With multiple Unreal-powered projects in development, we're entering the next chapter of the franchise and changing the recipe for how we make Halo games.
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00:00Chris Matthews, take one, mark.
00:03This is Casey Wu, take one, mark.
00:06I was told that I can just be my authentic self, Chris.
00:09For six years, I don't want to be in front of a camera.
00:12There's so much to do and so much fun to be had when you play Halo
00:15that I feel like I never run out of things to do.
00:19I love intricate stories that take place across lots of different worlds,
00:23have lots of different meaningful characters.
00:25What made Halo successful?
00:27At the beginning, what is the legacy of Halo
00:29and what's the soul that we want to bring forward
00:31and what's the craft of making Halo games?
00:33And how do we set our studio at best to go deliver on that?
00:37We knew we had to make a change in order to take us into the future.
00:41When I first heard about Halo moving to Unreal Engine,
00:44my first thought was, this is going to be a really hard secret to keep.
00:47I think fans are going to be excited about the future of Halo
00:51because of the possibilities that we have.
00:55Because of the possibilities that are afforded us by using Unreal.
00:59Before, we really had to split our focus in thinking about building an engine,
01:04supporting it, being really kind of a tech company and a studio at the same time.
01:08Since we've made the change to shift to UE,
01:12we can bring Halo forward in ways that people have never seen before
01:16while still being true to what Halo is.
01:19The founding project was an effort to show ourselves
01:23how far we can push things using Unreal 5.
01:26New studio art director, Chris, came to me and said,
01:29hey, I have this crazy idea.
01:31He said, hey, there's this thing called Project Foundry that I want to do.
01:34Let's make it happen.
01:36Foundry specifically is based around the same concept of the foundry in Halo lore.
01:43It's the place where Halo rings are born.
01:46It's not a game, it's a research project for our studio
01:50so we can prepare ourselves for the next steps of making Halo games.
02:16The original Halo franchise was a graphic showcase.
02:19It was best in class.
02:20That's what Halo was when it first was released
02:22and that's what Halo needs to be again.
02:32So once Project Foundry had been approved,
02:34we took the entire creative team and we ideated on three locations,
02:40something old, something new and something really alien.
02:43We had the Pacific Northwest, which is sort of traditional Halo biome.
02:47We were trying to shove as much foliage in there as humanly possible
02:51to make it really feel like you're on a hike in the Cascades.
02:55The Coldlands, which was the second biome that we took on,
02:58it was more of a technical showcase where we could play with shaders,
03:02we could play with deformable landscapes and terrains.
03:06Unreal affords us more opportunity than we've ever had in the past.
03:10You know, on the surface it might just look all like snow,
03:13but how many layers of things combine to really give that winter look?
03:19And then our third biome was the Blightlands,
03:21which is any land that's been completely taken over by the Flood.
03:26I wanted to give our team the opportunity to really express an alien world,
03:31a really alien world, taking something way further
03:34than they may have actually done in previous Halo games.
03:38What's impressed me about watching the Halo team work in Unreal
03:41is how beautiful everything looks, how incredible the environments look.
03:45I don't think we've seen anything quite like it in Unreal Engine before.
03:48Fortunately, we have a studio that's really passionate about Halo,
03:51about the look and the feel, and I think there's a lot of hunger
03:55to really collaborate, to move forward together.
03:58Foundry was an initiative that touched on every part of the creative process,
04:02everything from concept art, VFX, characters, vehicles, and weapons
04:07to make the future games of Halo.
04:09Creating an asset, taking this design,
04:12now we can really dig into material foundations.
04:15What is it actually made of? How is it physically accurate to the world?
04:20Now we get to take all the wonderful legacy assets that we have,
04:24bring them to life, and bring them to today's standards.
04:29We are really excited to be not just working on multiple projects,
04:34but also expanding our studio.
04:36As a lifelong Halo player, I think the game's only going to get better
04:39when we get those new, unique perspectives,
04:41and people bring in their expertise and passion for the Halo franchise.
04:46We are looking for new talent as the projects that we're working on
04:50kind of get further and further into their development cycles.
04:53It is great to be part of a team with so many talented people
04:56It is great to be part of a team that's growing,
04:58because you can kind of see that force multiplied
05:00as people come in and take on challenges, and you can do more.
05:04Imagine a place where you have the commitment
05:06that this is what we want to do, Halo games,
05:09and create those experiences,
05:11and you can express your talent, your creativity,
05:15and your professional ambitions in that place.
05:18We're looking for designers, we're looking for artists,
05:20we're looking for engineers.
05:22It feels like a new beginning for the studio in a lot of ways,
05:25and I think that's pretty rare.
05:28And I think we arrived now at a point where
05:30you see the beginnings of people
05:33to start to believe in the process.
05:35There's so much momentum that we have right now,
05:38and focus and clarity on not just what we're building,
05:41but why we're building, and kind of this next phase of Halo.
05:45The worlds that we're building, the stories that we're going after.
05:50The potential at Halo right now is huge.
05:54Halo Infinite was the last remnants of how we made Halo games in the past.
05:59That was our recipe, and what we're doing right now,
06:01we're changing that recipe.
06:24Halo Infinite