Editing Cancelled Halo project (2011)

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===Environment===
===Environment===
The environment itself consisted of a large underground presumably-[[Forerunner]] structure rising out of the ground in a manner not-dissimilar to the [[Portal at Voi|Ark portal]] concepts developed for ''[[Halo: Combat Evolved|Halo: Combat Evolved]]'' and visualised in ''[[Halo 3]]'', or the Ark structure itself intended for the [[Earth Ark]] level [[Cut Halo 2 levels|cut from]] ''[[Halo 2]]''. The terrain was done via simple geometry displacement, and featured a gas giant in the sky background.{{Ref/Site|URL=https://www.facebook.com/scrawnypaws/photos/pb.100034819855961.-2207520000../1495440994097367/?type=3|Site=Facebook|Page=Art of Sasha Beliaev|Quote=A little matte for the same trailer...(full CG, terrain is displaced geo). RIP my friend.)|D=05|M=06|Y=2022}} A large wide-shot of the structure was present at around four seconds into the trailer (seen at the top of this article){{Ref/Reuse|AS4s}}, described by Beliaev as a "death ray generator" and intended to explode in a "most spectacular fashion". Further concept paintovers of the structure date one frame as taking place at frame 642{{Ref/Note|Assuming the trailer was rendered at 24fps, this would place the frame at around 18 seconds into the trailer.}} and depicting a first-person view of the player holding an MA37 assault rifle, with another paintover showcasing an aerial view from the frigate and the death ray exploding. The death ray's appearance and function are notably similar to the idea of the Forerunner [[particle cannon]]s featured in ''[[Halo 4]]''.
The environment itself consisted of a large underground presumably-[[Forerunner]] structure rising out of the ground in a manner not-dissimilar to the [[Portal at Voi|Ark portal]] concepts developed for ''Halo'' [[Halo: Combat Evolved|Combat Evolved]] and visualised in ''[[Halo 3]]'', or the Ark structure itself intended for the [[Earth Ark]] level [[Cut Halo 2 levels|cut from]] ''[[Halo 2]]''. The terrain was done via simple geometry displacement, and featured a gas giant in the sky background.{{Ref/Site|URL=https://www.facebook.com/scrawnypaws/photos/pb.100034819855961.-2207520000../1495440994097367/?type=3|Site=Facebook|Page=Art of Sasha Beliaev|Quote=A little matte for the same trailer...(full CG, terrain is displaced geo). RIP my friend.)|D=05|M=06|Y=2022}} A large wide-shot of the structure was present at around four seconds into the trailer (seen at the top of this article){{Ref/Reuse|AS4s}}, described by Beliaev as a "death ray generator" and intended to explode in a "most spectacular fashion". Further concept paintovers of the structure date one frame as taking place at frame 642{{Ref/Note|Assuming the trailer was rendered at 24fps, this would place the frame at around 18 seconds into the trailer.}} and depicting a first-person view of the player holding an MA37 assault rifle, with another paintover showcasing an aerial view from the frigate and the death ray exploding. The death ray's appearance and function are notably similar to the idea of the Forerunner [[particle cannon]]s featured in ''[[Halo 4]]''.
<gallery>
<gallery>
File:CancelledHalo_FirstPerson.jpg|Concept paintover for frame 642, showcasing an MA37 assault rifle.{{Ref/Reuse|Artstation}}
File:CancelledHalo_FirstPerson.jpg|Concept paintover for frame 642, showcasing an MA37 assault rifle.{{Ref/Reuse|Artstation}}
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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 being ''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}}  
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}}}}


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