Forerunner City: Difference between revisions

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== Development and design ==
== Development and design ==
Built by [[Bungie]] environment artist [[Paul Russel]], the level was to be based around a massive [[Forerunner]] city and served as a visual look-dev test for the game's [[campaign]]. By the time of working on his third ''Halo'' game, Russel's ideas for Forerunner architecture were beginning to run thin, and the artist wished to create a city that "got past" modern notions of cities - instead of individual buildings, the entire city was to be made of one single building.<ref>[https://twitter.com/Dr_Abominable/status/732109307529986048 ''Paul Russel on Twitter'':] ''Thanks! I wanted to get past our current notion of cities, instead of individual buildings, city is a single building.''</ref> The project aimed to crate spaces that had cultural function and implied Forerunner daily life via the architecture, as well as indicating what Forerunner values were.<ref>[https://twitter.com/Dr_Abominable/status/732107105474252800 ''Paul Russel on Twitter'':] ''I had a lot of ideas for the discarded forerunner city. In terms of creating spaces that had cultural function...''</ref><ref>[https://twitter.com/Dr_Abominable/status/732107385989271552 ''Paul Russel on Twitter'':] ''...tried to imply Forerunner daily life through architecture. What their values were. How function and form worked...''</ref> More than just "cool shapes with mysterious purposes", the structure was to tell a story of the people who used it.<ref>[https://twitter.com/Dr_Abominable/status/732107644144476160 ''Paul Russel on Twitter'':] ''...probably the most interesting thing I took on, because it wasn't just cool shapes with mysterious purpose. Telling a story''</ref>
Built by [[Bungie]] environment artist [[Paul Russel]], the level was to be based around a massive [[Forerunner]] city and served as a visual look-dev test for the game's [[campaign]]. By the time of working on his third ''Halo'' game, Russel's ideas for Forerunner architecture were beginning to run thin, and the artist wished to create a city that "got past" modern notions of cities - instead of individual buildings, the entire city was to be made of one single building.<ref>[https://twitter.com/Dr_Abominable/status/732109307529986048 ''Paul Russel on Twitter'':] ''Thanks! I wanted to get past our current notion of cities, instead of individual buildings, city is a single building.''</ref> The project aimed to create spaces that had cultural function and implied Forerunner daily life via the architecture, as well as indicating what Forerunner values were.<ref>[https://twitter.com/Dr_Abominable/status/732107105474252800 ''Paul Russel on Twitter'':] ''I had a lot of ideas for the discarded forerunner city. In terms of creating spaces that had cultural function...''</ref><ref>[https://twitter.com/Dr_Abominable/status/732107385989271552 ''Paul Russel on Twitter'':] ''...tried to imply Forerunner daily life through architecture. What their values were. How function and form worked...''</ref> More than just "cool shapes with mysterious purposes", the structure was to tell a story of the people who used it.<ref>[https://twitter.com/Dr_Abominable/status/732107644144476160 ''Paul Russel on Twitter'':] ''...probably the most interesting thing I took on, because it wasn't just cool shapes with mysterious purpose. Telling a story''</ref>


At first, Russel started exploring the idea by designing different types of skyscrapers based on Forerunner aesthetic, gradually adding detail until discarding the idea of a conventional, [[human]]-like city in favor of a more solid and defined arcology design. Russel then built several architectural components, stacking them together to form a single, massive structure which he then flipped on top of itself. However, this design was also discarded and replaced by a single building covered in an ornate, extremely detailed cantilever pattern. The final design incorporated a variation of the repetitive cantilever structure based around a massive arcology structure, featuring an expansive interior space with complex structural elements nestled within the superstructure.{{Ref/Reuse|picasa}}
At first, Russel started exploring the idea by designing different types of skyscrapers based on Forerunner aesthetic, gradually adding detail until discarding the idea of a conventional, [[human]]-like city in favor of a more solid and defined arcology design. Russel then built several architectural components, stacking them together to form a single, massive structure which he then flipped on top of itself. However, this design was also discarded and replaced by a single building covered in an ornate, extremely detailed cantilever pattern. The final design incorporated a variation of the repetitive cantilever structure based around a massive arcology structure, featuring an expansive interior space with complex structural elements nestled within the superstructure.{{Ref/Reuse|picasa}}
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