Game Mod

Operation: Broken Belt

  • 2008
  • Released
  • School of Design (George Brown College)
Operation Broken Belt - industrial gate-five courtyard with smokestacks and trucks, shown on an iMac
Operation Broken Belt industrial map running on Source Engine

A fully scripted single-player Half-Life 2 episode built in the Valve Source Engine. The scenario drops the player into an industrial suburb near City 17 where the Combine have quietly seized a factory complex and are using the main hangar to manufacture EMP bombs from a newly installed power reactor. The mission unfolds across a multi-stage environment: infiltrate the APC hangar from the south, move through the east wing to the EMP generator, overload the reactor, and extract northwest before the rebel assault begins. The level is a complete narrative experience with a defined beginning, middle, and end — environment, character dialogue, AI behaviour, and scripted events all working together to carry the player through the story.

Challenge

Build a complete single-player Half-Life 2 episode solo — concept, world geometry, lighting, AI, dialogue, and scripted events — with a multi-stage objective structure that reads cleanly as a covert-operations narrative from start to finish.

Solution

Acted as sole level designer through full production: designed the layout and multi-stage objective structure, built all world geometry and architectural detail, authored lighting for the industrial covert-ops atmosphere, scripted gameplay events, AI behaviour, character dialogue, and animation sequences, and applied level optimisation for performance.

Outcome

Shipped as a self-contained single-player Half-Life 2 episode with a clear beginning, middle, and end — used as a portfolio piece demonstrating end-to-end level design, scripting, and optimisation in the Source Engine.

Gallery

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Supporting video

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Contributions

  • Designed the full level layout, mission flow, and multi-stage objective structure
  • Built all world geometry, architectural modeling, and environmental detail
  • Authored lighting to support the industrial, covert-operations atmosphere
  • Scripted gameplay events, AI behaviour, character dialogue, and character animation sequences
  • Applied level optimisation for performance
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