Let's start the new year with the old! I promised to talk about #halo and the concept choices for a bunch of those, so here we go.
Going to focus on the #halocovenant as that's the race I had the opportunity to make the most impact.
Going to focus on the #halocovenant as that's the race I had the opportunity to make the most impact.
The very first thing I remember concepting was the #haloghost. Marcus @game_fabricator had asked me to take a stab at refining the design. He had already mocked something up in prototype when I got to @Bungie. It wasn't too different from this
This is when I started toying with the idea of the #halocovenant stealing technology, and putting a shiny shell over it. If you look at the old vehicle designs, there's always some underlying tech that is relatable so it isn't always organic.
In hindsight, this sort of design choice helped to ground content that I've carried on to other things in the future. If you make something so abstract, it makes it hard for people to wrap their head around it, always add a touch of relatability to bring more people onboard.
The shiny shell is one of controversy at the time. Jason Jones was adamant about it, because it helps to differentiate enemy from foe. It took me awhile for me to get onboard. No one else was doing it. Think DOOM era.
Eventually beetle fresnel shells became the inspiration.
Eventually beetle fresnel shells became the inspiration.
I've got a soft spot for the ghost. It's the thing I saw when interviewed at Bungie that made me think: "I'd love to work on this game!" Glad to see it continue over the lifetime of Halo's releases.
Hope that was fun tidbit about the #artofhalo. Will keep posting if people find this interesting.