Editing Halo Graphic Novel
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Bungie Studios' original concept of the graphic novel was to bring the ''[[Halo]]'' series into new media beyond that of video games, with sequential art being the main focus.{{Ref/Site|Id=IGN|URL=http://uk.comics.ign.com/articles/714/714462p1.html|Site=IGN|Page=Exploring the Halo Graphic Novel (Part I)}} Initially unsuccessful in its pursuit of finding a partner and an effective license agreement, Lorraine McLees—an artist on the ''Halo'' development team—suggested that Bungie Studios finance and edit the novel itself before pursuing a publisher. This would allow the studio to maintain control over the content and pursue the venture unencumbered by outside intervention.{{Ref/Reuse|IGN}} This also gave the studio greater access to various artists that it hoped would contribute; the novel's executive producer Brian Jarrad noted the procedure of creating the novel independently and outside the "traditional comic process" would prevent the "conflicts of interest and politics and allegiances" that could potentially arise if they approached a publisher or partner first.{{Ref/Reuse|IGN}} Lead designer Maria Cabardo created a "dream team" roster of writers and artists Bungie admired, and through a period of negotiation Bungie was able to gain contributions from many of those named on the list.{{Ref/Reuse|IGN}} Buoyed by their success in approaching those in the medium that they respected and admired, including British comic book artist Simon Bisley and French artist Jean "Moebius" Giraud, the progress of ''Halo Graphic Novel'' was described as a "cool morale boost for our team to see their universe, their characters, realized by people that we idolize in the comic industry."{{Ref/Site|Id=Inside Bungie|URL=http://www.edge-online.co.uk/archives/2007/01/inside_bungie.php|Site=Edge Magazine|Page=Inside Bungie}} | Bungie Studios' original concept of the graphic novel was to bring the ''[[Halo]]'' series into new media beyond that of video games, with sequential art being the main focus.{{Ref/Site|Id=IGN|URL=http://uk.comics.ign.com/articles/714/714462p1.html|Site=IGN|Page=Exploring the Halo Graphic Novel (Part I)}} Initially unsuccessful in its pursuit of finding a partner and an effective license agreement, Lorraine McLees—an artist on the ''Halo'' development team—suggested that Bungie Studios finance and edit the novel itself before pursuing a publisher. This would allow the studio to maintain control over the content and pursue the venture unencumbered by outside intervention.{{Ref/Reuse|IGN}} This also gave the studio greater access to various artists that it hoped would contribute; the novel's executive producer Brian Jarrad noted the procedure of creating the novel independently and outside the "traditional comic process" would prevent the "conflicts of interest and politics and allegiances" that could potentially arise if they approached a publisher or partner first.{{Ref/Reuse|IGN}} Lead designer Maria Cabardo created a "dream team" roster of writers and artists Bungie admired, and through a period of negotiation Bungie was able to gain contributions from many of those named on the list.{{Ref/Reuse|IGN}} Buoyed by their success in approaching those in the medium that they respected and admired, including British comic book artist Simon Bisley and French artist Jean "Moebius" Giraud, the progress of ''Halo Graphic Novel'' was described as a "cool morale boost for our team to see their universe, their characters, realized by people that we idolize in the comic industry."{{Ref/Site|Id=Inside Bungie|URL=http://www.edge-online.co.uk/archives/2007/01/inside_bungie.php|Site=Edge Magazine|Page=Inside Bungie}} | ||
The novel was completed after a two-year development cycle and Bungie sought out a publisher, eventually approaching [[Marvel Comics]]. Bungie cited Marvel's "passion for ''Halo''" and "reach in the comic and publishing industry" as the main draws to the company.{{Ref/Reuse|IGN}} The studio worked alongside Marvel director of development Ruwan Jayatilleke, an early champion of the project, to assist in the distribution and publication of the novel.{{Ref/Reuse|Newsarama}}{{Ref/Site|Id=Bungie HGN announcement|URL=http://halo.bungie.net/News/ | The novel was completed after a two-year development cycle and Bungie sought out a publisher, eventually approaching [[Marvel Comics]]. Bungie cited Marvel's "passion for ''Halo''" and "reach in the comic and publishing industry" as the main draws to the company.{{Ref/Reuse|IGN}} The studio worked alongside Marvel director of development Ruwan Jayatilleke, an early champion of the project, to assist in the distribution and publication of the novel.{{Ref/Reuse|Newsarama}}{{Ref/Site|Id=Bungie HGN announcement|URL=http://web.archive.org/web/20070203055515/http://halo.bungie.net/News/TopStory.aspx?story=HGNJedi631sucks|Site=Bungie.net|Page=Bungie Official Announcement}} | ||
The stories themselves were designed as glimpses into the ''Halo'' universe, including information on the inner workings of the alien [[Covenant]], as well as details regarding elements of the back-story that were hitherto undisclosed. Jarrad explained that "The stories that happen off camera, the parallel events to the arcs that our fans know from the existing mediums, are the stories we really wanted to tell."{{Ref/Site|Id=Newsarama|URL=http://www.newsarama.com/marvelnew/Halo/HGNPre/HaloGN.html|Site=Newsarama|Page=Inside the Halo Graphic Novel}} Jarrad further described this as an attempt to move away from the story of the [[John-117|Master Chief]], the central character of the franchise, and focus instead on what they believed to be the core themes that lay behind the game universe, such as maintaining hope in the face of overwhelming odds and humanity's struggle for survival; themes that extended beyond "… a genetically enhanced super soldier picking up two guns and kicking some alien butt."{{Ref/Reuse|Newsarama}} The four stories that ended up in the final publication were "the most interesting to [[Bungie]] and the writers of [the novel]".{{Ref/Reuse|halo effect}} Although Bungie created the story arcs present in the ''Halo Graphic Novel'', the studio described the importance of providing a framework for each story that the various artists and writers could tell without jeopardizing their own voice.{{Ref/Reuse|Newsarama}} Artist Simon Bisley said that "the stress was to make the characters look very much as they do in the game. Beyond that point I was given free rein to interpret the script and the action" based on what was given to the artists and writers.{{Ref/Site|Id=halo effect|URL=http://www.usatoday.com/tech/gaming/2006-05-10-halo-graphic-novel_x.htm|Site=USA Today|Page=The non-stop 'Halo' effect}} | The stories themselves were designed as glimpses into the ''Halo'' universe, including information on the inner workings of the alien [[Covenant]], as well as details regarding elements of the back-story that were hitherto undisclosed. Jarrad explained that "The stories that happen off camera, the parallel events to the arcs that our fans know from the existing mediums, are the stories we really wanted to tell."{{Ref/Site|Id=Newsarama|URL=http://www.newsarama.com/marvelnew/Halo/HGNPre/HaloGN.html|Site=Newsarama|Page=Inside the Halo Graphic Novel}} Jarrad further described this as an attempt to move away from the story of the [[John-117|Master Chief]], the central character of the franchise, and focus instead on what they believed to be the core themes that lay behind the game universe, such as maintaining hope in the face of overwhelming odds and humanity's struggle for survival; themes that extended beyond "… a genetically enhanced super soldier picking up two guns and kicking some alien butt."{{Ref/Reuse|Newsarama}} The four stories that ended up in the final publication were "the most interesting to [[Bungie]] and the writers of [the novel]".{{Ref/Reuse|halo effect}} Although Bungie created the story arcs present in the ''Halo Graphic Novel'', the studio described the importance of providing a framework for each story that the various artists and writers could tell without jeopardizing their own voice.{{Ref/Reuse|Newsarama}} Artist Simon Bisley said that "the stress was to make the characters look very much as they do in the game. Beyond that point I was given free rein to interpret the script and the action" based on what was given to the artists and writers.{{Ref/Site|Id=halo effect|URL=http://www.usatoday.com/tech/gaming/2006-05-10-halo-graphic-novel_x.htm|Site=USA Today|Page=The non-stop 'Halo' effect}} | ||
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*[http://nikon.bungie.org/misc/hgn_preview/ Halo Graphic Novel Preview] | *[http://nikon.bungie.org/misc/hgn_preview/ Halo Graphic Novel Preview] | ||
{{Navbox/Media/Comic}} | {{Navbox/Media/Comic}} | ||
[[Category:Comics]] | [[Category:Comics]] | ||
[[Category:Halo Graphic Novel]] | |||
[[Category:Canon]] | [[Category:Canon]] |