Development of Halo: Combat Evolved: Difference between revisions

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==Early story and setting drafts==
==Early story and setting drafts==
[[File:HCE EarliestFlood Concept.jpg|thumb|right|The earliest known concept art of the Flood, by Robert McLees in roughly 1997 during the RTS days of the game's development.<ref name="AOH52">''The Art of Halo: Creating a Virtual World'' - ''p. 52''</ref> The full resolution was lost during the shuffle of years at Bungie, and the colour resembles human skin more due to McLees' colour-blindness.{{Ref/Reuse|feast}}]]
[[File:HCE EarliestFlood Concept.jpg|thumb|The earliest known concept art of the Flood, by Robert McLees in roughly 1997 during the RTS days of the game's development.<ref name="AOH52">''The Art of Halo: Creating a Virtual World'' - ''p. 52''</ref> The full resolution was lost during the shuffle of years at Bungie, and the colour resembles human skin more due to McLees' colour-blindness.{{Ref/Reuse|feast}}]]
When developing games prior to ''Halo'', Bungie's method of development was to develop their engine, then make their multiplayer gameplay feel good. This was only followed then by campaign as the final element to take place.<ref>[http://halo.bungie.org/pressscans/display.html?scan=cgw1199 ''halo.bungie.org: Computer Gaming World 1999 scan'']</ref> The development of ''Halo'' was no exception, as the rough story for the game didn't even begin to take shape until mid-199, following the Macworld trailer premiere. The first seeds of the franchise were sown following [[Robert McLees]]' creation of the then-"future soldier" (the predecessor to the Master Chief) and the Warthog vehicle, at which point he began to place himself in the year 2500, with the player at war with alien factions.{{Ref/Reuse|untold}} In the early stages of the game's development, the game's setting of a "fortress world" was to be a hollowed-out planet, though this soon evolved into a [[dyson sphere]] and later the titular ringworld.{{Ref/Reuse|AOH73}}<ref name="jones">[http://halo.bungie.net/News/content.aspx?cid=6 ''Bungie.net: Jason Jones Interviewed By You'']</ref> This planet was to have been named "Solipsis", one of the names suggested as the game's title during development.{{Ref/Reuse|IGNhistory}} The evolution of the setting to the ringworld, however, inspired Paul Russel to come up with the name ''Halo'', which was then applied to the ring itself.{{Citation needed}} The earliest drafts of the structure that would later become the [[Portal at Voi]] were concepted by [[Marcus Lehto]]<ref>[https://twitter.com/game_fabricator/status/1088274744456159232 ''Marcus Lehto on Twitter:''] ''These are the oldest drawings of the Ark. Started playing around with this idea during Halo CE development''</ref> and implemented into an early build by around 1998.<ref name="LehtoWireframe">[https://twitter.com/game_fabricator/status/1198285568712441858?s=19 ''Marcus Lehto on Twitter:''] ''This is the very first Warthog I designed for Halo back in 1998. Old pc build only runs in wireframe now. Master Chief could go prone, crouch and drive this somewhat unwieldy vehicle around the map. Even had an early Forerunner Ark in the background! #warthog #halo #cybertruck''</ref><ref group="Note" name="Ark">This concept would later be considered for inclusion in ''Halo 2'' as the Ark, before later being relegated to ''Halo 3'' as the Voi portal.</ref>
When developing games prior to ''Halo'', Bungie's method of development was to develop their engine, then make their multiplayer gameplay feel good. This was only followed then by campaign as the final element to take place.<ref>[http://halo.bungie.org/pressscans/display.html?scan=cgw1199 ''halo.bungie.org: Computer Gaming World 1999 scan'']</ref> The development of ''Halo'' was no exception, as the rough story for the game didn't even begin to take shape until mid-199, following the Macworld trailer premiere. The first seeds of the franchise were sown following [[Robert McLees]]' creation of the then-"future soldier" (the predecessor to the Master Chief) and the Warthog vehicle, at which point he began to place himself in the year 2500, with the player at war with alien factions.{{Ref/Reuse|untold}} In the early stages of the game's development, the game's setting of a "fortress world" was to be a hollowed-out planet, though this soon evolved into a [[dyson sphere]] and later the titular ringworld.{{Ref/Reuse|AOH73}}<ref name="jones">[http://halo.bungie.net/News/content.aspx?cid=6 ''Bungie.net: Jason Jones Interviewed By You'']</ref> This planet was to have been named "Solipsis", one of the names suggested as the game's title during development.{{Ref/Reuse|IGNhistory}} The evolution of the setting to the ringworld, however, inspired Paul Russel to come up with the name ''Halo'', which was then applied to the ring itself.{{Citation needed}} The earliest drafts of the structure that would later become the [[Portal at Voi]] were concepted by [[Marcus Lehto]]<ref>[https://twitter.com/game_fabricator/status/1088274744456159232 ''Marcus Lehto on Twitter:''] ''These are the oldest drawings of the Ark. Started playing around with this idea during Halo CE development''</ref> and implemented into an early build by around 1998.<ref name="LehtoWireframe">[https://twitter.com/game_fabricator/status/1198285568712441858?s=19 ''Marcus Lehto on Twitter:''] ''This is the very first Warthog I designed for Halo back in 1998. Old pc build only runs in wireframe now. Master Chief could go prone, crouch and drive this somewhat unwieldy vehicle around the map. Even had an early Forerunner Ark in the background! #warthog #halo #cybertruck''</ref><ref group="Note" name="Ark">This concept would later be considered for inclusion in ''Halo 2'' as the Ark, before later being relegated to ''Halo 3'' as the Voi portal.</ref>


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[[File:PXH ChiefChaingunPose Screenshot.jpg|thumb|250px|left|The "future soldier" wielding a gatling gun.]]
[[File:PXH ChiefChaingunPose Screenshot.jpg|thumb|250px|left|The "future soldier" wielding a gatling gun.]]
[[File:HCE ShotgunEngineers Screenshot.jpg|250px|right|thumb|A later build of a near-final Master Chief with a Covenant Engineer.]]
[[File:HCE ShotgunEngineers Screenshot.jpg|250px|thumb|A later build of a near-final Master Chief with a Covenant Engineer.]]
The Master Chief's look similarly evolved throughout the game's production, with an early version in 1999 looking radically different to the now-iconic MJOLNIR Powered Assault Armor featured in the final game. This iteration had magazine pouches and miniature missile launchers on the shoulders. This initial design of the Master Chief was concepted by Shi Kai Wang, with one of his sketches showcasing a heavily manga-influenced soldier with ammo bandoliers on the chest and a [[machete|bladed weapon]] on the back. This art caught the attention of the development team, but that version in model form looked too sleek and effeminate, so Marcus Lehto began to work on the model to turn it more into a tank-like character.<ref name="AOH5">''The Art of Halo: Creating a Virtual World'' - ''p. 5''</ref> By the time of the switch to third-person shooter in 2000, the Master Chief design had more radically evolved to something closer to the final product. This iteration of the Chief had a robotic voice and an antenna on the shoulder.  
The Master Chief's look similarly evolved throughout the game's production, with an early version in 1999 looking radically different to the now-iconic MJOLNIR Powered Assault Armor featured in the final game. This iteration had magazine pouches and miniature missile launchers on the shoulders. This initial design of the Master Chief was concepted by Shi Kai Wang, with one of his sketches showcasing a heavily manga-influenced soldier with ammo bandoliers on the chest and a [[machete|bladed weapon]] on the back. This art caught the attention of the development team, but that version in model form looked too sleek and effeminate, so Marcus Lehto began to work on the model to turn it more into a tank-like character.<ref name="AOH5">''The Art of Halo: Creating a Virtual World'' - ''p. 5''</ref> By the time of the switch to third-person shooter in 2000, the Master Chief design had more radically evolved to something closer to the final product. This iteration of the Chief had a robotic voice and an antenna on the shoulder.  


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==Art==
==Art==
[[File:MarcusLehto PreCE Halo sketch.jpg|thumb|200px|An early sketch of the ring's mechanics prior to the in-game model being created.<ref>[https://twitter.com/game_fabricator/status/707762473122680834 ''Marcus Lehto on Twitter:''] ''Sketch before building the first #Halo ring. Was my math way off for a 1.5hr rotation to provide Earth-like gravity?''</ref>]]
[[File:MarcusLehto PreCE Halo sketch.jpg|thumb|200px|An early sketch of the ring's mechanics prior to the in-game model being created.<ref>[https://twitter.com/game_fabricator/status/707762473122680834 ''Marcus Lehto on Twitter:''] ''Sketch before building the first #Halo ring. Was my math way off for a 1.5hr rotation to provide Earth-like gravity?''</ref>]]
[[File:PreXbox Ring.jpg|right|thumb|200px|In the 1999 builds, the ring had the appearance of being broken or unfinished, a concept later reused for [[Installation 08]] in ''[[Halo 3]]''.]]
[[File:PreXbox Ring.jpg|thumb|200px|In the 1999 builds, the ring had the appearance of being broken or unfinished, a concept later reused for [[Installation 08]] in ''[[Halo 3]]''.]]
One of the early distinctions made about ''Halo'' in development was for there to be a clear distinction between The UNSC and Covenant design aesthetic, with the UNSC employing traditional ammuninition-based weaponry to differentiate from the aliens' high-tech [[plasma weaponry|plasma weapons]]. Artist [[Shi Kai Wang]] was employed to define the look of the Covenant, taking curvilinear forms from sea creatures, shells and iridescent textures from a horseshoe crab carapace, eventually defining the Covenant with a blue, purple and green colour scheme.{{Ref/Reuse|untold}} This direction took the form of the three "design schools" of ''Halo''; the aforementioned human and Covenant, and the Forerunners with large cavernous and mysterious structures. This idea was spearheaded by Paul Russel.<ref name="AOH71">''The Art of Halo: Creating a Virtual World'' - ''p. 71''</ref> The Covenant environments were primarily showcased in the level "[[The Truth and Reconciliation]]", with the original plan for the level involving a ramp the player would walk up to access the ship, intended to be low to the ground. However, the art team didn't want to have the player be able to inspect the ship up-close due to the low resolution of the in-game asset, so the [[gravity lift]] technology was conceived to to help provide the player with a way of entering the ship while keeping the vessel airborne. This idea proved to be more visually interesting that the level was structured around the gravity <ref name="AOH85">''The Art of Halo: Creating a Virtual World'' - ''p. 85''</ref>
One of the early distinctions made about ''Halo'' in development was for there to be a clear distinction between The UNSC and Covenant design aesthetic, with the UNSC employing traditional ammuninition-based weaponry to differentiate from the aliens' high-tech [[plasma weaponry|plasma weapons]]. Artist [[Shi Kai Wang]] was employed to define the look of the Covenant, taking curvilinear forms from sea creatures, shells and iridescent textures from a horseshoe crab carapace, eventually defining the Covenant with a blue, purple and green colour scheme.{{Ref/Reuse|untold}} This direction took the form of the three "design schools" of ''Halo''; the aforementioned human and Covenant, and the Forerunners with large cavernous and mysterious structures. This idea was spearheaded by Paul Russel.<ref name="AOH71">''The Art of Halo: Creating a Virtual World'' - ''p. 71''</ref> The Covenant environments were primarily showcased in the level "[[The Truth and Reconciliation]]", with the original plan for the level involving a ramp the player would walk up to access the ship, intended to be low to the ground. However, the art team didn't want to have the player be able to inspect the ship up-close due to the low resolution of the in-game asset, so the [[gravity lift]] technology was conceived to to help provide the player with a way of entering the ship while keeping the vessel airborne. This idea proved to be more visually interesting that the level was structured around the gravity <ref name="AOH85">''The Art of Halo: Creating a Virtual World'' - ''p. 85''</ref>