Half-Life 2: Black Site project cover
03 / Hammer

Half-Life 2: Black Site

A single-player escape level focused on cover-based combat, environmental puzzles, and a gradual transition from the Citadel to City 17.

POSITIONS
Level Designer
Puzzle Designer
Combat Designer
ENGINE
Hammer
PLATFORM
PC
DEVELOPMENT
2 months
Finished December 2025
DESCRIPTION

Half-Life 2: Black Site is a single-player escape level set between Direct Intervention and Lowlife in Half-Life 2: Episode One.

Captured by the Combine after the Citadel train accident, Gordon Freeman and Alyx Vance must escape a hidden facility by fighting through Combine forces and solving battery-based environmental puzzles. The level focuses on cover-based combat, progressive puzzle teaching, resource management, and a gradual visual transition from Citadel architecture to the streets of City 17.

DESIGN GOALS
01

Combat Design

Create balanced combat encounters through cover placement, enemy composition, and resource distribution. Combat intensity increases gradually while giving players multiple strategic options.

02

Puzzle Progression

Introduce the battery and one-way fence mechanics through clear, step-by-step teaching, then reinforce learning through repetition, variation, and combination.

03

Narrative & Environment

Guide the player through an escape narrative while using level progression to create direction and accomplishment. The visual style transitions from the industrial Citadel to City 17.

DESIGN DETAILS

Good Combat Flow

Cover Placement: Covers in the level are carefully designed. Players can use these covers to break complicated combats into a series of one-on-one battles. This makes encounters easier for players to tackle and gives designers more control over the flow.

Black Site combat encounter with cover placement

Verticality Combat Design: Some combat encounters take place across different heights, giving players varied combat experiences and changing how they read the space.

Black Site verticality combat encounter

Battery Reuse Puzzle

Battery: Batteries are used to unlock doors. I put significant effort into the interaction between batteries and slots so that the action feels clear and satisfying.

Black Site battery slot puzzle

Expanding the Depth: Some windows can be opened from the other side, allowing players to reuse batteries from a previous room. These connections must be carefully designed so the puzzles remain fun to play without becoming breakable.

Black Site battery reuse puzzle

Lighting and Guideline Aid

Lighting: Important supplies and interactive items are highlighted. Lighting attracts the player’s attention and helps them locate and collect what they need.

Black Site lighting guidance

Wires: All locked doors are connected to the battery slot and indicator lights with wires. This makes it easier for players to identify the correct unlock point.

Black Site wires connecting a door to its battery slotBlack Site locked door and battery indicator
POSTMORTEM

What Went Well

  • Milestones were completed on time and maintained a high level of quality.
  • Feedback from C34 students led to useful iterations and improvements.
  • The cover-based combat was fun, readable, and balanced.

What Went Wrong

  • The 3D skybox was locked in an early phase and became difficult to revise.
  • Alyx occasionally lost track of the player and stopped moving.

What I Would Improve

  • Build a more robust companion-following system.
  • Improve the battery slot before the prison gate.
  • Rebuild the 3D skybox with stronger visual composition.
  • Fix minor potential soft-lock situations.