SMU Guildhall Graduate Catalog — 2023 C31 CATALOG | Page 50

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Andrew Huang
Level Design
Overtime – A Half-Life 2 Custom Map About Time Travel
The “ Effect and Cause ” level in the game Titanfall 2 is one of the best first-person shooter levels in the history of video games . During the Action Block stage of DFS I ( Directed Focus Study 1 ), I learned how to implement a similar time travel mechanic using Half-Life 2 entities . As a fan of the Titanfall series , I decided to try something similar and see how far I could go with it .
I used the same approach as Respawn and made two copies of the world , one for the present and one for the future . The way I implemented the time travel mechanic was to use the logic _ measure _ movement entity to track player movement and teleport players between two worlds .
The project took me about 50 hours to finish , and I learned a lot from it . It was a challenge to keep track of changes in two game worlds and ensure everything matches . Making two worlds visually different is a significant portion of cosmetic work . The gameplay also went through several revisions and pivoted from focusing on platforming to a balanced mix of puzzles and platforming .
I enjoyed working on this project and found it to be an overall success . It could be even further expanded with more scripting freedom ( using Source SDK and C ++, for example ).
50 LEVEL DESIGN