hospital shootout

technology used

Source Engine Logo

Source Engine

commentary playthrough

Above is a full playthrough of the blockout with live commentary detailing the design choices made throughout.

level sketch

Hospital Shootout Level Sketch

Above is my preliminary sketch. Each gameplay space has a number; this number then correlates to an entry on a separate sheet which details what that location is and what it's gameplay purpose is. For example:

4) Reception – Foreshadows parking lot and some zombies.

8) Back alley - First combine ambush.

13) Emergency exit staircase - Players can use this to get between hospital and parking lot later.

23) Hospital hall – Overlooks area 19. Pacing break.

33) Puzzle room - Allows player to enter area 35.

With this pass complete, the level should be ready for a first playthough. During this playthrough, I encountered a few bugs and gameplay issues. I took note of these and made sure to address them and run more tests until the issues were solved before moving to my next pass.

Once all issues are solved and I can play through without any issues and completing all non-combat gameplay, I am ready to move to the next pass.

This playtest presented a lot of issues, which is pretty common for a first pass of AI. I noted each one and ensured I was able to get a smooth experience before handing it to playtesters. No sense in having people playtest content I know is broken.

Once I was happy with where combat was and I had a complete experience, I handed this level to several players, none of which were familiar with the level or even Half-Life 2 or Source mods. I compiled a wide range of notes and feedback which I addressed in subsequent iterations. I continued testing between myself and others until the level was polished and had no consistent issues.

Generally, at this point, I would shift gears to environment art and continue to work on the level until it's ready to ship. In this case, however, I wanted to demonstrate pure design, so I considered the level complete.