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Half Life 2: Crosshair

Game Summary

“Crosshair” is a level within Half Life 2 of my creation that takes place at an abandoned facility. This level showcases the sniper enemy as a central antagonist the player can defeat at the level's end.
Engine:
Hammer Editor (Source)
Platform:
PC
Development Time:
12 weeks
Team Size:
Individual

Design Goals

Player recognizes Airboat as Objective

Gordon Freeman needs to escape the metro police. I use many design techniques to help players understand their means of escape.

Introduce new mechanic

This level contains a new mechanic that the player uses primarily against the sniper enemy.

Sniper is prevalent throughout the level

To make the sniper feel like a persistent threat I created multiple beats within the level where he can see the player.

Player recognizes Airboat as Objective

LeadingLines_Crosshair.png

Leading Lines

As soon as the level starts the player is facing a window out towards these wires and crane.
HelicopterFlares_Crosshair.gif

Movement & Lighting

Because the airboat is so far away I knew the player would need a lot of visual indication. I use movement and lighting here as intentional conveyance techniques to guide the player to their overarching goal.

Introduce New Mechanic

TeachBoards_Crosshair.gif

Teach

To teach my new mechanic, metal sheets supported by breakable boards, I first introduce it within a safe environment. The player must break the board to proceed.
ReinforceBoards_Crosshair.gif

Reinforce

I build on this mechanic by introducing ways the player can use this mechanic offensively.
MasterBoards_Crosshair.gif

Master

Finally I test the player's knowledge. They must use the mechanic defensively to provide themselves cover from the sniper as well as use it offensively.

Sniper is prevalent throughout level

SniperIntro_Crosshair.gif

Introduce

The sniper enemy is located in a central tower far away from the player. The player has no way to fight back and must dodge through its line of fire.
SniperFinale_Crosshair.gif

Rewarding Finale

By the end of the level the player can reach a point of catharsis by destroying the sniper's tower with a rocket launcher.

Initial Concept

HL2_LDD_Map.png
Iteration
This level's design changed substantially over the course of development. The original design contained the Gravity Gun, friendly NPCs, Manhack enemies, backtracking through previous rooms, and a physics puzzle using wooden planks. I cut a lot of these additional features and focused on what made the level unique, which was the sniper enemy. Overall I think it was a good decision.
BlockOut_Crosshair.png
Blockout
Launch_Crosshair.png
Launch

Postmortem

What Went Well

  • Good cuts made throughout development to keep level in scope
  • My sniper sections were executed well and have a great payoff at the end

What Went Wrong

  • The sniper enemy limited how I could build my spaces, the enemy needed line of sight over each area.
  • My mechanic works well for the player, but does not have meaningful interactions with the sniper enemy.
     

What I Learned

  • Strong early planning is crucial and was something I could've improved for this level.
  • Ask for help early and often. Most of my successes came from the input of my peers.
  • Have multiple ideas in preproduction and be willing to cut the ones that aren't working.

Gallery

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