half-life 2: raising the bar redux
technology used
Source Engine
release trailer
The goal of Half-Life 2: Raising the Bar Redux was to recreate the Half-Life 2 Beta we never saw. The team combined lost concept art, uncovered plot points, and our own vision to create an authentic but unique experience. If you own Half-Life 2 and its episodes, you can play the mod for free or browse more of its content by clicking the link below.
My role on the team was that of Senior Level Designer. I worked on several maps in varying capacities on this hobby project. RTBR was well into development when I joined the team with maps ranging from freshly greyboxed to nearly complete. My work focused on polishing these spaces and prepping for release.
full playthrough
The 'Division' I worked on is a single-player experience that lasts about an hour and a half and covers the first major story arc of the HL2 beta where players are introduced to their primary cast of allies and enemies throughout City 17. Since my time on the RTBR team, many of these maps have received further work from other talented modders.
The mod is still in development! Division 3 recently released.
free tvs
When I took over the level dubbed 'Free TVs,' level geometry was almost complete. My work entailed setting a consistent tone with lighting, bringing some of the lesser-detailed areas up to par with the rest of the level, and breathing life into the space with scripted sequences which portrayed a city in unrest.
industrial sector
Industrial Sector is perhaps the most iconic map of the HL2 beta. It features factories, trains, the beginnings of rebellion, and many complex sequences. When I began my work, the level was largely blocked out with high polish in the liminal spaces. Most of my work was building the setpiece spaces as seen above and adding some additional level geometry to help pace the gameplay in areas that felt underwhelming.
construction
Construction was the most complete of the maps I was given while on the project. I spent most of my time on this level performing optimizations and level cleanup - removing unneeded geometry, back faces, improving lighting, and tweaking object culling, AI pathing, combat balance, and player navigation.
conclusion
I am forever grateful for my time on HL2: RTBR. Not only was I able to perform my passion, level design, but in a senior position among a group of excellent developers. We worked on the mod for no pay purely because we shared a goal of making a fantastic Half-Life 2 beta experience.
I learned a lot while on the project. Since I didn't perform many blockouts, I did a lot more visual development alongside other level designers and polish. I enjoyed adding sequences to make the world feel alive, optimizing the levels to run as smoothly as possible, and adjusting the lighting to maximize the atmosphere.