Editing Cancelled Halo project (2011)
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The project was in production by at least some time in 2011, by which time the wide-shot matte painting was produced. Some time after this, the project was cancelled for unknown reasons. Beliaev speculated that this may have been in part due to differences in workflow - Beliaev modelled and textured the frigate model with heavy emphasis on reused tileable textures. However, the model was later handed off to an unnammed studio that specialised in using Mari to texture, and were less familiar with the tileable workflow used by Beliaev. The issues caused by this error were purported to "screw up the schedule real bad" and interfere with the project - something Beliaev attributed to causing its cancellation.{{Ref/Site|Id=FBTimescale|URL=https://www.facebook.com/scrawnypaws/photos/pb.100034819855961.-2207520000../1494953210812812/?type=3|Site=Facebook|Page=Art of Sasha Beliaev|Quote=Well, not quite, if we're talking about just building it. The explosion/animatics/particle effects is a diffrerent matter, though. I think I've finished the set (white box) and partially unwrapped it in under 4 weeks, R&D included. Frigate took another three, texturing included. One of the snags, rather unexpectedly, came when it went to a VFX house where people hand paint everything in Mari and never heard of tileable textures.) That screwed up the schedule real bad and methinks was one of the reasons they pulled the plug on it.|D=05|M=06|Y=2022}} | The project was in production by at least some time in 2011, by which time the wide-shot matte painting was produced. Some time after this, the project was cancelled for unknown reasons. Beliaev speculated that this may have been in part due to differences in workflow - Beliaev modelled and textured the frigate model with heavy emphasis on reused tileable textures. However, the model was later handed off to an unnammed studio that specialised in using Mari to texture, and were less familiar with the tileable workflow used by Beliaev. The issues caused by this error were purported to "screw up the schedule real bad" and interfere with the project - something Beliaev attributed to causing its cancellation.{{Ref/Site|Id=FBTimescale|URL=https://www.facebook.com/scrawnypaws/photos/pb.100034819855961.-2207520000../1494953210812812/?type=3|Site=Facebook|Page=Art of Sasha Beliaev|Quote=Well, not quite, if we're talking about just building it. The explosion/animatics/particle effects is a diffrerent matter, though. I think I've finished the set (white box) and partially unwrapped it in under 4 weeks, R&D included. Frigate took another three, texturing included. One of the snags, rather unexpectedly, came when it went to a VFX house where people hand paint everything in Mari and never heard of tileable textures.) That screwed up the schedule real bad and methinks was one of the reasons they pulled the plug on it.|D=05|M=06|Y=2022}} | ||
Some of the details about this project indicate it may have been a part of the development of ''[[Halo 4]]''. For one, the process was done around the 2009-2011 era in which ''Halo 4'' was [[Development of Halo 4|undergoing production]], and features certain elements familiar to ''Halo 4'' such as the ideas of Master Chief and a frigate (IE the {{UNSCShip|Forward Unto Dawn}}) trapped on or around a Forerunner environment. If so, this may have been a part of the earlier ''Halo 4'' (and even some more general pre-''Halo 4'' ideas) direction pushed by then-creative director Ryan Payton during his tenure at [[343 Industries]]. During this time, Payton championed many different ideas (most of which never made it into prototyping) which were later described by [[Frank O'Connor]] as | Some of the details about this project indicate it may have been a part of the development of ''[[Halo 4]]''. For one, the process was done around the 2009-2011 era in which ''Halo 4'' was [[Development of Halo 4|undergoing production]], and features certain elements familiar to ''Halo 4'' such as the ideas of Master Chief and a frigate (IE the {{UNSCShip|Forward Unto Dawn}}) trapped on or around a Forerunner environment. If so, this may have been a part of the earlier ''Halo 4'' (and even some more general pre-''Halo 4'' ideas) direction pushed by then-creative director Ryan Payton during his tenure at [[343 Industries]]. During this time, Payton championed many different ideas (most of which never made it into prototyping) which were later described by [[Frank O'Connor]] as beign ''extremely'' different to the final ''Halo 4'';{{Ref/Site|Id=VICE|URL=https://www.vice.com/en/article/xwqjg3/the-complete-untold-history-of-halo-an-oral-history|Site=VICE|Page=The Complete, Untold History of Halo|D=05|M=06|Y=2022}} | ||
{{Article quote|None of the really revolutionary stuff that Ryan was talking about properly made it into the prototyping. It’s fair that if we had shipped the game Ryan had in mind it wouldn’t have been much like what we ended up with; but he never got to that state of prototyping or completion, so it’s kind of moot from a practical sense.{{Ref/Reuse|VICE}}}} | {{Article quote|None of the really revolutionary stuff that Ryan was talking about properly made it into the prototyping. It’s fair that if we had shipped the game Ryan had in mind it wouldn’t have been much like what we ended up with; but he never got to that state of prototyping or completion, so it’s kind of moot from a practical sense.{{Ref/Reuse|VICE}}}} | ||