Editing Project Foundry

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==Overview==
==Overview==
Project Foundry was created as part of 343 Industries' transition into Halo Studios, under the direction of the new studio leadership led by [[Pierre Hintze]]. As part of this vision, Hintze explained that while making ''[[Halo Infinite]]'', 343 Industries had been attempting to be both a game developer ''and'' a software company at the same time by attempting to build and maintain the Slipspace Engine while developing ''Halo Infinite''. This led to [[Development of Halo Infinite|difficulties in production]] due to the studio's divided attention; something that Halo Studios aims to solve by switching to an engine developed by another studio—allowing them to refocus entirely on game production. As such, all future ''Halo'' games will use Unreal 5.{{Ref/Reuse|WP}}{{Ref/Reuse|Wire}} The demo began as an internal development project that rapidly evolved into being a larger graphics showcase for the studio's Unreal Engine announcement.{{Ref/Site|Id=ArtStation|URL=https://www.artstation.com/artwork/AZom05|Site=ArtStation|Page=Project Foundry - Lighting|D=07|M=11|Y=2024|Quote=Project Foundry was a very interesting internal development project that quickly evolved into a graphics showcase for the studio's announcement that we are moving to Unreal 5. I worked on the Blightlands biome and was responsible for the lighting, sky and clouds, some of the fog, and a bit of world building too. I learned a lot during this project and am proud of what the team has produced. Art Direction from Chris Matthews, Glenn Israel, and Donnie Taylor. World Building and Assets from John Flath and Jessi Ruselowski, Materials and Surfacing from Chiyo Lai and Brittany Drew. Technical Art from Logan McClure and Andrea Gausmann. Plus many other contributions from the rest of the foundry team!|Quotee=Aaron Hofsass}}
Project Foundary was created as part of 343 Industries' transition into Halo Studios, under the direction of the new studio leadership led by [[Pierre Hintze]]. As part of this vision, Hintze explained that while making ''[[Halo Infinite]]'', 343 Industries had been attempting to be both a game developer ''and'' a software company at the same time by attempting to build and maintain the Slipspace Engine while developing ''Halo Infinite''. This led to [[Development of Halo Infinite|difficulties in production]] due to the studio's divided attention; something that Halo Studios aims to solve by switching to an engine developed by another studio—allowing them to refocus entirely on game production. As such, all future ''Halo'' games will use Unreal 5.{{Ref/Reuse|WP}}{{Ref/Reuse|Wire}} The demo began as an internal development project that rapidly evolved into being a larger graphics showcase for the studio's Unreal Engine announcement.{{Ref/Site|Id=ArtStation|URL=https://www.artstation.com/artwork/AZom05|Site=ArtStation|Page=Project Foundry - Lighting|D=07|M=11|Y=2024|Quote=Project Foundry was a very interesting internal development project that quickly evolved into a graphics showcase for the studio's announcement that we are moving to Unreal 5. I worked on the Blightlands biome and was responsible for the lighting, sky and clouds, some of the fog, and a bit of world building too. I learned a lot during this project and am proud of what the team has produced. Art Direction from Chris Matthews, Glenn Israel, and Donnie Taylor. World Building and Assets from John Flath and Jessi Ruselowski, Materials and Surfacing from Chiyo Lai and Brittany Drew. Technical Art from Logan McClure and Andrea Gausmann. Plus many other contributions from the rest of the foundry team!|Quotee=Aaron Hofsass}}


The demo has three environments; a classic, Pacific Northwest-styled environment inspired by preexisting ''Halo'' levels such as the [[Halo (Halo: Combat Evolved level)|eponymous mission]] from ''[[Halo: Combat Evolved]]'', the Coldlands, a winter biome with a star visible behind the ring, and the [[Blightlands]]—a [[Flood]]-infested environment.{{Ref/Reuse|WP}}{{Ref/Reuse|Wire}} All three reuse some ''Halo Infinite'' assets such as the [[Forerunner]] [[beacon tower]]s, with the Coldlands environment featuring a [[Banshee]] that flies through the sky. The classic environment is used for a handful of dioramas; the first depicting the [[John-117|Master Chief]] clad in ''Halo Infinite's'' rendition of the [[MJOLNIR Powered Assault Armor/Mark V|MJOLNIR Mark V]] armor while wielding an [[M6D magnum]], fighting a pair of [[Sangheili Mercenary|Sangheili Mercenaries]] equipped with {{Pattern|Meluth'qelos|energy sword}}s, while the latter depicts only the Master Chief equipped with the same energy sword.
The demo has three environments; a classic, Pacific Northwest-styled environment inspired by preexisting ''Halo'' levels such as the [[Halo (Halo: Combat Evolved level)|eponymous mission]] from ''[[Halo: Combat Evolved]]'', the Coldlands, a winter biome with a star visible behind the ring, and the [[Blightlands]]—a [[Flood]]-infested environment.{{Ref/Reuse|WP}}{{Ref/Reuse|Wire}} All three reuse some ''Halo Infinite'' assets such as the [[Forerunner]] [[beacon tower]]s, with the Coldlands environment featuring a [[Banshee]] that flies through the sky. The classic environment is used for a handful of dioramas; the first depicting the [[John-117|Master Chief]] clad in ''Halo Infinite's'' rendition of the [[MJOLNIR Powered Assault Armor/Mark V|MJOLNIR Mark V]] armor while wielding an [[M6D magnum]], fighting a pair of [[Sangheili Mercenary|Sangheili Mercenaries]] equipped with {{Pattern|Meluth'qelos|energy sword}}s, while the latter depicts only the Master Chief equipped with the same energy sword.

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