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Week 3

  • michael71510
  • Aug 28
  • 2 min read

The HL2 style of level design 


This week I bought and played HL2 for around an hour, so I could get first-hand experience of how the levels are designed. Particularly how the player is directed, taught new mechanics and the pacing. 


Playing HL2. I immediately notice just how linear HL2 levels can be, and how this linearity can be used to direct the player. Despite the player occasionally having an option between multiple paths, the levels are almost always designed to leads the player in the same direction (Partridge, 2013). This approach allows the level designer to have full control over the pacing, when and how the player experiences major events. 


One example I found particularly inspiring was a section where the player first enters city-17 and proceeds to enter an apartment complex where a raid is taking place. This was inspiring to me because I plan on setting my level in a city apartment, so playing through this level helped me to consider how I could create some interesting enemy encounters in a similar environment. 

 

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Figure 4: A picture taken from the City-17 apartment raid level in HL2 In: Point Insertion, 2025 


From watching a level design analysis for HL2 episode 2 I learned that almost every room in a HL2 level forces the player to stop and think in some capacity (Partridge, 2013). Even if this is just to move some crates blocking a doorway. I want to make the player think in a similar way by theming the combat around the gravity gun. This could be interesting as it will force the player to think about the props around them and how they could be used as weapons. 


After doing some research. I learned that the architecture in HL2 is based around Eastern Europe. I may be able to use inspiration from countries like Poland and Hungary to help me design the level. It will be important for me to remember to prioritise good gameplay and flow over making a highly realistic environment, so that the level still feels good to play. 


From looking on the steam community pages for Gmod and Hl2, I realised that there are numerous fan-made 'apartment raid' themed levels. I want to make my level stand out somehow. I am not sure if this should be done by making the gameplay stand out or by theming the level around you looking for someone in the apartment (maybe the G-man?) before being ambushed. I think this could work well as it would add a narrative element to the level and help me direct the player into the apartment, as they would be following the G-man. This might prove too much work, and I will probably find myself having to cut it down to avoid scope-creep. 


Playing HL2 has been essential for helping me learn more about level design and the world-building of HL2. I will be continuing to play the game as I make my level which will help me learn even more and hopefully make a more professional and authentic level that could fit into the HL2 universe. 

 
 
 

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References

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Project Reflection

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