Project pillars, studio culture, and the final five per cent: Halo’s lead concept artist takes Gary Evans behind the scenes of the AAA-franchise
You work as a concept artist at video games developer 343 Industries. You’ve just finished designing a vehicle for the new Halo. You’re pleased with it, this assault vehicle. You like the energy weapon, the anti-gravity propulsion system, the hatch on top that covers the player. It’s functional, but it looks good too. At least, you think it looks good.
You take your concept into a meeting with the rest of the team. Somebody speaks up. A fellow concept artist doesn’t like your design. This person’s got a problem with your hatch, that part of the vehicle that covers the player. They don’t think it looks good at all. In fact, they think it’s ugly.
So you and your fellow concept artist look to the head of the table, to Darren Bacon, lead concept artist on the Halo franchise. He thinks for a minute, then points at something stuck up on the wall – an overriding idea that helps guide the production process. He’s pointing at a “project pillar”.
“If a project pillar is ‘gameplay first,’” the American says, “it’s easier for a team designing a vehicle with a disputed ‘ugly’ hatch on top to know what action to take. To solve the discrepancy, the teams knows, at a project level, that the gameplay function of being able to cover the player is more important than some aesthetic preference. Therefore, they can make the right decision for the project, knowing what’s most important according to the pillar.”
THE GOOD, THE BAD AND THE UGLY
This story is from the January 2019 edition of ImagineFX.
Start your 7-day Magzter GOLD free trial to access thousands of curated premium stories, and 9,000+ magazines and newspapers.
Already a subscriber ? Sign In
This story is from the January 2019 edition of ImagineFX.
Start your 7-day Magzter GOLD free trial to access thousands of curated premium stories, and 9,000+ magazines and newspapers.
Already a subscriber? Sign In
Jan Wessbecher
Dominic Carter talks to the visual artist about creating his own comic and why sketchbooks are great for creative experiments
Kyounghwan Kim
The Korean character concept artist speaks to Dominic Carter about staying open to ideas and the value of drawing regularly
Slawek Fedorczuk
Dominic Carter talks to the concept artist about what keeps him motivated and the advantages of using physical sketchbooks.
Raquel M. Varela
Raquel is inspired by magic, fantasy and fairy tales. She loves designing female characters from distant worlds. \"My greatest reference is Loish's art, thanks to her I learned to draw the movement and fluidity I like to convey.\"
Estrela Lourenço
Estrela is a children's book author and illustrator. Her work is influenced by her background in character animation and storyboards for clients such as Cartoon Network, and she channels comic strips like Calvin and Hobbes.
Daria Widermanska
Daria, also known as Anako, has been drawing for as long as she can remember. Inspired by Disney and classic anime, she loves creating new characters and often finds that a single sketch can spark a unique story.
Allen Douglas
Allen has been painting professionally since 1994 for the publishing and gaming industries. Inspired by folklore, he distorts the size, relationships and environments of animals, and calls his paintings 'unusual wildlife'.
Thaddeus Robeck
Thaddeus has been drawing from the moment he could hold a pencil, but it was the 2020 lockdowns that gave him the time to focus on honing his skills.
DRAW FASCINATING SYMBOLIC ARTWORK
Learn how JULIÁN DE LA MOTA creates a composition from his imagination with a focus on crafting figures, volumetric modelling, and light and shadow
First Impressions
The artist talks about his journey into the mythological world