Big Environments and Even Bigger Vehicles:
Environment Art in Halo 4
Vic DeLeon
Lead Mission Artist, Art Lead Outsourcing at 343 Industries.
Vic specializes in organic sculpting and modeling of environments, as well as directing the
artistic quality of environment prop set pieces. His work on Halo 4 includes modeling and
texturing of the Reclaimer, Requiem, and Infinity missions, as well as Ragnarok, Harvest,
Shatter, and Wreckage in Multiplayer. He also worked on Spartan Ops season 1 and 2. Vic
previously worked at Bungie on Halo 2, Halo 3, Halo: ODST, and Halo Reach.
RJ Ranola
Senior Environment Artist at 343 Industries.
RJ specializes in hard-surface environment modeling, texturing and level assembly. His
work on Halo 4 includes modeling and texturing work on the Dawn, Shutdown, and
Composer missions as well as Spartan Ops season 2. He also modeled the massive
Mammoth vehicle from the Reclaimer mission. He previously worked at Raven Software
on several major titles like Singularity, Return to Castle Wolfenstein, and Def Jam Icon.
The Reclaimer Mission and the UNSC Mammoth
B i g E n v i r o n m e n t s a n d E v e n B i g g e r V e h i c l e s : E n v i r o n m e n t A r t i n H A L O 4
The big ideas:
• Breathtaking grandeur, size matters
• Huge wastelands, rocky cliffs, sandy valleys
• Accommodate large-scale battles and events
• Super-fun vehicular combat spaces
• Awesome co-op experience
• Support the fiction of Requiem
• Evoke memories of Halo 3 “Ark” mission
The Reclaimer Mission
B i g E n v i r o n m e n t s a n d E v e n B i g g e r V e h i c l e s : E n v i r o n m e n t A r t i n H A L O 4
The concerns:
• The expense!
• The expense!!
• The expense!!!
The Reclaimer Mission
B i g E n v i r o n m e n t s a n d E v e n B i g g e r V e h i c l e s : E n v i r o n m e n t A r t i n H A L O 4
Alan Greenspan says “CAREFUL- budgets!”
Art Director creates a mood board
B i g E n v i r o n m e n t s a n d E v e n B i g g e r V e h i c l e s : E n v i r o n m e n t A r t i n H A L O 4
Kenneth Scott
Concept Art & reference sheet
B i g E n v i r o n m e n t s a n d E v e n B i g g e r V e h i c l e s : E n v i r o n m e n t A r t i n H A L O 4
Thomas Scholes, Vic DeLeon
Reference collecting
B i g E n v i r o n m e n t s a n d E v e n B i g g e r V e h i c l e s : E n v i r o n m e n t A r t i n H A L O 4
More reference hunts
B i g E n v i r o n m e n t s a n d E v e n B i g g e r V e h i c l e s : E n v i r o n m e n t A r t i n H A L O 4
Concept Art: Gravity Wells
B i g E n v i r o n m e n t s a n d E v e n B i g g e r V e h i c l e s : E n v i r o n m e n t A r t i n H A L O 4
John Wallin Liberto
Concept Art: Interiors
B i g E n v i r o n m e n t s a n d E v e n B i g g e r V e h i c l e s : E n v i r o n m e n t A r t i n H A L O 4
Justin Oaksford
Concept Art: Interiors
B i g E n v i r o n m e n t s a n d E v e n B i g g e r V e h i c l e s : E n v i r o n m e n t A r t i n H A L O 4
Sparth
Concept Art: Interiors
B i g E n v i r o n m e n t s a n d E v e n B i g g e r V e h i c l e s : E n v i r o n m e n t A r t i n H A L O 4
Sparth
Economics? modeling method: custom or component?
B i g E n v i r o n m e n t s a n d E v e n B i g g e r V e h i c l e s : E n v i r o n m e n t A r t i n H A L O 4
Vic DeLeon
Material studies
B i g E n v i r o n m e n t s a n d E v e n B i g g e r V e h i c l e s : E n v i r o n m e n t A r t i n H A L O 4
Vic DeLeon
Prototype, messy but important!
B i g E n v i r o n m e n t s a n d E v e n B i g g e r V e h i c l e s : E n v i r o n m e n t A r t i n H A L O 4
Thomas Scholes, Vic DeLeon
Prototyping locations and shapes
B i g E n v i r o n m e n t s a n d E v e n B i g g e r V e h i c l e s : E n v i r o n m e n t A r t i n H A L O 4
Thomas Scholes , Vic DeLeon
Prototyping scale
B i g E n v i r o n m e n t s a n d E v e n B i g g e r V e h i c l e s : E n v i r o n m e n t A r t i n H A L O 4
Thomas Scholes, Vic DeLeon
Basic geo mass out with Design and Structure Art
B i g E n v i r o n m e n t s a n d E v e n B i g g e r V e h i c l e s : E n v i r o n m e n t A r t i n H A L O 4
Tim Diaz, Jacob Benton, Vic DeLeon
Mass out modeling
Simple shapes
Silhouettes
Composition
No textures!
B i g E n v i r o n m e n t s a n d E v e n B i g g e r V e h i c l e s : E n v i r o n m e n t A r t i n H A L O 4
Chiyo Lai, Tim Diaz, Andy Bosold
Mass out: the entire level in block form
B i g E n v i r o n m e n t s a n d E v e n B i g g e r V e h i c l e s : E n v i r o n m e n t A r t i n H A L O 4
Vic DeLeon
Components!
Sculpting the very first mesh…
B i g E n v i r o n m e n t s a n d E v e n B i g g e r V e h i c l e s : E n v i r o n m e n t A r t i n H A L O 4
Modeling & texturing main components
B i g E n v i r o n m e n t s a n d E v e n B i g g e r V e h i c l e s : E n v i r o n m e n t A r t i n H A L O 4
Organic modeling: solving for multiple viewpoints
B i g E n v i r o n m e n t s a n d E v e n B i g g e r V e h i c l e s : E n v i r o n m e n t A r t i n H A L O 4
Vic DeLeon
Organic modeling: terrain sculpting in Mudbox
B i g E n v i r o n m e n t s a n d E v e n B i g g e r V e h i c l e s : E n v i r o n m e n t A r t i n H A L O 4
Start adding in the details -integration
B i g E n v i r o n m e n t s a n d E v e n B i g g e r V e h i c l e s : E n v i r o n m e n t A r t i n H A L O 4
Vic DeLeon
Meanwhile: Hard-Surface modeling architecturals
B i g E n v i r o n m e n t s a n d E v e n B i g g e r V e h i c l e s : E n v i r o n m e n t A r t i n H A L O 4
Chiyo Lai
Decoration objects
B i g E n v i r o n m e n t s a n d E v e n B i g g e r V e h i c l e s : E n v i r o n m e n t A r t i n H A L O 4
Vic DeLeon
Decoration object propagation
B i g E n v i r o n m e n t s a n d E v e n B i g g e r V e h i c l e s : E n v i r o n m e n t A r t i n H A L O 4
Vic DeLeon
Meanwhile: Mission Designers are hard at work
B i g E n v i r o n m e n t s a n d E v e n B i g g e r V e h i c l e s : E n v i r o n m e n t A r t i n H A L O 4
Jacob Benton
B i g E n v i r o n m e n t s a n d E v e n B i g g e r V e h i c l e s : E n v i r o n m e n t A r t i n H A L O 4
Meanwhile: Mission Designers are hard at work
Chin Fong
Lighting Team adds lights, color grading & atmospherics
B i g E n v i r o n m e n t s a n d E v e n B i g g e r V e h i c l e s : E n v i r o n m e n t A r t i n H A L O 4
Kenny Magnusson, Barbara Busch
…and FX Team adds particles & atmospherics…
Water
Sand
Dust
Rocks
B i g E n v i r o n m e n t s a n d E v e n B i g g e r V e h i c l e s : E n v i r o n m e n t A r t i n H A L O 4
Jon Wood, Tim Fortenberry
B i g E n v i r o n m e n t s a n d E v e n B i g g e r V e h i c l e s : E n v i r o n m e n t A r t i n H A L O 4
FX Team special challenges: deadly water
Skybox Team: matching & seamless
B i g E n v i r o n m e n t s a n d E v e n B i g g e r V e h i c l e s : E n v i r o n m e n t A r t i n H A L O 4
Oliver Reguiero Fernandez, Ryan Watkins
Final polish: terrain painting blend maps
B i g E n v i r o n m e n t s a n d E v e n B i g g e r V e h i c l e s : E n v i r o n m e n t A r t i n H A L O 4
Vic DeLeon
Final polish: check collisions and physics
B i g E n v i r o n m e n t s a n d E v e n B i g g e r V e h i c l e s : E n v i r o n m e n t A r t i n H A L O 4
Everybody helped
Final polish: check streaming & PLAYTEST!
B i g E n v i r o n m e n t s a n d E v e n B i g g e r V e h i c l e s : E n v i r o n m e n t A r t i n H A L O 4
Final final.. OK to GO!
B i g E n v i r o n m e n t s a n d E v e n B i g g e r V e h i c l e s : E n v i r o n m e n t A r t i n H A L O 4
The bigger ideas:
• Mega-scale UNSC vehicle
• A moving base, vehicle & weapon cache
• Fun to run around on …and in
• Part of the environment gameplay
• Plausible design ethic
The UNSC Mammoth
B i g E n v i r o n m e n t s a n d E v e n B i g g e r V e h i c l e s : E n v i r o n m e n t A r t i n H A L O 4
The concerns:
• The expense!
• The expense!!
• The expense!!!
The UNSC Mammoth
B i g E n v i r o n m e n t s a n d E v e n B i g g e r V e h i c l e s : E n v i r o n m e n t A r t i n H A L O 4
Alan Greenspan says “NOPE!”
The challenge:
What would a mega-scale
UNSC vehicle look like?
Chunky or sleek?
Treads or tires?
Speedy or stable?
B i g E n v i r o n m e n t s a n d E v e n B i g g e r V e h i c l e s : E n v i r o n m e n t A r t i n H A L O 4
Treads were reminiscent of the Elephant and we
wanted to clearly differentiate between the two.
Look and function as both
An assault & support vehicle
AND a mobile base.
Needed:
Sniper roosts & rocket pods
Weapon & vehicle caches
Easy entrance/exit/hatches
A really big cannon
B i g E n v i r o n m e n t s a n d E v e n B i g g e r V e h i c l e s : E n v i r o n m e n t A r t i n H A L O 4
B i g E n v i r o n m e n t s a n d E v e n B i g g e r V e h i c l e s : E n v i r o n m e n t A r t i n H A L O 4
Mission Design created very rough “function-only” models
Toying with
sandbox possibilities
and gameplay
B i g E n v i r o n m e n t s a n d E v e n B i g g e r V e h i c l e s : E n v i r o n m e n t A r t i n H A L O 4
Mission Design identified preferred layouts
Modeling the first visual-language prototype
B i g E n v i r o n m e n t s a n d E v e n B i g g e r V e h i c l e s : E n v i r o n m e n t A r t i n H A L O 4
B i g E n v i r o n m e n t s a n d E v e n B i g g e r V e h i c l e s : E n v i r o n m e n t A r t i n H A L O 4
Modeling the first visual-language prototype
Expanding on ideas…
B i g E n v i r o n m e n t s a n d E v e n B i g g e r V e h i c l e s : E n v i r o n m e n t A r t i n H A L O 4
Kit-bashing ideas to see what works
B i g E n v i r o n m e n t s a n d E v e n B i g g e r V e h i c l e s : E n v i r o n m e n t A r t i n H A L O 4
Scale tests: exterior
B i g E n v i r o n m e n t s a n d E v e n B i g g e r V e h i c l e s : E n v i r o n m e n t A r t i n H A L O 4
Scale tests: interior
B i g E n v i r o n m e n t s a n d E v e n B i g g e r V e h i c l e s : E n v i r o n m e n t A r t i n H A L O 4
More prototyping…
B i g E n v i r o n m e n t s a n d E v e n B i g g e r V e h i c l e s : E n v i r o n m e n t A r t i n H A L O 4
More prototyping…
B i g E n v i r o n m e n t s a n d E v e n B i g g e r V e h i c l e s : E n v i r o n m e n t A r t i n H A L O 4
Having fun with prototypes…
Playing with
appearance &
functionality
B i g E n v i r o n m e n t s a n d E v e n B i g g e r V e h i c l e s : E n v i r o n m e n t A r t i n H A L O 4
Meanwhile Concept Art Team feeds off prototypes
B i g E n v i r o n m e n t s a n d E v e n B i g g e r V e h i c l e s : E n v i r o n m e n t A r t i n H A L O 4
B i g E n v i r o n m e n t s a n d E v e n B i g g e r V e h i c l e s : E n v i r o n m e n t A r t i n H A L O 4
Meanwhile Concept Art Team feeds off prototypes
Finding the right look…
B i g E n v i r o n m e n t s a n d E v e n B i g g e r V e h i c l e s : E n v i r o n m e n t A r t i n H A L O 4
Final concept of the Mammoth
B i g E n v i r o n m e n t s a n d E v e n B i g g e r V e h i c l e s : E n v i r o n m e n t A r t i n H A L O 4
Final interior concept
B i g E n v i r o n m e n t s a n d E v e n B i g g e r V e h i c l e s : E n v i r o n m e n t A r t i n H A L O 4
Front view paint-over
B i g E n v i r o n m e n t s a n d E v e n B i g g e r V e h i c l e s : E n v i r o n m e n t A r t i n H A L O 4
First model from concept
B i g E n v i r o n m e n t s a n d E v e n B i g g e r V e h i c l e s : E n v i r o n m e n t A r t i n H A L O 4
Second model from concept with textures
B i g E n v i r o n m e n t s a n d E v e n B i g g e r V e h i c l e s : E n v i r o n m e n t A r t i n H A L O 4
Final hi-res model with textures
B i g E n v i r o n m e n t s a n d E v e n B i g g e r V e h i c l e s : E n v i r o n m e n t A r t i n H A L O 4
B i g E n v i r o n m e n t s a n d E v e n B i g g e r V e h i c l e s : E n v i r o n m e n t A r t i n H A L O 4
Optimize the model, get it in-game
Optimized model in-game
B i g E n v i r o n m e n t s a n d E v e n B i g g e r V e h i c l e s : E n v i r o n m e n t A r t i n H A L O 4
Hand off to vehicle team
B i g E n v i r o n m e n t s a n d E v e n B i g g e r V e h i c l e s : E n v i r o n m e n t A r t i n H A L O 4
Ship it!
B i g E n v i r o n m e n t s a n d E v e n B i g g e r V e h i c l e s : E n v i r o n m e n t A r t i n H A L O 4
Questions
For Vic
B i g E n v i r o n m e n t s a n d E v e n B i g g e r V e h i c l e s : E n v i r o n m e n t A r t i n H A L O 4
Thank you for coming
Visit Halo Waypoint for all your Halo news: HaloWaypoint.com
On behalf of everyone at

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Big Environments and Even Bigger Vehicles

  • 1. Big Environments and Even Bigger Vehicles: Environment Art in Halo 4 Vic DeLeon Lead Mission Artist, Art Lead Outsourcing at 343 Industries. Vic specializes in organic sculpting and modeling of environments, as well as directing the artistic quality of environment prop set pieces. His work on Halo 4 includes modeling and texturing of the Reclaimer, Requiem, and Infinity missions, as well as Ragnarok, Harvest, Shatter, and Wreckage in Multiplayer. He also worked on Spartan Ops season 1 and 2. Vic previously worked at Bungie on Halo 2, Halo 3, Halo: ODST, and Halo Reach. RJ Ranola Senior Environment Artist at 343 Industries. RJ specializes in hard-surface environment modeling, texturing and level assembly. His work on Halo 4 includes modeling and texturing work on the Dawn, Shutdown, and Composer missions as well as Spartan Ops season 2. He also modeled the massive Mammoth vehicle from the Reclaimer mission. He previously worked at Raven Software on several major titles like Singularity, Return to Castle Wolfenstein, and Def Jam Icon.
  • 2. The Reclaimer Mission and the UNSC Mammoth B i g E n v i r o n m e n t s a n d E v e n B i g g e r V e h i c l e s : E n v i r o n m e n t A r t i n H A L O 4
  • 3. The big ideas: • Breathtaking grandeur, size matters • Huge wastelands, rocky cliffs, sandy valleys • Accommodate large-scale battles and events • Super-fun vehicular combat spaces • Awesome co-op experience • Support the fiction of Requiem • Evoke memories of Halo 3 “Ark” mission The Reclaimer Mission B i g E n v i r o n m e n t s a n d E v e n B i g g e r V e h i c l e s : E n v i r o n m e n t A r t i n H A L O 4
  • 4. The concerns: • The expense! • The expense!! • The expense!!! The Reclaimer Mission B i g E n v i r o n m e n t s a n d E v e n B i g g e r V e h i c l e s : E n v i r o n m e n t A r t i n H A L O 4 Alan Greenspan says “CAREFUL- budgets!”
  • 5. Art Director creates a mood board B i g E n v i r o n m e n t s a n d E v e n B i g g e r V e h i c l e s : E n v i r o n m e n t A r t i n H A L O 4 Kenneth Scott
  • 6. Concept Art & reference sheet B i g E n v i r o n m e n t s a n d E v e n B i g g e r V e h i c l e s : E n v i r o n m e n t A r t i n H A L O 4 Thomas Scholes, Vic DeLeon
  • 7. Reference collecting B i g E n v i r o n m e n t s a n d E v e n B i g g e r V e h i c l e s : E n v i r o n m e n t A r t i n H A L O 4
  • 8. More reference hunts B i g E n v i r o n m e n t s a n d E v e n B i g g e r V e h i c l e s : E n v i r o n m e n t A r t i n H A L O 4
  • 9. Concept Art: Gravity Wells B i g E n v i r o n m e n t s a n d E v e n B i g g e r V e h i c l e s : E n v i r o n m e n t A r t i n H A L O 4 John Wallin Liberto
  • 10. Concept Art: Interiors B i g E n v i r o n m e n t s a n d E v e n B i g g e r V e h i c l e s : E n v i r o n m e n t A r t i n H A L O 4 Justin Oaksford
  • 11. Concept Art: Interiors B i g E n v i r o n m e n t s a n d E v e n B i g g e r V e h i c l e s : E n v i r o n m e n t A r t i n H A L O 4 Sparth
  • 12. Concept Art: Interiors B i g E n v i r o n m e n t s a n d E v e n B i g g e r V e h i c l e s : E n v i r o n m e n t A r t i n H A L O 4 Sparth
  • 13. Economics? modeling method: custom or component? B i g E n v i r o n m e n t s a n d E v e n B i g g e r V e h i c l e s : E n v i r o n m e n t A r t i n H A L O 4 Vic DeLeon
  • 14. Material studies B i g E n v i r o n m e n t s a n d E v e n B i g g e r V e h i c l e s : E n v i r o n m e n t A r t i n H A L O 4 Vic DeLeon
  • 15. Prototype, messy but important! B i g E n v i r o n m e n t s a n d E v e n B i g g e r V e h i c l e s : E n v i r o n m e n t A r t i n H A L O 4 Thomas Scholes, Vic DeLeon
  • 16. Prototyping locations and shapes B i g E n v i r o n m e n t s a n d E v e n B i g g e r V e h i c l e s : E n v i r o n m e n t A r t i n H A L O 4 Thomas Scholes , Vic DeLeon
  • 17. Prototyping scale B i g E n v i r o n m e n t s a n d E v e n B i g g e r V e h i c l e s : E n v i r o n m e n t A r t i n H A L O 4 Thomas Scholes, Vic DeLeon
  • 18. Basic geo mass out with Design and Structure Art B i g E n v i r o n m e n t s a n d E v e n B i g g e r V e h i c l e s : E n v i r o n m e n t A r t i n H A L O 4 Tim Diaz, Jacob Benton, Vic DeLeon
  • 19. Mass out modeling Simple shapes Silhouettes Composition No textures! B i g E n v i r o n m e n t s a n d E v e n B i g g e r V e h i c l e s : E n v i r o n m e n t A r t i n H A L O 4 Chiyo Lai, Tim Diaz, Andy Bosold
  • 20. Mass out: the entire level in block form B i g E n v i r o n m e n t s a n d E v e n B i g g e r V e h i c l e s : E n v i r o n m e n t A r t i n H A L O 4 Vic DeLeon
  • 21. Components! Sculpting the very first mesh… B i g E n v i r o n m e n t s a n d E v e n B i g g e r V e h i c l e s : E n v i r o n m e n t A r t i n H A L O 4
  • 22. Modeling & texturing main components B i g E n v i r o n m e n t s a n d E v e n B i g g e r V e h i c l e s : E n v i r o n m e n t A r t i n H A L O 4
  • 23. Organic modeling: solving for multiple viewpoints B i g E n v i r o n m e n t s a n d E v e n B i g g e r V e h i c l e s : E n v i r o n m e n t A r t i n H A L O 4 Vic DeLeon
  • 24. Organic modeling: terrain sculpting in Mudbox B i g E n v i r o n m e n t s a n d E v e n B i g g e r V e h i c l e s : E n v i r o n m e n t A r t i n H A L O 4
  • 25. Start adding in the details -integration B i g E n v i r o n m e n t s a n d E v e n B i g g e r V e h i c l e s : E n v i r o n m e n t A r t i n H A L O 4 Vic DeLeon
  • 26. Meanwhile: Hard-Surface modeling architecturals B i g E n v i r o n m e n t s a n d E v e n B i g g e r V e h i c l e s : E n v i r o n m e n t A r t i n H A L O 4 Chiyo Lai
  • 27. Decoration objects B i g E n v i r o n m e n t s a n d E v e n B i g g e r V e h i c l e s : E n v i r o n m e n t A r t i n H A L O 4 Vic DeLeon
  • 28. Decoration object propagation B i g E n v i r o n m e n t s a n d E v e n B i g g e r V e h i c l e s : E n v i r o n m e n t A r t i n H A L O 4 Vic DeLeon
  • 29. Meanwhile: Mission Designers are hard at work B i g E n v i r o n m e n t s a n d E v e n B i g g e r V e h i c l e s : E n v i r o n m e n t A r t i n H A L O 4 Jacob Benton
  • 30. B i g E n v i r o n m e n t s a n d E v e n B i g g e r V e h i c l e s : E n v i r o n m e n t A r t i n H A L O 4 Meanwhile: Mission Designers are hard at work Chin Fong
  • 31. Lighting Team adds lights, color grading & atmospherics B i g E n v i r o n m e n t s a n d E v e n B i g g e r V e h i c l e s : E n v i r o n m e n t A r t i n H A L O 4 Kenny Magnusson, Barbara Busch
  • 32. …and FX Team adds particles & atmospherics… Water Sand Dust Rocks B i g E n v i r o n m e n t s a n d E v e n B i g g e r V e h i c l e s : E n v i r o n m e n t A r t i n H A L O 4 Jon Wood, Tim Fortenberry
  • 33. B i g E n v i r o n m e n t s a n d E v e n B i g g e r V e h i c l e s : E n v i r o n m e n t A r t i n H A L O 4 FX Team special challenges: deadly water
  • 34. Skybox Team: matching & seamless B i g E n v i r o n m e n t s a n d E v e n B i g g e r V e h i c l e s : E n v i r o n m e n t A r t i n H A L O 4 Oliver Reguiero Fernandez, Ryan Watkins
  • 35. Final polish: terrain painting blend maps B i g E n v i r o n m e n t s a n d E v e n B i g g e r V e h i c l e s : E n v i r o n m e n t A r t i n H A L O 4 Vic DeLeon
  • 36. Final polish: check collisions and physics B i g E n v i r o n m e n t s a n d E v e n B i g g e r V e h i c l e s : E n v i r o n m e n t A r t i n H A L O 4 Everybody helped
  • 37. Final polish: check streaming & PLAYTEST! B i g E n v i r o n m e n t s a n d E v e n B i g g e r V e h i c l e s : E n v i r o n m e n t A r t i n H A L O 4
  • 38. Final final.. OK to GO! B i g E n v i r o n m e n t s a n d E v e n B i g g e r V e h i c l e s : E n v i r o n m e n t A r t i n H A L O 4
  • 39. The bigger ideas: • Mega-scale UNSC vehicle • A moving base, vehicle & weapon cache • Fun to run around on …and in • Part of the environment gameplay • Plausible design ethic The UNSC Mammoth B i g E n v i r o n m e n t s a n d E v e n B i g g e r V e h i c l e s : E n v i r o n m e n t A r t i n H A L O 4
  • 40. The concerns: • The expense! • The expense!! • The expense!!! The UNSC Mammoth B i g E n v i r o n m e n t s a n d E v e n B i g g e r V e h i c l e s : E n v i r o n m e n t A r t i n H A L O 4 Alan Greenspan says “NOPE!”
  • 41. The challenge: What would a mega-scale UNSC vehicle look like? Chunky or sleek? Treads or tires? Speedy or stable? B i g E n v i r o n m e n t s a n d E v e n B i g g e r V e h i c l e s : E n v i r o n m e n t A r t i n H A L O 4
  • 42. Treads were reminiscent of the Elephant and we wanted to clearly differentiate between the two. Look and function as both An assault & support vehicle AND a mobile base. Needed: Sniper roosts & rocket pods Weapon & vehicle caches Easy entrance/exit/hatches A really big cannon B i g E n v i r o n m e n t s a n d E v e n B i g g e r V e h i c l e s : E n v i r o n m e n t A r t i n H A L O 4
  • 43. B i g E n v i r o n m e n t s a n d E v e n B i g g e r V e h i c l e s : E n v i r o n m e n t A r t i n H A L O 4 Mission Design created very rough “function-only” models Toying with sandbox possibilities and gameplay
  • 44. B i g E n v i r o n m e n t s a n d E v e n B i g g e r V e h i c l e s : E n v i r o n m e n t A r t i n H A L O 4 Mission Design identified preferred layouts
  • 45. Modeling the first visual-language prototype B i g E n v i r o n m e n t s a n d E v e n B i g g e r V e h i c l e s : E n v i r o n m e n t A r t i n H A L O 4
  • 46. B i g E n v i r o n m e n t s a n d E v e n B i g g e r V e h i c l e s : E n v i r o n m e n t A r t i n H A L O 4 Modeling the first visual-language prototype
  • 47. Expanding on ideas… B i g E n v i r o n m e n t s a n d E v e n B i g g e r V e h i c l e s : E n v i r o n m e n t A r t i n H A L O 4
  • 48. Kit-bashing ideas to see what works B i g E n v i r o n m e n t s a n d E v e n B i g g e r V e h i c l e s : E n v i r o n m e n t A r t i n H A L O 4
  • 49. Scale tests: exterior B i g E n v i r o n m e n t s a n d E v e n B i g g e r V e h i c l e s : E n v i r o n m e n t A r t i n H A L O 4
  • 50. Scale tests: interior B i g E n v i r o n m e n t s a n d E v e n B i g g e r V e h i c l e s : E n v i r o n m e n t A r t i n H A L O 4
  • 51. More prototyping… B i g E n v i r o n m e n t s a n d E v e n B i g g e r V e h i c l e s : E n v i r o n m e n t A r t i n H A L O 4
  • 52. More prototyping… B i g E n v i r o n m e n t s a n d E v e n B i g g e r V e h i c l e s : E n v i r o n m e n t A r t i n H A L O 4
  • 53. Having fun with prototypes… Playing with appearance & functionality B i g E n v i r o n m e n t s a n d E v e n B i g g e r V e h i c l e s : E n v i r o n m e n t A r t i n H A L O 4
  • 54. Meanwhile Concept Art Team feeds off prototypes B i g E n v i r o n m e n t s a n d E v e n B i g g e r V e h i c l e s : E n v i r o n m e n t A r t i n H A L O 4
  • 55. B i g E n v i r o n m e n t s a n d E v e n B i g g e r V e h i c l e s : E n v i r o n m e n t A r t i n H A L O 4 Meanwhile Concept Art Team feeds off prototypes
  • 56. Finding the right look… B i g E n v i r o n m e n t s a n d E v e n B i g g e r V e h i c l e s : E n v i r o n m e n t A r t i n H A L O 4
  • 57. Final concept of the Mammoth B i g E n v i r o n m e n t s a n d E v e n B i g g e r V e h i c l e s : E n v i r o n m e n t A r t i n H A L O 4
  • 58. Final interior concept B i g E n v i r o n m e n t s a n d E v e n B i g g e r V e h i c l e s : E n v i r o n m e n t A r t i n H A L O 4
  • 59. Front view paint-over B i g E n v i r o n m e n t s a n d E v e n B i g g e r V e h i c l e s : E n v i r o n m e n t A r t i n H A L O 4
  • 60. First model from concept B i g E n v i r o n m e n t s a n d E v e n B i g g e r V e h i c l e s : E n v i r o n m e n t A r t i n H A L O 4
  • 61. Second model from concept with textures B i g E n v i r o n m e n t s a n d E v e n B i g g e r V e h i c l e s : E n v i r o n m e n t A r t i n H A L O 4
  • 62. Final hi-res model with textures B i g E n v i r o n m e n t s a n d E v e n B i g g e r V e h i c l e s : E n v i r o n m e n t A r t i n H A L O 4
  • 63. B i g E n v i r o n m e n t s a n d E v e n B i g g e r V e h i c l e s : E n v i r o n m e n t A r t i n H A L O 4 Optimize the model, get it in-game
  • 64. Optimized model in-game B i g E n v i r o n m e n t s a n d E v e n B i g g e r V e h i c l e s : E n v i r o n m e n t A r t i n H A L O 4
  • 65. Hand off to vehicle team B i g E n v i r o n m e n t s a n d E v e n B i g g e r V e h i c l e s : E n v i r o n m e n t A r t i n H A L O 4
  • 66. Ship it! B i g E n v i r o n m e n t s a n d E v e n B i g g e r V e h i c l e s : E n v i r o n m e n t A r t i n H A L O 4
  • 67. Questions For Vic B i g E n v i r o n m e n t s a n d E v e n B i g g e r V e h i c l e s : E n v i r o n m e n t A r t i n H A L O 4 Thank you for coming Visit Halo Waypoint for all your Halo news: HaloWaypoint.com On behalf of everyone at

Editor's Notes

  • #2: Hi everybody! Many thanks to IGDA Seattle for inviting, Bungie for hosting. RJ and I are super-excited to be here and we’re all going to have a great time tonight.
  • #3: We’ll be taking a look into two of the biggest chunks of Environment Art from Halo 4 tonight, the Reclaimer Mission and the Mammoth vehicle, then taking questions at the end of the slides.
  • #4: Mid-way through campaign, big vehicle map, replayability, co-op were big factors
  • #5: Budgets- figuring out the logistics and the math, a lot of vehicles, a lot of weapons, a full sandbox! Then the giant budget-eaters like the Mammoth, Lich and Infinity!
  • #6: Evokes a feeling, first image to be created, a springboard for concept art
  • #7: This is the most interesting phase, exploration, meetings, discussions. Narrowing down the look.
  • #8: Bing Flickr Tumblr and Google geologic references- specifics. Find what you want and what you don’t want- examples of geology
  • #9: Specific bits of the environment- like water. Not normal water- La Brea Tar Pits
  • #10: John Wallin Liberto. Large setpieces
  • #11: Justin Oaksford traditional forerunner architecture evolving and changing before our eyes, seeing the newer styles with implied functionality
  • #12: Sparth functional forerunner style of the battery room
  • #13: Sparth more ceremonial look of the Librarian room
  • #14: Figuring out the logistics and the math. Making the call to custom model or go with components, if so what percentage? Settled on 80-20
  • #15: Material response, texture, feel of primary elements, geology!
  • #16: First quick kit-bashing of a slice
  • #17: Shapes and silhouettes, locations, scale
  • #18: Larger view of scale and giant setpieces
  • #19: Block-in and mass-out
  • #20: Shapes, composition, silhouettes no textures yet
  • #21: Beginning to end, it’s all there, not pretty yet
  • #23: Making things as inexpensive as possible, reusable, omnidirectional and ambiguous shapes. Used 8 models for the majority of the map. 8 custom pieces. Which takes us to terrain…
  • #24: Terrain was all custom, sculpted in Mudbox. Varying levels of detail from micro to macro. Viewpoints: On foot, Warthog, jetpack, top of Mammoth!
  • #25: Macro normals baked down. Components integrated with terrain and blended
  • #26: Integrating and adding the textures
  • #28: Organic and geologic features. Mudpots, large cactus-trees, boulders, rocks, small vegetation, pebbles, debris
  • #29: Applying all of the previous to the level artistically
  • #30: Balancing encounters, refining behaviors, adjusting weapon locations etc
  • #31: Polishing the big moments of the mission. The Lich, the Infinity etc
  • #32: Bringing it all together with lights, tweaks to color, adding fog
  • #34: Water was a challenge- had to look dangerous, deadly. Went through multiple iterations, viscosity and “subtlety”. Finally found something that made us all happy.
  • #36: Painting the multiple channels into the ground
  • #40: Break down: How excited I was to work on the mammoth.
  • #41: Will talk about concern with budgets. How are we going to make this and have it run ingame.
  • #42: Expiration and references. Also Maschinen Krieger
  • #43: Actual military reference.
  • #44: Starting point. Game play elements were establish.
  • #45: Base layout for the walkable space. How to translate the blockin to a move visual and functional play space.
  • #46: First in game pass: though the designs was not approve it game the team a sense of scale and gave us a sense of what we were working with.
  • #47: First pass in the envrionment
  • #48: Not approve look but designers approved layout
  • #49: KITBASHING
  • #50: Scale with the Unsc vehicles
  • #51: Design approve interior layout
  • #54: Playing around with ideas: outrigger COLOR SHIFT
  • #55: Sparth
  • #56: Sparth
  • #57: Sparth
  • #58: Sparth and Kenneth approve design.
  • #59: Sparth mammoth interior
  • #60: Sparth & RJ: Nicholas help with the front view of the rail gun.
  • #61: Massout of the approved Mammoth
  • #62: Finished model in Maya: how it was made. Kitbashing sandbox asset and material tinting.
  • #63: Finished model in Game : how it was made. Kitbashing sandbox asset and material tinting.
  • #65: Mammoth interior