Development of Halo: Combat Evolved: Difference between revisions

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==Macworld and official unveiling==
==Macworld and official unveiling==
On July 21, 1999, during the Macworld Conference & Expo, Steve Jobs announced that ''Halo'' would be released for Mac OS and Windows simultaneously.<ref>[http://pc.ign.com/articles/068/068975p1.html ''IGN: Heavenly "Halo"'']</ref> Before this public announcement, game industry journalists under a non-disclosure agreement had previewed the game in a private showing during [[Electronic Entertainment Expo|E3 1999]] - mid-May of that year - and were reportedly amazed.{{Ref/Reuse|untold}}<ref>[http://halo.bungie.org/pressscans/display.html?scan=pcgamerusoct99 ''PC Gamer: Your first look at... "Halo"'']</ref> However, the game was still nameless and thus Bungie hired a branding company to help them name the game. The company and Bungie generated hundreds of names{{Ref/Reuse|untold}} including "The Santa Machine", "The Crystal Palace", "Solipsis",<ref name="solipsis" group="Note">Solipsis was the original name for the planet the ring orbited, now known in canon as [[Threshold]].</ref> "Hard Vacuum", "Starshield", "Star Maker", "Age of Aquarius"{{Ref/Reuse|OriginOfHalo}} and "Red Shift".<ref name="AOH73">''[[The Art of Halo: Creating a Virtual World]]'' - ''p. 73''</ref> However, the name the team ultimately settled on was "Covenant", and this name was given several logo treatments.{{Ref/Reuse|untold}} However, one artist - [[Paul Russel]] - thought the name was "stupid" and came up with five or six other names,{{Ref/Reuse|untold}} including "Project: Halo".{{Ref/Reuse|AOH73}} Few people at the studio liked the name at first, as some thought it was too-religious and that it didn't particularly sound like an action game.{{Ref/Reuse|untold}}{{Ref/Reuse|AOH73}} However, when Russel wrote down the name on the whiteboard in the studio, the name "clicked" in a way that was simple, and described the intent of the universe while maintaining a sense of mystery.{{Ref/Reuse|untold}} Bungie also teased fans with a Blam! mention on their webcam,<ref>[http://halo.bungie.org/bborgarch/bborg_072199/e3.html ''halo.bungie.org - E3 Shenanigans'']</ref> and on May 20 a ''Myth II'' fan site was suddenly updated with what would become the Blam! project's final name - ''Halo''.<ref name="MBO">[http://marathon.bungie.org/story/blam.html ''marathon.bungie.org - Blam!'']</ref> The trademark for ''Halo'' was filed in February 1999.<ref>[https://inventively.com/trademarks/halo/microsoft-corporation/75638523 ''Halo trademark'']</ref>
On July 21, 1999, during the Macworld Conference & Expo, Steve Jobs announced that ''Halo'' would be released for Mac OS and Windows simultaneously.<ref>[http://pc.ign.com/articles/068/068975p1.html ''IGN: Heavenly "Halo"'']</ref> Before this public announcement, game industry journalists under a non-disclosure agreement had previewed the game in a private showing during [[Electronic Entertainment Expo|E3 1999]] - mid-May of that year - and were reportedly amazed.{{Ref/Reuse|untold}}<ref>[http://halo.bungie.org/pressscans/display.html?scan=pcgamerusoct99 ''PC Gamer: Your first look at... "Halo"'']</ref> However, the game was still nameless and thus Bungie hired a branding company to help them name the game. The company and Bungie generated hundreds of names{{Ref/Reuse|untold}} including:
{{Col-begin}}
{{Col-2}}
*The Santa Machine{{Ref/Reuse|OriginOfHalo}}
*The Crystal Palace{{Ref/Reuse|OriginOfHalo}}
*Solipsis{{Ref/Reuse|OriginOfHalo}}<ref name="solipsis" group="Note">Solipsis was the original name for the planet the ring orbited, now known in canon as [[Threshold]].</ref>
*Hard Vacuum{{Ref/Reuse|OriginOfHalo}}
*Starshield{{Ref/Reuse|OriginOfHalo}}
*Star Maker{{Ref/Reuse|OriginOfHalo}}
*Age of Aquarius{{Ref/Reuse|OriginOfHalo}}
*Red Queen{{Ref/Twitter|docabominable|1545261821078142978|Paul Russel|Quote=No idea. It was on the initial list of names. Along with others like Solipsis (which is a current game title), Red Queen and maybe 20 more that I forgot.|D=10|M=07|Y=2022}}
*Red Shift.<ref name="AOH73">''[[The Art of Halo: Creating a Virtual World]]'' - ''p. 73''</ref> (preferred by Jason Jones){{Ref/Reuse|7steps}}
{{Col-2}}
A number of names (including several of the previously-mentioned ones) were written down on a whiteboard and showcased on a replica whiteboard in the ''7 Steps to World Domination'' documentary on the ''[[Halo 3 Legendary Edition]]'' disc 2. This board was a replica made for the purposes of showcase in the documentary, and it is unclear how many of the below were actually considered or whether they were simply made up for the documentary.{{Ref/Twitter|docabominable|1545265216371544064|Paul Russel|Quote=I had a printout (the whiteboard was faked for the video), each title had a short definition. The sheet, (@Jimmy_McQ might’ve lost it) was from meeting 2, Halo was “a 3 dimensional orbit near one of three Lagrange points…”. My “ring in space the Covenant worship” didn’t inspire.|D=10|M=07|Y=2022}}
*Resonance{{Ref/YouTube|Id=7steps|HlMQI97L5ww|Halo Archiver|Halo 3 Essential Disc 2: "7 Steps To World Domination/Cortana Chronicles".VOB|Time=400}}
*Pulse{{Ref/Reuse|7steps}}
*Provocation{{Ref/Reuse|7steps}}
*Free Fall{{Ref/Reuse|7steps}}
*K3{{Ref/Reuse|7steps}}
*Hostile Environment{{Ref/Reuse|7steps}}
*Flare{{Ref/Reuse|7steps}}
*Chaos{{Ref/Reuse|7steps}}
{{Col-end}}
 
However, the name the team ultimately settled on was "Covenant", and this name was given several logo treatments.{{Ref/Reuse|untold}} However, one artist - [[Paul Russel]] - thought the name was "stupid" and came up with five or six other names,{{Ref/Reuse|untold}} including "Project: Halo".{{Ref/Reuse|AOH73}} Few people at the studio liked the name at first, as some thought it was too-religious and that it didn't particularly sound like an action game.{{Ref/Reuse|untold}}{{Ref/Reuse|AOH73}} However, when Russel wrote down the name on the whiteboard in the studio, the name "clicked" in a way that was simple, and described the intent of the universe while maintaining a sense of mystery.{{Ref/Reuse|untold}} Russel later came up with a handful of quick concepts for the game logo based on the idea of the word "Halo" being comprised of barely-legible runes{{Ref/Twitter|docabominable|1537926016961720320|Paul Russel|Quote=I’ve done lots of logo design and the quick spitballin’ phase is the most fun because you get to put to paper all the ridiculous stuff. You can see which parts of some of those designs Lorraine pulled together for the final logo. My thought was runes, unrecognizable as English.|D=10|M=07|Y=2022}}, which were sent to [[Lorraine McLees]] - who produced around thirty final logo treatments. The logos produced by McLees were the only way Russel found out that the name Halo had been chosen by Bungie, with Russel under the impression everyone on the team hated the name.{{Ref/Reuse|RusselLogos}}{{Ref/Twitter|docabominable|1538051273697681408|Paul Russel|Quote=I only got a glance at them, there were maybe 30 ideas and I thumbed through them really fast. Seeing them is how I found out they chose Halo as the name, so I was also kind of stunned about that, too. I thought they hated it.|D=10|M=07|Y=2022}}
<gallery>
File:HCE Logos Concept.jpg|Sketches for the game's logo by Paul Russel.{{Ref/Twitter|Id=RusselLogos|docabominable|1537923763932495879|Paul Russel|Quote=Random sketchbook dump 1999: After Halo was picked as a title and the logo design}}
File:HCE EarlyBadLogo 1.jpg|An early logo produced by a marketing agency.{{Ref/Site|Id=H2bday|URL=http://halo.bungie.net/news/content.aspx?type=topnews&cid=7139|Site=Bungie.net|Page=Halo 2: One Year Later|D=20|M=01|Y=2013}}
File:HCE EarlyBadLogo 2.jpg|An early logo produced by a marketing agency.{{Ref/Reuse|H2bday}}
File:HCE EarlyBadLogo 3.jpg|An early logo produced by Paul Russel.{{Ref/Reuse|H2bday}}
File:HCE EarlyBadLogo 4.jpg|A near-final logo produced by Lorraine McLees.{{Ref/Reuse|H2bday}}
</gallery>
 
Bungie also teased fans with a Blam! mention on their webcam,<ref>[http://halo.bungie.org/bborgarch/bborg_072199/e3.html ''halo.bungie.org - E3 Shenanigans'']</ref> and on May 20 a ''Myth II'' fan site was suddenly updated with what would become the Blam! project's final name - ''Halo''.<ref name="MBO">[http://marathon.bungie.org/story/blam.html ''marathon.bungie.org - Blam!'']</ref> The trademark for ''Halo'' was filed in February 1999.<ref>[https://inventively.com/trademarks/halo/microsoft-corporation/75638523 ''Halo trademark'']</ref>


Prior to the 1999 Macworld conference, however, then-executive vice president of Bungie Peter Tamte joined the company due to a wish to help an entreprenueurial company grow following Bungie's setbacks in 1998 and the disastrous release of ''Myth II''. Tamte was a former-Apple employee, and one of his first actions was calling his old boss - Steve Jobs - to ask him to introduce ''Halo'' to the world. [[Joseph Staten]], Jason Jones and Tamte went to the Apple HQ to pitch the demo to Jobs - with Jones presenting and Staten there in case the demo didn't work.{{Ref/Reuse|untold}} The OpenGL technology used on the soon-to-be Mac didn't work yet, and the demo was shown to Jobs on a PC just twelve days before the game was set to be announced for a Mac release at Macworld conference.<ref name="MBOjones">[http://marathon.bungie.org/story/jjonestranscript.html ''marathon.bungie.org: Transcript of Miguel Chavez's "The Jason Jones Macworld Expo NY Interview movie".'']</ref> By the Friday before the Macworld showing, it became clear that the studio wouldn't be able to get sound working on the Mac, and thus [[Martin O'Donnell]] was tasked with creating a soundtrack that could be played from a CD. The instructions given to him by Staten on the Saturday before the conference were the words "Ancient. Epic. Mysterious.", and Marty began brainstorming melodies, settling on the now-famous [[Halo Theme|gregorian chant]]. The piece was recorded on the following Monday and burned onto a CD for presentation in New York the following day,<ref name="bravenew">[https://www.youtube.com/watch?v=OtG6--4r_qk ''YouTube: O Brave New World'']</ref><ref name="H2A">[https://www.youtube.com/watch?v=W9-Wk_R3SPw ''Youtube: Remaking the Legend - Halo 2: Anniversary''] - ''3:10''</ref> before someone promptly stepped on and broke the CD in New York. Luckily, Marty had a backup.<ref name="bitner">[http://halo.bungie.org/misc/interviews/halonews.nbitner.092599/ ''halo.bungie.org: The Nathan Bitner Interview'']</ref>
Prior to the 1999 Macworld conference, however, then-executive vice president of Bungie Peter Tamte joined the company due to a wish to help an entreprenueurial company grow following Bungie's setbacks in 1998 and the disastrous release of ''Myth II''. Tamte was a former-Apple employee, and one of his first actions was calling his old boss - Steve Jobs - to ask him to introduce ''Halo'' to the world. [[Joseph Staten]], Jason Jones and Tamte went to the Apple HQ to pitch the demo to Jobs - with Jones presenting and Staten there in case the demo didn't work.{{Ref/Reuse|untold}} The OpenGL technology used on the soon-to-be Mac didn't work yet, and the demo was shown to Jobs on a PC just twelve days before the game was set to be announced for a Mac release at Macworld conference.<ref name="MBOjones">[http://marathon.bungie.org/story/jjonestranscript.html ''marathon.bungie.org: Transcript of Miguel Chavez's "The Jason Jones Macworld Expo NY Interview movie".'']</ref> By the Friday before the Macworld showing, it became clear that the studio wouldn't be able to get sound working on the Mac, and thus [[Martin O'Donnell]] was tasked with creating a soundtrack that could be played from a CD. The instructions given to him by Staten on the Saturday before the conference were the words "Ancient. Epic. Mysterious.", and Marty began brainstorming melodies, settling on the now-famous [[Halo Theme|gregorian chant]]. The piece was recorded on the following Monday and burned onto a CD for presentation in New York the following day,<ref name="bravenew">[https://www.youtube.com/watch?v=OtG6--4r_qk ''YouTube: O Brave New World'']</ref><ref name="H2A">[https://www.youtube.com/watch?v=W9-Wk_R3SPw ''Youtube: Remaking the Legend - Halo 2: Anniversary''] - ''3:10''</ref> before someone promptly stepped on and broke the CD in New York. Luckily, Marty had a backup.<ref name="bitner">[http://halo.bungie.org/misc/interviews/halonews.nbitner.092599/ ''halo.bungie.org: The Nathan Bitner Interview'']</ref>
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==Continued development==
==Continued development==
Even amidst the negotiations to move to Xbox, Bungie once more showed off ''Halo'' at E3 in May 2000, showing off a [[Halo E3 2000 trailer|new trailer]] showcasing a deployment of Marines on the titular ringworld. Like the Macworld conference, the demo was finished at the 11th hour, with Marty O'Donnell finishing the music and burning the DVD just two hours before departing for the conference.<ref name="matrydiscuss">[http://halo.bungie.org/news.html?item=1840 ''halo.bungie.org: Marty O'Donnell discusses Halo's sound'']</ref> This trailer would mark the appearance of several new vehicles and equipment; the [[Sangheili|Elites]], [[D77-TC Pelican|Pelican dropship]], a sniper rifle, the [[Type-1 energy sword|energy sword]] and the first appearance of the Master Chief. Previous builds of the game had featured multiple SPARTAN supersoldiers as merely one type of infantry, but now the Master Chief was a singular character. The Master Chief shown in the E3 2000 build would also bear armour much closer to resembling the [[MJOLNIR Powered Assault Armor/Mark V|MJOLNIR Mark V]] found in the final game, albeit with a small antenna and other slight differences. The trailer would also mark the first appearances of the Covenant [[Type-26 Wraith|Wraith]] tank and the [[Wuzum-pattern Spectre|"Spectre"]], the latter of which would later be cut from the final game. The Warthog additionally featured a mounted rocket launcher later reminiscent in design of the [[M12G1 Gauss Warthog|Gauss Warthog]] featured in ''[[Halo 2]]'' and the [[M12A1 Rocket Warthog|Rocket Warthog]] later featured in the ''Halo: Combat Evolved'' [[Halo: Combat Evolved (PC port)|PC port]].<ref>[https://www.youtube.com/watch?v=cgUfN7x7BSA ''Youtube: Halo: Combat Evolved E3 2000 trailer'']</ref> A press kit handed out at E3 2000 estimated the game was "60% complete",<ref>[http://halo.bungie.org/news.html?item=1429 ''halo.bungie.org: Press kit says Halo 60% done'']</ref> while a later article claimed that the only components now missing were mission design and AI.{{Ref/Reuse|gamestar}} At this time, the team did have code to generate geometry on the fly as the player explored the world, and "stupidly" discussed this aspect of the game to magazines at E3 with the map being set in an archipelago created in an ancient asteroid strike. As the game later began to evolve into a linear shooter, this style of open world was ditched as it was deemed too RPG-like and the team wanted the player to spend less time exploring and more on shooting.{{Ref/Reuse|jones}}
Even amidst the negotiations to move to Xbox, Bungie once more showed off ''Halo'' at E3 in May 2000, showing off a [[Halo E3 2000 trailer|new trailer]] showcasing a deployment of Marines on the titular ringworld. Like the Macworld conference, the demo was finished at the 11th hour, with Marty O'Donnell finishing the music and burning the DVD just two hours before departing for the conference.<ref name="matrydiscuss">[http://halo.bungie.org/news.html?item=1840 ''halo.bungie.org: Marty O'Donnell discusses Halo's sound'']</ref> This trailer would mark the appearance of several new vehicles and equipment; the [[Sangheili|Elites]], [[D77-TC Pelican|Pelican dropship]], a sniper rifle, the [[Type-1 energy sword|energy sword]] and the first appearance of the Master Chief. Previous builds of the game had featured multiple SPARTAN supersoldiers as merely one type of infantry, but now the Master Chief was a singular character. The Master Chief shown in the E3 2000 build would also bear armour much closer to resembling the [[MJOLNIR Powered Assault Armor/Mark V|MJOLNIR Mark V]] found in the final game, albeit with a small antenna and other slight differences. The trailer would also mark the first appearances of the Covenant [[Zurdo-pattern Wraith|Wraith]] tank and the [[Wuzum-pattern Spectre|"Spectre"]], the latter of which would later be cut from the final game. The Warthog additionally featured a mounted rocket launcher later reminiscent in design of the [[M12G1 Gauss Warthog|Gauss Warthog]] featured in ''[[Halo 2]]'' and the [[M12A1 Rocket Warthog|Rocket Warthog]] later featured in the ''Halo: Combat Evolved'' [[Halo: Combat Evolved (PC port)|PC port]].<ref>[https://www.youtube.com/watch?v=cgUfN7x7BSA ''Youtube: Halo: Combat Evolved E3 2000 trailer'']</ref> A press kit handed out at E3 2000 estimated the game was "60% complete",<ref>[http://halo.bungie.org/news.html?item=1429 ''halo.bungie.org: Press kit says Halo 60% done'']</ref> while a later article claimed that the only components now missing were mission design and AI.{{Ref/Reuse|gamestar}} At this time, the team did have code to generate geometry on the fly as the player explored the world, and "stupidly" discussed this aspect of the game to magazines at E3 with the map being set in an archipelago created in an ancient asteroid strike. As the game later began to evolve into a linear shooter, this style of open world was ditched as it was deemed too RPG-like and the team wanted the player to spend less time exploring and more on shooting.{{Ref/Reuse|jones}}


The game organically evolved to become about the man behind the gun, though the team didn't know precisely ''who'' that was yet. As the game currently stood, the third-person camera felt too removed from the player, and thus the decision was made to bring the game into first-person. Jaime Greisemer began properly delving into how to build a first-person control set for console controllers, and ultimately implemented aim assist and the ability to only carry two weapons but switch between them with one button - features standard in shooters now but revolutionary in 2000. This was easier on both the controller, due to having fewer buttons, and on the console, as not as many models and textures would need to be loaded in.{{Ref/Reuse|untold}} By May 26, 2000, the team was investigating first-person though hadn't committed to it yet.<ref>[http://halo.bungie.org/news.html?item=1555 ''halo.bungie.org: Halo 1st person view mode undecided as yet'']</ref> Jason Jones had previously opposed the switch to first-person when engineer Charlie Gough attached a camera to the tank's turret in the RTS days of the game's development, after his experience with creating first person games six years prior. Luckily, graphics technology had advanced enough that he was sold on the idea, and Halo's format switched once again from third to first person shooter.<ref name="IGNhistory">[https://uk.ign.com/articles/2010/11/16/the-history-of-halo?page=2 ''IGN: The History of Halo'']</ref>
The game organically evolved to become about the man behind the gun, though the team didn't know precisely ''who'' that was yet. As the game currently stood, the third-person camera felt too removed from the player, and thus the decision was made to bring the game into first-person. Jaime Greisemer began properly delving into how to build a first-person control set for console controllers, and ultimately implemented aim assist and the ability to only carry two weapons but switch between them with one button - features standard in shooters now but revolutionary in 2000. This was easier on both the controller, due to having fewer buttons, and on the console, as not as many models and textures would need to be loaded in.{{Ref/Reuse|untold}} By May 26, 2000, the team was investigating first-person though hadn't committed to it yet.<ref>[http://halo.bungie.org/news.html?item=1555 ''halo.bungie.org: Halo 1st person view mode undecided as yet'']</ref> Jason Jones had previously opposed the switch to first-person when engineer Charlie Gough attached a camera to the tank's turret in the RTS days of the game's development, after his experience with creating first person games six years prior. Luckily, graphics technology had advanced enough that he was sold on the idea, and Halo's format switched once again from third to first person shooter.<ref name="IGNhistory">[https://uk.ign.com/articles/2010/11/16/the-history-of-halo?page=2 ''IGN: The History of Halo'']</ref>
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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-1999, 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>


By 1997/1998, the [[Flood]] were already being concepted, and story ideas circulating about their role alongside the Covenant. The Flood had been designed by Jason Jones purely for gameplay, and McLees was the first to truly think about what the Flood was in the fiction. His first idea was to have the Flood be a bioweapon engineered by the Covenant, designed as a "living minefield" with which the Covenant would seed planets on their borders, in case anyone tried to make landfall. At the time the game was to be set on a planet, the concept of the [[UNSC]] did not exist yet, simply named the "Empire", later reflected in some of the earliest marketing materials published about the game's story. The story beats of what would become ''Halo: Combat Evolved'' were in place, though still undefined. In this early draft, the player and their ship would crash on a planet populated by humans not part of the Empire, with the player's technology from 2552 and the native technology from the 1950s. The player's goal would be to train the indigenous population for when the Covenant arrived. They would combat the natives in the early levels, and the Covenant later on.<ref name="feast">[http://halo.bungie.net/news/content.aspx?type=topnews&link=Feast_of_Bones ''Bungie.net: Feast of Bones'']</ref>
By 1997/1998, the [[Flood]] were already being concepted, and story ideas circulating about their role alongside the Covenant. The Flood had been designed by Jason Jones purely for gameplay, and McLees was the first to truly think about what the Flood was in the fiction. His first idea was to have the Flood be a bioweapon engineered by the Covenant, designed as a "living minefield" with which the Covenant would seed planets on their borders, in case anyone tried to make landfall. At the time the game was to be set on a planet, the concept of the [[UNSC]] did not exist yet, simply named the "Empire", later reflected in some of the earliest marketing materials published about the game's story. The story beats of what would become ''Halo: Combat Evolved'' were in place, though still undefined. In this early draft, the player and their ship would crash on a planet populated by humans not part of the Empire, with the player's technology from 2552 and the native technology from the 1950s. The player's goal would be to train the indigenous population for when the Covenant arrived. They would combat the natives in the early levels, and the Covenant later on.<ref name="feast">[http://halo.bungie.net/news/content.aspx?type=topnews&link=Feast_of_Bones ''Bungie.net: Feast of Bones'']</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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==Campaign==
==Campaign==
In planning out the game's campaign, Marcus Lehto built a number and letter system on 3x5 index cards pinned to a board. There were around 40 of these cards, with numbers and letters such as A10, A20, A30 and so forth. The mission "[[Halo (Halo: Combat Evolved level)|Halo]]" had the name A30, while "Truth and Reconciliation" had the name A50. A40 was the name given to an eventually cut mission, possibly one referenced to be set near a volcano involving "heavy machinery".{{Ref/Reuse|campaigndecember}} Later on, twenty five missions were planned in total, but only ten made the final cut - with heavy asset and layout reuse included.<ref>[https://www.eurogamer.net/articles/better-than-halo-the-making-of-halo-2-article?page=4 ''Eurogamer: Better Than Halo: The Making of Halo 2''] - ''Page 4''</ref>
In planning out the game's campaign, Marcus Lehto built a number and letter system on 3x5 index cards pinned to a board. There were around 40 of these cards, with numbers and letters such as A10, A20, A30 and so forth. The mission "[[Halo (Halo: Combat Evolved level)|Halo]]" had the name A30, while "Truth and Reconciliation" had the name A50. A40 was the name given to an eventually cut mission, possibly one referenced to be set near a volcano involving "heavy machinery."{{Ref/Reuse|campaigndecember}} Later on, twenty five missions were planned in total, but only ten made the final cut - with heavy asset and layout reuse included.<ref>[https://www.eurogamer.net/articles/better-than-halo-the-making-of-halo-2-article?page=4 ''Eurogamer: Better Than Halo: The Making of Halo 2''] - ''Page 4''</ref>


The first level developed for the game was B30 - The Silent Cartographer. B30 began as a test map for the developers at Bungie to test weapons, models, textures, effects and other aspects of development on.{{Ref/Reuse|AOH79}} This terrain was rebuilt several times over the course of development,{{Ref/Reuse|commentary}} and was later used for early demonstrations of the game. This mission was the one in which the Forerunner art style was truly developed by artist Paul Russel.{{Ref/Reuse|AOH80}} The mission's original objective was to feature the player hunting down and assassinating a Covenant [[Prophet]] who was trying to find the Silent Cartographer, an idea later reused in ''Halo 2''. The swaying of the dropship in the mission's intro was done just to "look cool", while the marine sat opposite the player in the Pelican in the intro sequence would originally stare forward at the player rather than look out of the drop bay. A level was originally supposed to take place between The Silent Cartographer and the following level "[[Assault on the Control Room]]", but the level was cut and instead replaced by the cutscene of the Pelican descending into the ring's depths through the structure in the center of the Silent Cartographer island. The Pelican did not actually fit inside the structure, and the cutscene never shows the Pelican going through the hole but instead clips between the Pelican on either side to give the illusion of doing so. Despite this, Assault on the Control Room retains the name B40. The decision was made to send the Pelican underground due to lack of matte painting resources available to show the ship flying from a tropical island to a snowy canyon.{{Ref/Reuse|commentary}}
The first level developed for the game was B30 - The Silent Cartographer. B30 began as a test map for the developers at Bungie to test weapons, models, textures, effects and other aspects of development on.{{Ref/Reuse|AOH79}} This terrain was rebuilt several times over the course of development,{{Ref/Reuse|commentary}} and was later used for early demonstrations of the game. This mission was the one in which the Forerunner art style was truly developed by artist Paul Russel.{{Ref/Reuse|AOH80}} The mission's original objective was to feature the player hunting down and assassinating a Covenant [[Prophet]] who was trying to find the Silent Cartographer, an idea later reused in ''Halo 2''. The swaying of the dropship in the mission's intro was done just to "look cool", while the marine sat opposite the player in the Pelican in the intro sequence would originally stare forward at the player rather than look out of the drop bay. A level was originally supposed to take place between The Silent Cartographer and the following level "[[Assault on the Control Room]]", but the level was cut and instead replaced by the cutscene of the Pelican descending into the ring's depths through the structure in the center of the Silent Cartographer island. The Pelican did not actually fit inside the structure, and the cutscene never shows the Pelican going through the hole but instead clips between the Pelican on either side to give the illusion of doing so. Despite this, Assault on the Control Room retains the name B40. The decision was made to send the Pelican underground due to lack of matte painting resources available to show the ship flying from a tropical island to a snowy canyon.{{Ref/Reuse|commentary}}
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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>


To develop the characteristic feel of the Forerunners, Marcus Lehto treated the setting of [[Installation 04]] as a character or entity unto itself - the team started with an idea of the ring's scale and function, and from there began to develop the Forerunner visual language. The ring's external surface and internal landmasses were created by concept painter [[Craig Mullins]], who created a series of images showing the ring in various tages of dissamebly with one pristine and new, one damaged and one on fire and coming apart. The ring's surface texture was gleaned from these paintings and later applied to the in-game 3D model.<ref name="AOH77">''The Art of Halo: Creating a Virtual World'' - ''p. 77''</ref> Lehto felt that the structures on the surface of the ring were simply the tip of the iceberg, with each structure unique and filled with increasingly complex machinery beneath the surface. The Forerunner architecture was created through a process of trial and error, with the original style concepted in the old Chicago office a mix of Aztec and Louis B. Sullivan. The style was broken through with roughly five months before the game reached "content complete" status due to concept art created by Eddie Smith, who would produce several pieces of art depicting Forerunner structures.<ref name="AOH79">''The Art of Halo: Creating a Virtual World'' - ''p. 79''</ref> Smith had little mandate or direction when he first started doing sketches of the Forerunner environments, but wanted to give the environment art team a starting point to begin their work on the levels. There was a vague notion of how things ''could'' look but nothing concrete, so Smith began to sketch based on the story synopsis, trying to differentiate from the existing Human and Covenant environments in a style he referred to as "streamlined industrial".<ref name="AOH80">''The Art of Halo: Creating a Virtual World'' - ''p. 80''</ref>
To develop the characteristic feel of the Forerunners, Marcus Lehto treated the setting of [[Installation 04]] as a character or entity unto itself - the team started with an idea of the ring's scale and function, and from there began to develop the Forerunner visual language. The ring's external surface and internal landmasses were created by concept painter [[Craig Mullins]], who created a series of images showing the ring in various stages of disassembly with one pristine and new, one damaged and one on fire and coming apart. The ring's surface texture was gleaned from these paintings and later applied to the in-game 3D model.<ref name="AOH77">''The Art of Halo: Creating a Virtual World'' - ''p. 77''</ref> Lehto felt that the structures on the surface of the ring were simply the tip of the iceberg, with each structure unique and filled with increasingly complex machinery beneath the surface. The Forerunner architecture was created through a process of trial and error, with the original style concepted in the old Chicago office a mix of Aztec and Louis B. Sullivan. The style was broken through with roughly five months before the game reached "content complete" status due to concept art created by Eddie Smith, who would produce several pieces of art depicting Forerunner structures.<ref name="AOH79">''The Art of Halo: Creating a Virtual World'' - ''p. 79''</ref> Smith had little mandate or direction when he first started doing sketches of the Forerunner environments, but wanted to give the environment art team a starting point to begin their work on the levels. There was a vague notion of how things ''could'' look but nothing concrete, so Smith began to sketch based on the story synopsis, trying to differentiate from the existing Human and Covenant environments in a style he referred to as "streamlined industrial".<ref name="AOH80">''The Art of Halo: Creating a Virtual World'' - ''p. 80''</ref>


For Russel, the Forerunner visual language solidified during the production of the level "[[The Silent Cartographer]]", during building the segments in which Master Chief descends into the interior of the map room. During development, Russel found the architecture beginning to evolve the deeper he went, and he kept improving and refining the formula as he continued on the level until he reached the bottom.{{Ref/Reuse|AOH80}} The swamps of Installation 04 found in the later level "[[343 Guilty Spark (level)|343 Guilty Spark]]" were designed with lots of fog in the level for both mood and atmosphere reasons, but also to hide level geometry and save performance.<ref>[https://www.gamasutra.com/view/news/126782/343_Industries_OConnor_Speaks_Out_On_Halo_Anniversarys_New_Visuals.php#comments ''Gamasutra: 343 Industries' O'Connor Speaks Out On Halo: Anniversary's New Visuals'']</ref> During the production of the level, artist [[Michael Wu]] spent a lot of time working on one of the signature mangrove trees in the level's start, characteristically referred to as the "evil tree".<ref name="AOH82">''The Art of Halo: Creating a Virtual World'' - ''p. 82''</ref> Late in production, Griesemer worked on the level, placing the blood decals and Covenant barricades around.{{Ref/Reuse|commentary}}
For Russel, the Forerunner visual language solidified during the production of the level "[[The Silent Cartographer]]", during building the segments in which Master Chief descends into the interior of the map room. During development, Russel found the architecture beginning to evolve the deeper he went, and he kept improving and refining the formula as he continued on the level until he reached the bottom.{{Ref/Reuse|AOH80}} The swamps of Installation 04 found in the later level "[[343 Guilty Spark (level)|343 Guilty Spark]]" were designed with lots of fog in the level for both mood and atmosphere reasons, but also to hide level geometry and save performance.<ref>[https://www.gamasutra.com/view/news/126782/343_Industries_OConnor_Speaks_Out_On_Halo_Anniversarys_New_Visuals.php#comments ''Gamasutra: 343 Industries' O'Connor Speaks Out On Halo: Anniversary's New Visuals'']</ref> During the production of the level, artist [[Michael Wu]] spent a lot of time working on one of the signature mangrove trees in the level's start, characteristically referred to as the "evil tree".<ref name="AOH82">''The Art of Halo: Creating a Virtual World'' - ''p. 82''</ref> Late in production, Griesemer worked on the level, placing the blood decals and Covenant barricades around.{{Ref/Reuse|commentary}}


The human aesthetic - primarily that of the interiors of the {{UNSCShip|Pillar of Autumn}} - was driven by Paul Russel's inspiration from the works of the artist Ron Cobb, who had done a number of instrumental work on developing the look of the ''Nostromo'' in ''[[Wikipedia:Alien|Alien]]'' and the colony in ''[[Wikipedia:Aliens|Aliens]]''. The interior of the vessel was designed to look believable and interesting, with drink vending machines, [[bulletin board]]s, and signed denoting various areas of the ship for the crew and the player. Paul tried to take the industrial look developed by Cobb for ''Alien'' and riff on that without turning into a blatant copy, wanting to show things in a functional way that looked like it fit together. The final result was a design direction which looked like it had been built by human hands.<ref name="AOH75">''The Art of Halo: Creating a Virtual World'' - ''p. 75''</ref> Smith also provided concept artwork for the interior of the ''Autumn'', with [[Lorraine McLees]] developing some of the exterior look. McLees' involvement in the game's production was primarily to do with visual branding and marketing and began working on the ship as everyone else on the team was too busy to do so. Griesemer and Lehto specified they wanted the vessel to look distinctly human, but the only human designs in the game at that point in time were the Warthog, weapons and a now-cut boat. McLees did a handful of sketches, and the team was drawn to one reminiscent of the shape of the assault rifle. At the request of Lehto, the ship was lengthened about three hundred percent to make it longer than tall.<ref name="AOH125">''The Art of Halo: Creating a Virtual World'' - ''p. 125''</ref>
The human aesthetic - primarily that of the interiors of the {{UNSCShip|Pillar of Autumn}} - was driven by Paul Russel's inspiration from the works of the artist Ron Cobb, who had done a number of instrumental work on developing the look of the ''Nostromo'' in ''[[Wikipedia:Alien|Alien]]'' and the colony in ''[[Wikipedia:Aliens|Aliens]]''. The interior of the vessel was designed to look believable and interesting, with drink vending machines, [[bulletin board]]s, and signs denoting various areas of the ship for the crew and the player. Paul tried to take the industrial look developed by Cobb for ''Alien'' and riff on that without turning into a blatant copy, wanting to show things in a functional way that looked like it fit together. The final result was a design direction which looked like it had been built by human hands.<ref name="AOH75">''The Art of Halo: Creating a Virtual World'' - ''p. 75''</ref> Smith also provided concept artwork for the interior of the ''Autumn'', with [[Lorraine McLees]] developing some of the exterior look. McLees' involvement in the game's production was primarily to do with visual branding and marketing and began working on the ship as everyone else on the team was too busy to do so. Griesemer and Lehto specified they wanted the vessel to look distinctly human, but the only human designs in the game at that point in time were the Warthog, weapons and a now-cut boat. McLees did a handful of sketches, and the team was drawn to one reminiscent of the shape of the assault rifle. At the request of Lehto, the ship was lengthened about three hundred percent to make it longer than tall.<ref name="AOH125">''The Art of Halo: Creating a Virtual World'' - ''p. 125''</ref>


===Weapons===
===Weapons===
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File:HCE_EarlyCoverArt_1.png|An early cover art draft from roughly 5–6 months prior to the launch of ''Halo: Combat Evolved''.<ref>[https://twitter.com/albertpenello/status/1063668617428951041 ''Albert Penello on Twitter'':] ''I want to say about 6-7 months before launch. These would have been early drafts.''</ref>
File:HCE_EarlyCoverArt_1.png|An early cover art draft from roughly 5–6 months prior to the launch of ''Halo: Combat Evolved''.<ref>[https://twitter.com/albertpenello/status/1063668617428951041 ''Albert Penello on Twitter'':] ''I want to say about 6-7 months before launch. These would have been early drafts.''</ref>
File:HCE_EarlyCoverArt_2.gif|Another early thumbnail cover art that surfaced on a Canadian retailer's website.<ref>[http://halo.bungie.org/misc/thumbnailcompare.html ''halo.bungie.org'': ''Bizarre Thumbnail at Futureshop.ca'']</ref>
File:HCE_EarlyCoverArt_2.gif|Another early thumbnail cover art that surfaced on a Canadian retailer's website.<ref>[http://halo.bungie.org/misc/thumbnailcompare.html ''halo.bungie.org'': ''Bizarre Thumbnail at Futureshop.ca'']</ref>
File:HCE Unused Halo Mission Icons 2.jpg|A file labelled "Halo Mission Icons 2" that was last edited during the development of Halo: Combat Evolved.{{Ref/Twitter|Id=TwitterChrisBarrettMissionIcons|cgbarrett|1386361373983051778|Christopher Barrett|Y=2021|M=03|D=25|Quote=“Last modified 21 years ago” - a file labeled Halo Mission Icons 2 - not sure if these ever were used?}}
</gallery>
</gallery>


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