Strange Days Half Life 2 Figure 1 The beach of memories that represents the Dreamscape in the level http://www.getthebigpicture.net/blog/2011/8/22/sean-penncriticizes-malick-and-the-tree-of-life.html Single Player Level Design Document Designer: Document Date: Intended Level Delivery Date: Mark Williams 9/7/2011 10/05/2011 Single Player Level Design Document Half Life 2 TABLE OF CONTENTS Table of Contents............................................................................................................................ 2 Document Revisions Table ............................................................................................................ 4 Quick Summary .............................................................................................................................. 1 GAMEPLAY ........................................................................................................................................................................ 1 General Game Flow .................................................................................................................................................... 2 Major Elements .......................................................................................................................................................... 3 Objective Summary .................................................................................................................................................... 3 OVERVIEW ........................................................................................................................................................................ 4 Campaign ................................................................................................................................................................... 4 Mission Location......................................................................................................................................................... 4 Mission Difficulty ........................................................................................................................................................ 4 Mission Metrics .......................................................................................................................................................... 4 Level Details .................................................................................................................................... 5 LEVEL ATMOSPHERE/MOOD ................................................................................................................................................ 5 STORY .............................................................................................................................................................................. 5 Introduction ................................................................................................................................................................ 5 In-Game ...................................................................................................................................................................... 5 Extro ........................................................................................................................................................................... 5 “60 seconds of gameplay”.......................................................................................................................................... 5 MAJOR AREAS/VISUAL THEMES............................................................................................................................................ 7 Area 1: Dreamscape ................................................................................................................................................... 7 Text Description: ........................................................................................................................................................................................... 7 Visual References .......................................................................................................................................................................................... 7 Area 2: Ravenholm Recollection............................................................................................................................... 11 Text Description: ......................................................................................................................................................................................... 11 Visual References ........................................................................................................................................................................................ 11 Area 3: Hunter’s house ............................................................................................................................................. 15 Text Description: ......................................................................................................................................................................................... 15 Visual References ........................................................................................................................................................................................ 15 LEVEL OBJECTIVES ............................................................................................................................................................ 19 CHALLENGE HIGHLIGHTS.................................................................................................................................................... 19 Area 1: Dreamscape ................................................................................................................................................. 19 Area 2: Ravenholm Recollection............................................................................................................................... 19 Area 3: Hunter’s House ............................................................................................................................................ 19 WOW MOMENTS............................................................................................................................................................ 19 Actors ....................................................................................................................................................................... 20 Player: Gordon Freeman ............................................................................................................................................................................. 20 Key Actors ................................................................................................................................................................................................... 20 Supporting Actors........................................................................................................................................................................................ 20 User Interface ........................................................................................................................................................... 21 Pre-Game Information ................................................................................................................................................................................ 21 In-Game Information................................................................................................................................................................................... 21 Post Game Information ............................................................................................................................................................................... 21 HUD Elements ............................................................................................................................................................................................. 21 Gameplay Details ............................................................................................................................ 1 Level Progression Chart .............................................................................................................................................. 1 Gameplay Mechanics ................................................................................................................................................. 1 Overview Map .................................................................................................................................. 1 Mark Williams Page | ii 9/7/2011 Single Player Level Design Document Half Life 2 Detailed Map Descriptions ............................................................................................................. 4 AREA 1: DREAMSCAPE ........................................................................................................................................................ 4 Map ............................................................................................................................................................................ 4 Gameplay ................................................................................................................................................................... 4 Dialog ......................................................................................................................................................................... 4 Visual References ....................................................................................................................................................... 4 AREA 2: RAVENHOLM RECOLLECTION .................................................................................................................................... 6 Map ............................................................................................................................................................................ 6 Gameplay ................................................................................................................................................................... 6 Dialog ......................................................................................................................................................................... 6 Visual References ....................................................................................................................................................... 6 AREA 3: HUNTER’S HOUSE .................................................................................................................................................. 8 Map ............................................................................................................................................................................ 8 Gameplay ................................................................................................................................................................... 8 Dialog ......................................................................................................................................................................... 8 Visual References ....................................................................................................................................................... 9 Mark Williams Page | iii 9/7/2011 Single Player Level Design Document Half Life 2 DOCUMENT REVISIONS TABLE VERSION DESCRIPTION REQUESTOR DATE 1.0 Initial Document Professor Ouellette 9/7/2011 Mark Williams Page | iv 9/7/2011 Single Player Level Design Document Half Life 2 QUICK SUMMARY Strange Days is a single player level set after the events of Half Life 2: Episode 2 where Gordon Freeman and Alyx Vance take a helicopter to the mysterious Apeture Science ship the Borealis. Alyx Vance after watching her father die and dealing with the trauma of the Combine Advisors toying with her mind goes into a state of shock. With the help of the Vortigaunts, Gordon Freeman enters Alyx’s mind in an attempt to mend it so that Alyx can once again shoulder her fate with Gordon. The level itself comprises of two small combat sections that represent Ravenholm from Half Life 2 and the Hunter encounter in the house in Half Life 2: Episode 2. The level itself forms around the player as they traverse the level to give it a sense of being in someone’s mind. Since the level takes place in Alyx’s mind, she also appears alongside Gordon in an effort to exorcise her demons. GAMEPLAY The player assumes the role of Gordon Freeman as he accompanies Alyx Vance through her mind to help heal her of the traumatic memories that plague her. This translates into the player playing a level that takes place in Alyx’s mind and all the instability that ensues. Players go on a path that rises up under the player that leads to a floating door in front of them. The player opens the door and a setting form in front of them made to resemble Ravenholm. A shotgun lies in front of the player as three fast zombies bear down on the player. After the player dispatches the enemies with the help of Alyx and a door appears leading to a new path. The next area the player reaches is a partially formed house with a Hunter barreling through at the player. There are stairs for the player to climb and as the player climbs the stair more of the house forms itself. When the player defeats the Hunter, Alyx’s mind heals and the player beats the level. Getting the level to form in time so as not to have the player fall off the level, however it should be fun and push what is normally seen in a Half Life level. Mark Williams Page | 1 of 36 9/7/2011 Single Player Level Design Document Half Life 2 General Game Flow Figure 2 Level flow chart Mark Williams Page | 2 of 36 9/7/2011 Single Player Level Design Document Half Life 2 Figure 3 Critical path map Major Elements Feature, hook, and WOW moment: The level forming around the player out of thin air to create a dynamic and unknown plays pace WOW moment: Fighting a Hunter in a small house where the house is incomplete until the player hits the right paths Hook: Getting to delve into Alyx’s mind in an attempt to help her and get to know her character more Hook: A bridge between Episode 2 and the next chapter of the Half Life series Objective Summary Objective 1: Heal Alyx’s mind Objective 2: Defeat the enemies in the Ravenholm recollection Objective 3: Defeat the Hunter to purge Alyx’s near death experience Objective 4: Help Alyx overcome the loss of her father Mark Williams Page | 3 of 36 9/7/2011 Single Player Level Design Document Half Life 2 OVERVIEW Campaign Name: Strange Days Level Position in Campaign: o Strange Days bridges the gap between Half Life 2: Episode 2 and its sequel Episode 3 o Before the level begins, Alyx’s father dies before her eyes. Alyx and Gordon then take a helicopter to the lost ship called the Borealis. Along the way they have to make an emergency stop because Alyx enters a state of shock. With the help of the Vortigaunts, Gordon enters Alyx’s mind to help her cope with her recent traumas. o After Gordon helps Alyx heal her mind, they continue their journey to the Borealis, where mystery and intrigue awaits our heroes. Mission Location Theme: Dreamlike and abstract with unpredictable levels being created around the player Mood: Dreamy and nightmarish with a dash of unsettling to keep the player on edge Setting: Alyx’s mindscape with area representing key moments from Alyx’s and Gordon’s memory Time: Varies from day to night depending on the area Season: Spring type weather Weather: Partly cloudy skies at both day and night Mission Difficulty Start: 1/5 A simple walk to the first area, there are no walls on the path so the player has to be careful Middle: 3/5 The fast zombies and a couple of black headcrabs attack the player in the Ravenholm section End: 4/5 A battle with a Combine Hunter in a small house Mission Metrics Play Time: 5 – 10 minutes Physical Length: Critical path is 4096 Hammer units Physical Area: Width: 1024 Hammer units and Length is 5000 Hammer units Max New Characters: N/A Max Visual Themes: o Area 1: Dream path (the paths between area that takes place in the unformed landscapes of Alyx’s mind) o Area 2: Ravenholm recollection area o Area 3: An idyllic home for the Hunter encounter Mark Williams Page | 4 of 36 9/7/2011 Single Player Level Design Document Half Life 2 LEVEL DETAILS LEVEL ATMOSPHERE/MOOD The point of this level is to create an abstract and unsettling feeling in the player, but not a sense of dread or fear, just a feeling of things not being concrete. To achieve this the level paths and structures appear out of thin air and form around the player as they play through the level. The level is floating in an open space with a beautiful view of a sunset over a beach with the waves rolling in. However, when the player enters a door the view completely changes. For instance, when players enters the Ravenholm recollection area, the skybox changes to night and the player is surrounded by high walls and large buildings to dwarf the player. Blood splatters decorate the areas to signify the unrest in Alyx’s mind along with being indications of a struggle. The soundscape for the level is going to feature sounds that fit the area along with sounds of the outside world seeping in such as the Vortigaunts chatting and the area where Alyx’s healing is taking place. This aims to create an aural dissonance to add to the unsettling nature of the level. STORY Introduction As Gordon Freeman and Alyx Vance travel to the ship the Borealis, Alyx blacks out and enters a form of coma due to the stress of seeing her die, her own near death experience, and being touched by the psychic powers of the Advisers. The Vortigaunts sensing this disturbance contact Gordon psychically and lead him to a Vortigaunt camp where they can help heal Alyx. In order to do this, the Vortigaunts need to project Gordon into Alyx’s mind to help her work through her recent traumas. In-Game Gordon accompanies Alyx in her mind which at the start of the level is a floating platform with a door in the distance. The Vortigaunts speak to Gordon and Alyx to tell them to not be afraid and to walk forward. Gordon goes forward and another platform rises up in front them leading to the door. When Gordon and Alyx open the door a scene forms around them recreating a small section of Ravenholm. This area created a great deal of dread and sadness for Alyx, especially when she had to leave Gordon in there. A shotgun appears in front of Gordon as three fast zombies come barreling down on Gordon and Alyx, leaving little time for sightseeing. After dispatching the fast zombies, a door materializes on the far end of the area and the Vortigaunts tell the pair to continue on their journey. When Gordon and Alyx open the door, they arrive on another floating platform, the area behind them disappears, and a door waits in front of them. Again, a path appears for the pair as they walk towards the door. Gordon and Alyx in a partially constructed house where the stairs to the upstairs area are not complete and the roof is missing and the back of the house partially made, when suddenly, around the corner a hunter comes running toward Gordon and Alyx. Seeing as how a Hunter nearly killed Alyx, she charges it with her gun blazing while Gordon starts to go up the stairs where the rest of the house begin to form. Up there, Gordon finds a Combine Rifle to dispatch the Hunter with Alyx. After killing the hunter, the area goes white and everything breaks apart around Gordon and Alyx with the Vortigaunts congratulating the pair on a job well done. Extro When Alyx wakes up she finds and hugs Gordon for helping her and then thanks the Vortigaunts. The G-Man stops time and appears to Gordon to remind him of his task and disappears again. Alyx and Gordon then continue their journey to the Borealis. “60 seconds of gameplay” 0:00 – 0:10: The player walks on a path that forms underneath them as they walk to a floating door Mark Williams Page | 5 of 36 9/7/2011 Single Player Level Design Document Half Life 2 0:10 – 0:20: The player opens the door and a small section resembling Ravenholm creates itself in front of the player with a shotgun appearing in front of the player with a spotlight shining down on it. 0:20 – 0:50: The player picks up the shot when three fast zombies come out of the shadows to kill the player. The player runs around the area while killing the fast zombies without being cornered. 0:50 – 0:60: After dispatching the fast zombies, a door materializes on the far end of the level and the player opens it and walks onto another floating platform as the level disappears behind them as the player walks toward another floating door Mark Williams Page | 6 of 36 9/7/2011 Single Player Level Design Document Half Life 2 MAJOR AREAS/VISUAL THEMES Area 1: Dreamscape Text Description: This is the basic outside area that the player travels through to get to the two main areas of the level. It features floating platforms and doors with a nice sunset over a beach surrounding the player. The area is meant to calm the player before the areas of combat and be surreal with the player on floating platforms in this idyllic skybox. The platforms are made of wood as are the doors to give the area a natural feeling. Visual References Terrain/Vegetation Figure 4 Basic concept of the Dreamscape terrain http://www.moviedeskback.com/wp-content/uploads/2011/05/The-Tree-Of-LifeWallpapers-HD-17.jpg Figure 5 The beach area surrounding the floating platforms http://constructionlawva.com/wp-content/uploads/2011/04/Sunset-at-thebeach.jpg Mark Williams Page | 7 of 36 9/7/2011 Single Player Level Design Document Half Life 2 Models/Architecture Figure 6 Floating platform concept 1 http://www.gizmag.com/go/5824/picture/24665/ Figure 7 Platform concept 2 http://islandbreath.blogspot.com/2010/04/oxfam-at-odds-over-gmos.html Figure 8 Platform concept 3 http://slgames.wordpress.com/category/swag-hunt/ Mark Williams Page | 8 of 36 9/7/2011 Single Player Level Design Document Half Life 2 Textures/Lighting Figure 9 This is the lighting and look for the Dreamscape http://www.podcastfilmreview.com/wp-content/uploads/2011/06/Tree-ofLife2.png Figure 10 The perfect lighting for the level, especially the god rays http://hd-wallpapers-widescreen.thundafunda.info/plogcontent/images/desktop-images/beach-backgrounds/sunset-at-beach-balda-sunset-ardinia-beach.jpg Mark Williams Page | 9 of 36 9/7/2011 Single Player Level Design Document Half Life 2 Characters/Vehicles Figure 11 Gordon Freeman, the character that the player plays as http://images2.wikia.nocookie.net/__cb20100622090111/halflife/en/images/2/2b/Gordon_bust_rtb2.jpg Figure 12 Alyx Vance who accompanies the player in the level http://images1.wikia.nocookie.net/__cb20100621104122/halflife/en/images/e/e9/Alyx.jpg Figure 13 A Vortigaunt who dictates the level objectives to the player http://images3.wikia.nocookie.net/__cb20090722143148/halflife/en/images/1/10/Vort_trainer.jpg Mark Williams Page | 10 of 36 9/7/2011 Single Player Level Design Document Half Life 2 Area 2: Ravenholm Recollection Text Description: This area is dark and grungy with blood splatters all over the walls and floor. The area has a heavy industrial feeling with towering buildings to dwarf the players. The buildings rise from the floor when the player opens the door to the area. This area takes place at night with a cloudy sky to add tension. There are five buildings in this area with a large concrete wall to keep the player in the area. Visual References Terrain/Vegetation Figure 14 The grungy terrain is the aim of the level http://citynoise.org/article/9036 Figure 15 This is the basic terrain idea for the level http://www.skyscrapercity.com/showthread.php?t=601621&page=3 Mark Williams Page | 11 of 36 9/7/2011 Single Player Level Design Document Half Life 2 Models/Architecture Figure 16 Derelict buildings and bricks are the level's look http://www.skyscrapercity.com/showthread.php?t=601621&page=3 Figure 17 Excellent concept for the skybox area http://www.blingcheese.com/image/code/49/the+sky+is+dark.htm Mark Williams Page | 12 of 36 9/7/2011 Single Player Level Design Document Half Life 2 Textures/Lighting Figure 18 Stark shadows are key for this area http://dcist.com/2007/10/popcorn_candy_w_3.php Figure 19 This lighting is essential http://www.djibnet.com/photo/manhatten/gotham-city-at-night-138391681.html Mark Williams Page | 13 of 36 9/7/2011 Single Player Level Design Document Half Life 2 Characters/Vehicles Figure 20 The fast zombie enemy http://images1.wikia.nocookie.net/__cb20090527180416/half-life/en/images/0/00/Fast_zombie.jpg Figure 21 Ravenholm from Half Life 2 http://www.maycontainspoilers.co.uk/wp-content/uploads/2010/07/d1_town_030006.jpg Mark Williams Page | 14 of 36 9/7/2011 Single Player Level Design Document Half Life 2 Area 3: Hunter’s house Text Description: The player arrives in this house to see an almost complete living room leading to an incomplete kitchen with a few stairs in the living room leading to nowhere. The skybox is stormy and gray to give the area a sense of dread. As the player navigates the house, more of it becomes complete and offers new areas to explore while fighting the hunter. The textures for this house are grungy and there is going to be broken plates and glasses throughout the area to give a sense of struggle in the area before the player arrived. Visual References Terrain/Vegetation Figure 22 This claustrophobia is essential for the terrain of the level http://www.ecojoes.com/tiny-house-big-savings/ Figure 23 The floating stairs are perfect for the level http://www.decodir.com/2009/10/modern-house-interior-design-with-twocourtyards/modern-house-staircase-interior-design/ Mark Williams Page | 15 of 36 9/7/2011 Single Player Level Design Document Half Life 2 Models/Architecture Figure 24 A nice run down house concept http://www.vintageseattle.org/2008/08/03/fixing-up-an-old-house-we-need-you/ Figure 25 Another great run down house http://www.thesefleetingmoments.com/index.php?showimage=74 Mark Williams Page | 16 of 36 9/7/2011 Single Player Level Design Document Half Life 2 Textures/Lighting Figure 26 Peeling wallpaper is a key feature of the house http://yaymicro.com/stock-image/peeling-wallpaper/96082 Figure 27 Natural lighting concept for the house http://10rooms.blogspot.com/2010/08/color-post-how-natural-light-in-your.html Mark Williams Page | 17 of 36 9/7/2011 Single Player Level Design Document Half Life 2 Characters/Vehicles Figure 28 The Hunter enemy http://images3.wikia.nocookie.net/__cb20090616004642/half-life/en/images/2/2a/Hunter.jpg Figure 29 The type of house the Hunter fight takes place in http://www.polycat.net/gallery/halflife2_ep2/hl2ep2_73 Mark Williams Page | 18 of 36 9/7/2011 Single Player Level Design Document Half Life 2 LEVEL OBJECTIVES Primary: Help Alyx heal herself in her mind (The player fails if they or Alyx dies) Secondary: Defeat the enemies in each area to move on Bonus: N/A Hidden: N/A CHALLENGE HIGHLIGHTS Area 1: Dreamscape Combat: N/A Stealth: N/A Puzzles: N/A Conversation: o Alyx talking to Gordon with idle chatter and about the area o Vortigaunts telling the player what to do Boss Battles: N/A Area 2: Ravenholm Recollection Combat: o The player fights three fast zombies o Player finds a shotgun in this area Stealth: N/A Puzzles: N/A Conversation: o Alyx speaking to Gordon about the area and idle chatter Boss Battles: N/A Area 3: Hunter’s House Combat: o The player faces off against a hunter in a small house o Player finds a pulse rifle in this area Stealth: N/A Puzzles: N/A Conversation: o Alyx talking to Gordon about area o Alyx talking to Gordon about the Hunter o Vortigaunts praising the player for the completion of the area and level Boss Battles: o The Combine Hunter WOW MOMENTS Moment 1 (Area 1: Dreamscape): Being on a floating platform and area not seen in Half Life 2 Moment 2 (Area 2: Ravenholm Recollection): Seeing the level form itself around the player when they arrive Moment 3 (Area 3: Hunter’s House): Having a level form as the player moves around the level while fighting a hunter Mark Williams Page | 19 of 36 9/7/2011 Single Player Level Design Document Half Life 2 Actors Player: Gordon Freeman Model(s): N/A Level is played from the first person perspective Inventory: Hev Suit Start Location: In the Dreamscape area on a floating platform Motives/Objectives: To help heal Alyx’s mind Key Actors Actor 1: Alyx Vance Model(s): Alyx Vance model Inventory: Desert Eagle Motives/Objectives: To heal her mind of the past traumas inflicted on her Starting Location: In the Dreamscape area on a floating platform next to Gordon Freeman Actor 1: Fast Zombie Model(s): Fast Zombie Inventory: N/A Motives/Objectives: Kill Alyx Vance or Gordon Freeman Starting Location: Ravenholm Recollection area Actor 1: Combine Hunter Model(s): Combine Hunter Inventory: N/A Motives/Objectives: Kill Alyx Vance or Gordon Freeman Starting Location: Hunter’s House Area Supporting Actors Actor 1: The Vortigaunts Model(s): Vortigaunt Inventory: N/A Motives/Objectives: Help Alyx with healing her mind Uses Within Level: To tell the player where to go and lay down the basics of the story Mark Williams Page | 20 of 36 9/7/2011 Single Player Level Design Document Half Life 2 User Interface Pre-Game Information Briefing: A brief cut scene from Gordon’s point of view of the Vortigaunts putting Gordon to sleep and transporting his consciousness to Alyx’s mind In-Game Information Introduction: In the Dreamscape the Vortigaunts speak to the player about the objectives and telling them to move forward In-Game: o Vortigaunts dialogue fades in and out of the level and is incomprehensible o Alyx having idle chatter with Gordon o Alyx relates her experience to Gordon in the Ravenholm and Hunter’s House areas o The Vortigaunts praise the player at the end of the level when they succeed Objectives: o Navigate Alyx’s mind to help heal her o Eliminate any enemies in the way Conclusion: Gordon wakes up to find Alyx rushing to hug him for his help while the Vortigaunts watch them Post Game Information Debriefing: A cut scene from Gordon’s point of view of the G-Man as he stops time and appears to Gordon to remind him of his task and disappears again. Then Gordon and Alyx get on the helicopter to go the Borealis Stats: N/A HUD Elements Normal Elements Used Mark Williams Page | 21 of 36 9/7/2011 Single Player Level Design Document Half Life 2 GAMEPLAY DETAILS Level Progression Chart Figure 30 Level Progression Chart for Strange Days Mark Williams Page | 1 of 36 9/7/2011 Single Player Level Design Document Half Life 2 Gameplay Mechanics Prerequisite Skills: Basic first person shooter skills that include aiming, shooting, and navigation Skills Learned Players learn to navigate an unknown area as it forms around them and how to fight enemies in such a space OVERVIEW MAP Figure 31 Overview map and key Mark Williams Page | 1 of 36 9/7/2011 Single Player Level Design Document Half Life 2 Figure 32 Gun and ammo pick-ups map Mark Williams Page | 2 of 36 9/7/2011 Single Player Level Design Document Half Life 2 Figure 33 Encounter and enemy map Mark Williams Page | 3 of 36 9/7/2011 Single Player Level Design Document Half Life 2 DETAILED MAP DESCRIPTIONS AREA 1: DREAMSCAPE Map Figure 34 The two Dreamscape paths that lead to the two encounter rooms in the level Gameplay Alyx travels with the player on these paths There is no combat on these paths The path creates itself under the players feet These paths are cool down paths between combat sections Dialog On the first path Alyx tells Gordon her memories of Ravenholm and what it means to her On the second path Alyx recollects her near death experience involving a Combine Hunter Vortigaunt mumbling in the background Visual References Figure 35 First Dreamscape path Mark Williams Page | 4 of 36 9/7/2011 Single Player Level Design Document Half Life 2 Figure 36 Second Dreamscape path Mark Williams Page | 5 of 36 9/7/2011 Single Player Level Design Document Half Life 2 AREA 2: RAVENHOLM RECOLLECTION Map Figure 37 Ravenholm Recollection area map Gameplay Load out: Hev suit Encounters o Alyx fights alongside Gordon o E1: Three fast zombies spawn on the roof tops and assault the player o There is a shotgun in the area to fight the fast zombies with o Due to the close quarters, the shotgun is the perfect weapon for this encounter Challenges o Fighting three fast zombies in a small encounter space o Only one health pickup in far end of the room Dialog Alyx talks to Gordon with generic battle dialogue The Vortigaunts tell Gordon what to do to move on The Vortigaunts mumble in the background Visual References Figure 38 Isometric view of the Ravenholm area Mark Williams Page | 6 of 36 9/7/2011 Single Player Level Design Document Half Life 2 Figure 39 Top view of the Ravenholm Recollection area Mark Williams Page | 7 of 36 9/7/2011 Single Player Level Design Document Half Life 2 AREA 3: HUNTER’S HOUSE Map Figure 40 Hunter's House area map with both floors displayed Gameplay Load out: Hev suit and Shotgun Encounters o Alyx fights alongside Gordon o The player confronts a Combine Hunter in a small area Challenges o The level is not fully formed when the player arrives o The upstairs does not exist until the player goes up the stairs o This creates a fun and dynamic challenge for the player not seen in Half Life o Making sure the level forms in a way so that the player cannot fall out of the level is going to be a major priority Dialog Alyx talks to Gordon with idle battle chatter The Vortigaunts congratulate the player upon the completion of this area The Vortigaunts tell Gordon what to do to move on Mark Williams Page | 8 of 36 9/7/2011 Single Player Level Design Document Half Life 2 Visual References Figure 41 Basic isometric view of the house without the outer walls in place Figure 42 Top view of the house floors Mark Williams Page | 9 of 36 9/7/2011 Single Player Level Design Document Half Life 2 APPENDIX: What makes this level fun? Tight controlled encounters to provide a good sense of tension Having a level form around the player More Half Life story and time with Alyx What makes this sequence interesting/memorable? Levels forming out of thin air Three very different environments in a small space Playing a level in someone’s mind How will you communicate to the player what they need to do? Vortigaunts tell the player what to do throughout the level with voice over How can the player break it? The player can inevitably find a way out of the level before it forms, and no matter how much play testing is done, it is not going to be enough to find every way out of the level Wasting ammo and then not being able to kill the enemies Players killing Alyx themselves Mark Williams Page | 10 of 36 9/7/2011