing 'Mission 2: Fighting Retreat'. This would have me working to a brief with my lead to realise their vision of what was wanted for the DLC level. It started with the idea of the player constantly being overrun by the enemy, seeing the return of the Flood, a staple in the original Halo games and how the player can deal with the outbreak. The level was to give the impression of feeling hopeless and overwhelmed while retreating from the frontlines, without intentionally making the player lose or feel frustrated. 

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    • Halo Wars 2
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