Portfolio: My work for Creative Assembly on Halo Wars 2 as Core Designer
About Halo Wars 2:
Halo Wars 2 is the sequel to Ensemble Studios’ 2009 Xbox 360 RTS, Halo Wars.
- Platform: Win 10 / Xbox One
- Developers: Creative Assembly , 343 Industries , Blur Studio
- Publisher: Microsoft Studios
Main Features
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- Campaign: 19 total missions
- Multiplayer/Skirmish: 5 distinct total game modes
- 2 Factions and 16 Leaders (including DLC)
- 14 total maps across all modes
My Role as Core Designer
Summary:
Halo Wars 2 consisted of a total of 9 releases. Between these, the type of work I was doing shifted here and there, which is detailed below this section. Throughout all the projects, the areas I was working on were:
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- Skirmish AI: Designed, implemented and iterated the skirmish AI strategies. Worked with our AI programmer to define and refine the AI’s macro and micromanagement behaviors.
- Balancing: From the point of joining, I provided detailed analysis and feedback from the perspective of a high level RTS player. In the DLC phase of development, I had increasing balancing responsibilities.
- Campaign AI: Co-designed the campaign AI scripting framework. Trained level designers in AI scripting and provided support where needed.
- Multiplayer Level Design: Provided map layout details and helped establish level design standards.
Detailed List of Tasks and Responsibilities
Main Game
- Skirmish AI:
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- My primary focus until release. Worked closely in all areas with our AI programmer, Derek Fagan. The primary direction was to implement an AI that doesn’t cheat, and plays human-like.
- Co-designed the AI scripting system’s functionalities.
- Designed and documented AI macro and micromanagement behaviors.
- Designed difficulty modifiers
- Scripted 5 AI strategies for each leader in each game mode (except strongholds, which had 1 per leader).
- Boom AI: Economy and expansion-heavy.
- Rush AI: Train anti-building units ->destroy enemy base ASAP.
- Map Control AI: Light pressure -> energy node control focus.
- Turtle AI: Super defensive with early turrets. Makes late game units.
- Fast Tech AI: Upgrades to Tier 2 -> pressure with mid-game units.
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- Campaign AI:
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- Co-designed the framework for AI scripts used in campaign.
- Designed difficulty modifiers used for campaign AI.
- Trained the Level Designers in AI scripting.
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- Balancing:
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- Constantly researched build orders and their interactions throughout development to report on the state of balance.
- Handled a small amount of balancing tasks.
- Took part in defining unit roles, such as what counters what.
- Gave feedback on all balancing areas.
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- Multiplayer Level Design:
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- Provided detailed feedback on map layouts.
- Helped established certain design standards, such as no extensive resource crates near expansions, 4-5 energy nodes per map
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Sargeant Forge Leader DLC
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- Co-implemented the skirmish AI strategies for Forge.
Kinsano DLC
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- Co-implemented the skirmish AI strategies for Kinsano.
- Completed minor balancing tasks.
- Gave balancing feedback on units and leader powers based on playtesting sessions.
Colony DLC
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- Implemented the skirmish AI strategies for Colony.
- Participated in early design iteration processes for leader powers, units, and upgrades.
- Completed balancing tasks around the Goliath.
- Gave balancing feedback on units and leader powers based on playtesting sessions.
Sargeant Johnson DLC
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- Implemented the skirmish AI strategies for Johnson.
- Participated in early design iteration processes for leader powers, units, and upgrades.
- Co-implemented the Mantis and Colossus units, as well as their unique independently turning upper body behavior.
- Gave balancing feedback on units and leader powers based on playtesting sessions.
Icons of War DLC ( Arbiter and Jerome)
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- Implemented the skirmish AI strategies for Jerome and Arbiter.
- Participated in early design iteration processes for leader powers, units, and upgrades.
- Gave balancing feedback on units and leader powers based on playtesting sessions.
Operation Spearbreaker and Serina DLC
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- Implemented the skirmish AI strategies for Serina.
- Participated in early design iteration processes for leader powers, units, and upgrades.
- Supported the level design team in scripting the mission AIs.
- Implemented the balance changes for the monthly patch and maintained the patch notes along with dev comments.
- Gave balancing feedback on units and leader powers based on playtesting sessions.
Yapyap DLC
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- Implemented the skirmish AI strategies for Yapyap.
- Participated in early design iteration processes for leader powers, units, and upgrades.
- Co-implemented the Cannon Fodder, Heavy Grunt and Grunt Goblin units, and their upgrades. Also performed several balance passes on these.
- Gave balancing feedback on units and leader powers based on playtesting sessions.
Awakening the Nightmare DLC (Pavium and Voridus)
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- Implemented the skirmish AI strategies for Voridus and Pavium.
- Participated in early design iteration processes for leader powers, units, and upgrades.
- Implemented the Wraith Invader unit, and also performed several balance passes on it.
- Gave balancing feedback on units and leader powers based on playtesting sessions.
- Gave feedback to the level design team on the new campaign missions based on playtesting sessions.