Lessons in Level Design: Boulevard

My self-taught, practical course in level design continues. After a weekend of obsessive forging, I present another multiplayer map for Halo: Reach. Here’s the Beta version of Boulevard of Broken Dreams. This one’s a $10,000 map – I used every cent of Reach’s complexity allowance. It’s built for team slayer or capture the flag, a […]

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Level Building in Halo: Reach

My thoughts about game design have been stirred lately by the creative opportunities afforded by Bungie’s Halo: Reach. As well as being an excellent game in its own right, Reach includes a very powerful level editor with quite easy controls. The learning curve is steep but very short, and it’s entirely possible to be creating […]

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BBC vs. Edge: the Results

Yesterday evening the BBC Halo team had its second official inter-company match. Edge won, with a score of 7 to 3. Their prize will be The Shards – we’ll be crushing an Xbox controller and mailing them its remains in a jar. It’s their prize for a game well played. I’ll be sure to post […]

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Halo – It’s the New Golf

Next Tuesday night, all the chips are down. The BBC Halo team will face Edge magazine in an evening 8-on-8 game series. This all started with a challenge a couple of weeks ago: Sure enough, we found a willing partner. Edge has picked up the gauntlet: The team is getting psyched, and Edge’s Twitter feed, […]

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Blow me away, my friend

For a big part of my life, I’ve made and maintained friendships through violence. Not real violence, of course. But simulated weaponry and fantasy combat is the glue that binds my gang in Montreal. It’s also cementing the connections between members of the pick-up Halo team that I play with here in London. Playing together […]

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