Your Halo 4 Stats
Your Halo Reach Stats
Search Waypoint

The Environment Art of Halo 4

by bs angel · 11.20.2012 11:14


The Environment Art of Halo 4


From Polycount:

Do we ever have a treat for you. Some members of the amazingly talented environment art team over at 343 Industries have put together an article on creating the environment art for one of the largest releases in video game history – Halo 4. This article was written by the artists at 343 Industries – not us – specifically for Polycount. So, without further ado, may you have your inspiration folders open and your minds ready as Halo 4 Senior Art Director Kenneth Scott takes it away on this multi-page article, ‘The Environment Art of Halo 4′.

The Environment Art of Halo 4

Comments (3)

Janus Kirin | 11.20.12 4:44 PM

Just beautiful.

TheSilverElite | 11.20.12 5:22 PM

Incredible. Games take so much more art than people think.

DaChiefsMasta | 11.21.12 12:30 AM

No doubt there are a lot of great artists at 343 but I can't help but think how downright unfaithful they have been to a lot of the aesthetics of the Halo universe, mainly when it came to the Forerunners. For example, the overabundance of TRON-esque pin-striped shaped lights littering almost every Forerunner structure in the game, which was never seen in the Forerunner design language in previous games.

The actual Prometheans/Didact especially look in no way Forerunner. The Forerunner design language is very sleek, sterile, and practical, but the Prometheans/Didact are extremely organic looking and quite frankly the whole demonic/spiky aeshetic of the Didact is quite sickening to see.

And also, what's up with all of the random floaty bits of forerunner tech everywhere? One thing I've traditionally loved about the Halo universe is that the sci-fi elements are all usually very believable and explained. I can buy a ringworld with an artificial atmosphere, weather, and flora, but I can't buy into pieces of the environment just inexplicably hovering for no apparent reason.