Engine: Hammer
Platform: PC
Team Size: Individual
Varied Combat Encounters
Elevation Changes
By varying the elevation I was able to put the player into Advantageous and Disadvantageous situation.
Leading Lines
Half-Life 2: The Yard
Quest Summary
“The Yard” is a single player level in Half-Life 2. It begins with Gordan entering a train yard on the outskirts of City 17. He must fight his way through Metro Police and Combine Soldiers in order to reach the Control Tower.
Design Goals
Varied Combat Encounters
Creating encounters that put the player into different situations.
Conforming Puzzle Mechanic To Narrative
The goal was to implement a mechanic that could be used in a variety of situations and fit the narrative of Half-Life 2. I began designing around the idea that the player could operate trains within the space through levers. This mechanic fit best in City 17 where the player begins the game aboard a train.
Enemy Types
Framing
Subtle Conveyance
Post Mortem
What Went Well
I was able to take and implement feedback into my design.
Conforming Puzzle Mechanic To Narrative
Designing gameplay around a mechanic to fit the narrative of Half-Life 2.
What Went Wrong
Integrating puzzle elements into combat encounters.
Difficulty in nailing down the core gameplay early.
Spent too much time refining layout instead of gameplay.
Subtle Conveyance
Using techniques like leading lines and framing to guide the player to the in
Different enemy types played different roles within my design. The goal of the design was to vary gameplay through the different combinations of these enemies.
What I Learned
Gameplay iteration is crucial for creating a fun and engaging level.
Nail Down core Gameplay as quickly as possible.