top of page
rxuUClm.png
Uw7IGYq.png

Oblivion is a 2v2 map built within Halo 5’s forge editor.  It was created through inspiration from two different mediums.  Initially DOOM (2016)’s beta footage was enough to convince me to try my hand at hellish art and design.  On the flip side the most recent Quakecon championship between Rapha & Evil had inspired me to create an experience that drove players to be fast, aggressive, ruthless, never back down.  Eventually Oblivion spawned from this.

So how does a designer inspire aggression in a game such as Halo 5 where players there's a large delta between perfect and average kill times? With recharging health? How do you punish mistakes where movement tech is generous?  The first principle I came to value was that exactly; punishing players for bad mistakes.  Which lead to two design decisions: An overall small footprint, and dual teleporters.  These two decisions in junction with one another meant that if designed correctly a fleeing player would ALWAYS be at the mercy of the aggressing player if they chose to chase.  There is always a way to close in and hunt down the enemy team after an engagement if you chose to be so aggressive.

UL4ICiE.png
bottom of page