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Forerunner City: Difference between revisions

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(Overhaul with the new info available from DeLeon and Russel)
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[[File:TheLostCity.jpg|thumb|300px|An exterior view of the city's final iteration. This design was recycled for the [[Cartographer]] in ''[[Halo 3]]'' and a structure in ''[[Origins]]''.]]
{{Quote|all I can say is, imagine a beard trimmer, and each blade of the comb is the size of manhattan, each with tiered 'hoods.|Paul Russel<ref>[https://twitter.com/Dr_Abominable/status/732114909027176450 ''Paul Russel on Twitter'']</ref>}}
'''"The Lost City"''' was a concept for a gameplay space to be featured in ''[[Halo 3]]''. It was cut during the development process, as the space had grown so immense that ''"it could be a game in itself"''.<ref>[https://picasaweb.google.com/114253662089061571624/Halo3TheLostCity#5573889624080394914 '''Picasa''': ''Paul Russel > Halo 3: The Lost City 12/16'']</ref>
[[File:TheLostCity.jpg|thumb|300px|An exterior view of the city's third iteration.<ref name="trace">[https://twitter.com/Dr_Abominable/status/732118079027613696 ''Paul Russel on Twitter'':] ''That's a trace of a screenshot I took of one of the concepts. I think version 3 of a city.''</ref> This design was recycled for the [[Cartographer]] in ''[[Halo 3]]'' and a structure in ''[[Origins]]''.]]
'''"The Lost City"'''<ref name="picasa"/>, also known as '''"Forerunner Condo"''' to Bungie and '''"Cuesta Verde"''' to [[Vic DeLeon]]<ref name="condo">[https://twitter.com/vicdeleon/status/1250140058088124416 ''Vic DeLeon on Twitter'':] ''We called it Forerunner Condo. I called it Cuesta Verde phase 4. The fiction behind it was a supposed housing complex for Forerunner scientists living on the ring. Maybe for the Librarian's team? I don't really remember.''</ref> , was a visual look-development level created during the [[Development of Halo 3|development]] of ''[[Halo 3]]''. It was cut during the development process, as the space had grown so immense that ''"it could be a game in itself"''.<ref name="picasa">[https://picasaweb.google.com/114253662089061571624/Halo3TheLostCity#5573889624080394914 ''Picasa'': Paul Russel > Halo 3: The Lost City] (defunct, [https://web.archive.org/web/20160413070942/https://picasaweb.google.com/114253662089061571624/Halo3TheLostCity Archive])</ref>


The final iteration's exterior appears to have influenced the design of the final game's [[Cartographer]]: the forward half of the city, especially its spire, is virtually identical to the map room's exterior structure. A building identical to the final concept was also featured in the ''[[Halo Legends]]'' episode ''[[Origins]]''.
The final iteration's exterior appears to have influenced the design of the final game's [[Cartographer]]: the forward half of the city, especially its spire, is virtually identical to the map room's exterior structure. A building identical to the third iteration was also featured in the ''[[Halo Legends]]'' episode ''[[Origins]]''.<ref name="trace"/>


== Development and design ==
== Development and design ==
Built by [[Bungie]] Environmental Artist [[Paul Russel]], the level was to be based around a massive [[Forerunner]] city. At first, Russel started exploring the idea by designing different types of skyscrapers based on Forerunner aesthetic,<ref>[https://picasaweb.google.com/114253662089061571624/Halo3TheLostCity#5573888036062396482 '''Picasa''': ''Paul Russel > Halo 3: The Lost City 1/16'']</ref> gradually adding detail until discarding the idea of a conventional, [[human]]-like city in favor of a more solid and defined arcology design.<ref>[https://picasaweb.google.com/114253662089061571624/Halo3TheLostCity#5573888865959432162 '''Picasa''': ''Paul Russel > Halo 3: The Lost City 4/16'']</ref>
Built by [[Bungie]] environment artist [[Paul Russel]], the level was to be based around a massive [[Forerunner]] city and served as a visual look-dev test for the game's [[campaign]]. By the time of working on his third ''Halo'' game, Russel's ideas for Forerunner architecture were beginning to run thin, and the artist wished to create a city that "got past" modern notions of cities - instead of individual buildings, the entire city was to be made of one single building.<ref>[https://twitter.com/Dr_Abominable/status/732109307529986048 ''Paul Russel on Twitter'':] ''Thanks! I wanted to get past our current notion of cities, instead of individual buildings, city is a single building.''</ref> The project aimed to crate spaces that had cultural function and implied Forerunner daily life via the architecture, as well as indicating what Forerunner values were.<ref>[https://twitter.com/Dr_Abominable/status/732107105474252800 ''Paul Russel on Twitter'':] ''I had a lot of ideas for the discarded forerunner city. In terms of creating spaces that had cultural function...''</ref><ref>[https://twitter.com/Dr_Abominable/status/732107385989271552 ''Paul Russel on Twitter'':] ''...tried to imply Forerunner daily life through architecture. What their values were. How function and form worked...''</ref> More than just "cool shapes with mysterious purposes", the structure was to tell a story of the people who used it.<ref>[https://twitter.com/Dr_Abominable/status/732107644144476160 ''Paul Russel on Twitter'':] ''...probably the most interesting thing I took on, because it wasn't just cool shapes with mysterious purpose. Telling a story''</ref>


Russel then built several architectural components, stacking them together to form a single, massive structure which he then flipped on top of itself.<ref>[https://picasaweb.google.com/114253662089061571624/Halo3TheLostCity#5573888866357261762 '''Picasa''': ''Paul Russel > Halo 3: The Lost City 5/16'']</ref><ref>[https://picasaweb.google.com/114253662089061571624/Halo3TheLostCity#5573888867283810610 '''Picasa''': ''Paul Russel > Halo 3: The Lost City 6/16'']</ref>  
At first, Russel started exploring the idea by designing different types of skyscrapers based on Forerunner aesthetic, gradually adding detail until discarding the idea of a conventional, [[human]]-like city in favor of a more solid and defined arcology design. Russel then built several architectural components, stacking them together to form a single, massive structure which he then flipped on top of itself. However, this design was also discarded and replaced by a single building covered in an ornate, extremely detailed cantilever pattern. The final design incorporated a variation of the repetitive cantilever structure based around a massive arcology structure, featuring an expansive interior space with complex structural elements nestled within the superstructure.<ref name="picasa"/>


However, this design was also discarded and replaced by a single building covered in an ornate, extremely detailed cantilever pattern.<ref>[https://picasaweb.google.com/114253662089061571624/Halo3TheLostCity#5573888037248363522 '''Picasa''': ''Paul Russel > Halo 3: The Lost City 7/16'']</ref> The final design incorporated a variation of the repetitive cantilever structure based around a massive arcology structure, featuring an expansive interior space with complex structural elements nestled within the superstructure.<ref>[https://picasaweb.google.com/114253662089061571624/Halo3TheLostCity#5573888872495643506 '''Picasa''': ''Paul Russel > Halo 3: The Lost City 10/16'']</ref>
In total, there were around ten versions of the city produced.<ref>[https://twitter.com/Dr_Abominable/status/641253723616862209 ''Paul Russel on Twitter'':] ''Here's one I didn't put up. There were probably 10 different versions of the city.''</ref> Once the architectural blockout was made, it was passed on to Vic Deleon, who populated the area with vegetation, entropy and lighting and other detail<ref name="DeLeonpics"/>, working for around three weeks on the project alongside a cut level called "[[Tsavo Township]]" before being moved to making maps for ''[[Halo 2]]'' DLC.<ref name="tsavo">[https://twitter.com/vicdeleon/status/1250140959016243200 ''Vic DeLeon on Twitter'':] ''I spent roughly three weeks working on both this and a test for Tsavo Township (which was put on hold) until I was moved over to making multiplayer maps for the Halo2 DLC.''</ref> By this time, the fiction surrounding the structure that it was to be a housing complex for Forerunner scientists living on the ring - possibly the [[Librarian]]'s team.<ref name="condo"/> The idea of this iteration was to design an abandoned living space with a courtyard, that had fallen into disrepair.<ref name="DeLeonpics"/>


== Gallery ==
== Gallery ==
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File:LostCity final interior 1.jpg|A view of the interior space of the final design.
File:LostCity final interior 1.jpg|A view of the interior space of the final design.
File:LostCity final interior 2.jpg|Another view of the arcology interior.
File:LostCity final interior 2.jpg|Another view of the arcology interior.
File:H3 TheLostCity LateStage.jpg|A later stage of the Lost City.
File:H3_TheLostCity_Side.jpg|A side view of this later stage.
File:LostCity_Origins.png|The city, as seen in ''Origins''.
File:LostCity_Origins.png|The city, as seen in ''Origins''.
</gallery>
===Vic Deleon's art pass===
The near-final iterations by Vic DeLeon, running in the "Halo 2.5-3" engine, c.2005.<ref name="DeLeonpics">[https://twitter.com/vicdeleon/status/1250139051476144128 ''Vic DeLeon on Twitter'':] ''So here's three shots taken in-game wayyy back in 2005 running a version of the #Halo 2.5-3 engine. The idea was to design an abandoned Forerunner "living space" with courtyard, and fallen into disrepair.  @Dr_Abominable  made the original structures and I modified, added entropy''</ref>
<gallery>
File:H3 TheLostCity Courtyard 1.jpg
File:H3 TheLostCity Courtyard 2.jpg
File:H3 TheLostCity Courtyard 3.jpg
</gallery>
</gallery>



Revision as of 12:11, April 16, 2020

"all I can say is, imagine a beard trimmer, and each blade of the comb is the size of manhattan, each with tiered 'hoods."
— Paul Russel[1]
A screenshot of Forerunner City.
An exterior view of the city's third iteration.[2] This design was recycled for the Cartographer in Halo 3 and a structure in Origins.

"The Lost City"[3], also known as "Forerunner Condo" to Bungie and "Cuesta Verde" to Vic DeLeon[4] , was a visual look-development level created during the development of Halo 3. It was cut during the development process, as the space had grown so immense that "it could be a game in itself".[3]

The final iteration's exterior appears to have influenced the design of the final game's Cartographer: the forward half of the city, especially its spire, is virtually identical to the map room's exterior structure. A building identical to the third iteration was also featured in the Halo Legends episode Origins.[2]

Development and design

Built by Bungie environment artist Paul Russel, the level was to be based around a massive Forerunner city and served as a visual look-dev test for the game's campaign. By the time of working on his third Halo game, Russel's ideas for Forerunner architecture were beginning to run thin, and the artist wished to create a city that "got past" modern notions of cities - instead of individual buildings, the entire city was to be made of one single building.[5] The project aimed to crate spaces that had cultural function and implied Forerunner daily life via the architecture, as well as indicating what Forerunner values were.[6][7] More than just "cool shapes with mysterious purposes", the structure was to tell a story of the people who used it.[8]

At first, Russel started exploring the idea by designing different types of skyscrapers based on Forerunner aesthetic, gradually adding detail until discarding the idea of a conventional, human-like city in favor of a more solid and defined arcology design. Russel then built several architectural components, stacking them together to form a single, massive structure which he then flipped on top of itself. However, this design was also discarded and replaced by a single building covered in an ornate, extremely detailed cantilever pattern. The final design incorporated a variation of the repetitive cantilever structure based around a massive arcology structure, featuring an expansive interior space with complex structural elements nestled within the superstructure.[3]

In total, there were around ten versions of the city produced.[9] Once the architectural blockout was made, it was passed on to Vic Deleon, who populated the area with vegetation, entropy and lighting and other detail[10], working for around three weeks on the project alongside a cut level called "Tsavo Township" before being moved to making maps for Halo 2 DLC.[11] By this time, the fiction surrounding the structure that it was to be a housing complex for Forerunner scientists living on the ring - possibly the Librarian's team.[4] The idea of this iteration was to design an abandoned living space with a courtyard, that had fallen into disrepair.[10]

Gallery

Vic Deleon's art pass

The near-final iterations by Vic DeLeon, running in the "Halo 2.5-3" engine, c.2005.[10]

Sources

  1. ^ Paul Russel on Twitter
  2. ^ a b Paul Russel on Twitter: That's a trace of a screenshot I took of one of the concepts. I think version 3 of a city.
  3. ^ a b c Picasa: Paul Russel > Halo 3: The Lost City (defunct, Archive)
  4. ^ a b Vic DeLeon on Twitter: We called it Forerunner Condo. I called it Cuesta Verde phase 4. The fiction behind it was a supposed housing complex for Forerunner scientists living on the ring. Maybe for the Librarian's team? I don't really remember.
  5. ^ Paul Russel on Twitter: Thanks! I wanted to get past our current notion of cities, instead of individual buildings, city is a single building.
  6. ^ Paul Russel on Twitter: I had a lot of ideas for the discarded forerunner city. In terms of creating spaces that had cultural function...
  7. ^ Paul Russel on Twitter: ...tried to imply Forerunner daily life through architecture. What their values were. How function and form worked...
  8. ^ Paul Russel on Twitter: ...probably the most interesting thing I took on, because it wasn't just cool shapes with mysterious purpose. Telling a story
  9. ^ Paul Russel on Twitter: Here's one I didn't put up. There were probably 10 different versions of the city.
  10. ^ a b c Vic DeLeon on Twitter: So here's three shots taken in-game wayyy back in 2005 running a version of the #Halo 2.5-3 engine. The idea was to design an abandoned Forerunner "living space" with courtyard, and fallen into disrepair. @Dr_Abominable made the original structures and I modified, added entropy
  11. ^ Vic DeLeon on Twitter: I spent roughly three weeks working on both this and a test for Tsavo Township (which was put on hold) until I was moved over to making multiplayer maps for the Halo2 DLC.