XINYU
ZHANG
"LAYNE"
(Technical) Level / Game Designer



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Critical Fall
Level Designer | World Builder
Overview
Tool
Half-Life 2: Hammer
Platform
PC
Development Time
~140 Hrs
Team Size
Individual
ABOUT
In the "Critical Fall" level of Half-Life 2, players take on the role of Gordon Freeman, navigating through prison and warehouse areas to escape the building. The gameplay involves platform mechanics (moving and hanging platforms), shooting combat, resource management, and puzzles. This level was developed over five weeks and 126 hours of design and combines combat, puzzles, and diverse gameplay areas into a 5 to 10-minute gaming experience while maintaining the aesthetic style and themes of Half-Life 2.
Design Goals
Design Techniques
Creative Mechanics
Affordance - Introducing Mechancis
To encourage the player to keep platforms as one of their main focuses in the game later, I needed to teach the player these new possibilities of how these platforms could help in the game. The platforms have unique & uniform textures (respectively for the hanging platform & moving platform), and their shapes, appearance, and connecting objects can help demonstrate their potential ways of use.
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For example (as shown above), moving platforms take a metal texture connected with a metal track indicating its moving direction
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Hanging platforms take a concrete texture and are connected with ropes that keep them hanging above in the air, and they generally have a larger area to imply their functionality – e.g., drop to crush or form a bridge.
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Both platforms can carry other objects on them, which makes it intuitive enough to think of a way to combine the functionality of both the platforms and the objects they carry – e.g., send explosives (platforms to send, and explosives to blow up)
Tutorials of creative use
To present multiple creative uses of platforms, I teach the player these skills with a good ramping-up curve and integrate those mechanics into combat gradually to reinforce the player’s skill of utilizing these platforms to fight, following a good pace.
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In the first room, I teach the player to use a moving platform to cross the gap
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And use a hanging platform to form a bridge
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Then comes the first encounter, the player is introduced to using hanging platforms to crush enemies and get explosives from that
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After that the combination of moving platform and explosives (send explosives to enemies and blow them up) is introduced to ramp up and get the player prepared for the upcoming encounter
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Finally this room, introduces to the player how a moving platform with freight on it can be used as a moving cover, and reinforces that it comes to a small puzzle – use a moving platform with freight to form a bridge.
Reinforce with puzzles
Aside from the difficulty of encounters ramping up, the use of platforms for solving puzzles is also integrated into the level to reinforce and test the player’s skills and give a different taste of the gameplay. To do this, I needed to apply the four steps of puzzle design – the player can identify the objective, the player can identify the tools, the player evaluates the situation, and the player executes a solution. In the design of the puzzle in the level, the goal is presented clearly (get the battery), with tools provided (moving platforms and/or hanging platforms) in front of them. Then, it’s time for the player to try out and find the right solution and execute it.
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The player needs to try these broken buttons out (the ones with sparks, have the same effects as normal buttons except they are temporary) and make a plan to get the battery. The battery is clear and highlighted with light, and the control pattern of buttons-platforms is implied using lights paired with specific colors.
Reuse of Space
Fall and raise flow & Revisiting space
To get an interesting experience, I designed the map to have more verticality (two floors), and a transition between the two floors. The game starts with falling off the floor to finding a way back (to reunite with Alyx). The player will have different encounters and gameplay on the two floors and can make gradual progress by overcoming the increasing challenges. Finally, the player will take an elevator to get back to the top floor where there is also combat on the elevator when it is rising in the tunnel (WOW moment).
Upon returning to the upper floor, the player is tasked with collecting three batteries to unlock the exit door, a goal visible from their arrival at this level. The last, penultimate, and first rooms offer these batteries through the reuse of space and battery management. Each room necessitates a battery to open the door, presenting the puzzle challenge to acquire all batteries and return.
Clear Conveyance
Affordance / Denying Affordance - Guide players to use
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Platforms with good implications of their functionality
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Ladder indicates they can be climbed up
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Elevator implies it’s the way to send the player back to the top floor
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There is goo in the gap between platforms, telling the player they cannot pass and shouldn’t look for a way in the goo (but to look up)
Leading Lines
5-6. I added some pipes as leading lines to draw the player’s attention to the goal and intended path
Pinching - Limit unintende path, leading to the goal
7. I placed some props/covers to pinch the sightline and lead to the goal
Framing
8-11. I placed some props/covers to pinch the sightline and lead to the goal
Colors & Texture
1-2. Each room has a different style and colors to differentiate it from other rooms and help the player to locate themselves
1-2. I added decals and textures trying to draw the player’s attention and imply the upcoming event/ possible use/ intended path. For example, a broken floor implies its breaking; an indicator sign implies the moving direction of the moving platform; an arrow on the wall implies the ambush from above
Lighting
3- . I used the light on all important points to convey to the player that “these points are essential to look at”, and the light is mostly used on a goal. In other cases, light is used to indicate the state of moving platforms: black means deactivated, red means idle, green means moving (to differentiate different buttons with moving platforms, I used different colors for idle); and the state of a door and battery slot: red means cannot pass, green means permission. Aside from that, I also used smoke & sparks to indicate the button is broken.
Design Process
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I began constructing my level by creating a detailed map and a comprehensive document outlining all necessary gameplay elements (mechanics, enemies, weapons, puzzles, etc.), flow, pacing, and story. This process involved numerous iterations and consequent modifications to the original design.
Documentation - Early




Documentation - Final



Development - WB
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Then I started building my whitebox following my design. With feedback from peers and faculties I conducted fast iterations on my level (you can tell how different it is from early design to its final state which can be checked in "Gallery") and finally, it was refined step-by-step to reach "Launch" Milestone.







Postmortem
What Went Well
Fail Fast
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I quickly recognized that certain elements from the original design in Preproduction didn't quite fit the level, didn't work effectively, or didn't align with the intended theme (e.g., vertical platforms, trucks). As a result, I made the decision to explore alternative approaches that turned out to be much more successful.
Proactive Issue Resolution
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I demonstrated a proactive approach to addressing issues by actively seeking and analyzing feedback from others. Through creative problem-solving, I was able to come up with improved designs and iterate quickly. This helped minimize the need for major geometry changes in later milestones.
Skill Development and Application
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I developed a solid proficiency in the tools specific to my project, such as the Hammer Editor. Starting as a beginner, I honed my skills in scripting, level construction, and aesthetics enhancement. I created a level that showcased complex interactions, diverse room styles, and detailed decorations. Additionally, I utilized non-technical skills, including documentation, design considerations (conveyance, flow, etc.), problem-solving, and logical thinking, to enhance the overall production process.
What Went Wrong
Bad time management
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Despite struggling with time management, I learned to prioritize effectively and address low-priority tasks promptly. However, it was challenging to deal with new issues that arose after resolving existing ones, leading to time constraints and compromised level quality.
Complexity of map modifications
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Insufficient consideration of map complexity during preproduction resulted in difficulties modifying the layout later. Changes to one floor required adjustments in the other, leading to time-consuming iterations and limitations on achieving desired outcomes.
Miscellaneous issues during final check.
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Inadequate time allocated for a thorough final check resulted in overlooked minor issues that together affected the level's overall quality. Paying attention to detail during/before the final stages is crucial to ensure a polished and seamless player experience.
What I Learned
Embrace Collaboration
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Don't hesitate to seek help when encountering challenges. Learn from others' expertise and incorporate their insights into problem-solving, while also persisting in finding solutions independently.
Depth over Breadth
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Focus on delving deeper into gameplay experiences rather than expanding them broadly. Build upon existing skills and knowledge within specific themes, fostering a cohesive and meaningful design approach that aligns with the project's vision.
Scope Management and Adaptation
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Understand the importance of measuring and balancing the project's scope. Proactively address potential over-scoping issues and implement strategies to manage and adjust scope effectively as necessary.
Idea to Execution
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While ideas are valuable, their successful implementation relies on iterative development, thoughtful iteration, and the ability to make necessary cuts or modifications to enhance the final product.
Preproduction Considerations
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In the early stages, broaden the focus beyond design itself. Take into account factors such as the potential costs and implications of future adjustments, making informed decisions that streamline development processes.
Gallery