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==Content review== | ==Content review== | ||
''The Art of Halo'' begins with a foreword by Jason Jones and preface by Marcus Lehto. It then introduces "Halo's architects" (Bungie Studios), before chapters on character design, environments, weapons and gear and vehicles. The final chapter, "The Art of Game Design", is a selection of promotional artwork and posters, game engine screenshots, multiplayer map sketches, cinematic storyboards, musical scores, animations and dialogue scripts from ''Halo: Combat Evolved'' and ''Halo 2''. | ''The Art of Halo'' begins with a foreword by Jason Jones and preface by Marcus Lehto. It then introduces "Halo's architects" (Bungie Studios), before chapters on character design, environments, weapons and gear and vehicles. The final chapter, "The Art of Game Design", is a selection of promotional artwork and posters, game engine screenshots, multiplayer map sketches, cinematic storyboards, musical scores, animations and dialogue scripts from ''Halo: Combat Evolved'' and ''Halo 2''.<br> | ||
The majority of the book focuses on the development of the major aspects of ''[[Halo: Combat Evolved]]'' and ''[[Halo 2]]'', from the [[:Category:Weapons|Weapons]], the games environments and the [[Character]] designs. There are many early sketches and concept art for these things, much of it by [[Shi Kai Wang]] and the [[Bungie]] art team. Certain sections show the influence of earlier Bungie games on ''Halo''<nowiki>'s</nowiki> design. One section shows a timeline of Bungie's history. The ideas are shown as they evolved, from a series of sketches to storyboards and their amazing animation. Finally, some screen shots are included to show how the ideas were eventually incorporated into the ''Halo'' games.<br> | |||
There are also many explanations for the processes and the development. For example, the role of [[Unggoy Ultra|Grunt Ultras]]. They also explain what the intentions were for many of the ideas and how they changed over time. | |||
==Trivia== | ==Trivia== |
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