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''Gypsum'' was worked on by a small internal team within Bungie, who had previously worked on ''[[Phoenix (cancelled Bungie project)|Phoenix]]'', another internal project that had been cancelled in late [[2002]] or early [[2003]]. However, [[Jason Jones]] had promised the ''Phoenix'' team that they would get to develop their own game. So, despite the cancellation, the team remained separate from the ''[[Halo 2]]'' team and commenced work on a new project, ''Gypsum'', in early 2003.{{Ref/Reuse|HistoryOfHalo}} This project was helmed by two men who were previously involved in a mod called Chimera for ''[[Wikipedia:Myth II: Soulblighter|Myth II: Soulblighter]]'', a previous Bungie title.{{Ref/Reuse|IGNGypsum}} | ''Gypsum'' was worked on by a small internal team within Bungie, who had previously worked on ''[[Phoenix (cancelled Bungie project)|Phoenix]]'', another internal project that had been cancelled in late [[2002]] or early [[2003]]. However, [[Jason Jones]] had promised the ''Phoenix'' team that they would get to develop their own game. So, despite the cancellation, the team remained separate from the ''[[Halo 2]]'' team and commenced work on a new project, ''Gypsum'', in early 2003.{{Ref/Reuse|HistoryOfHalo}} This project was helmed by two men who were previously involved in a mod called Chimera for ''[[Wikipedia:Myth II: Soulblighter|Myth II: Soulblighter]]'', a previous Bungie title.{{Ref/Reuse|IGNGypsum}} | ||
Against the wishes of [[Joseph Staten]] and [[Martin O'Donnell]], Jones joined the ''Gypsum'' team as creative director and project lead at some point in early 2003, | Against the wishes of [[Joseph Staten]] and [[Martin O'Donnell]], Jones joined the ''Gypsum'' team as creative director and project lead at some point in early 2003, apparently bringing several ''Halo'' designers with him,{{Ref/Site|Id=CathedralHurricane|URL=https://medium.com/@Oozer3993/assembling-a-cathedral-out-of-a-hurricane-the-making-of-halo-2-24652d08d29a|Site=Medium|Page=Assembling A Cathedral Out Of A Hurricane — The Making of Halo 2|D=22|M=9|Y=2021}} while still moonlighting as project lead on ''Halo 2''. A number of other ''Halo'' developers also contributed to the project, including game designer [[Paul Bertone]] (who had previously been part of the ''Phoenix'' team) and composer Martin O'Donnell, who produced music and sound effects for it. The ''Gypsum'' project made significant progress in the following few months, having produced a playable prototype by June 2003. This prototype seemed to be well-received within Bungie, with O'Donnell describing it as "a blast", and Bertone saying it was "pretty cool".{{Ref/Reuse|HistoryOfHalo}}{{Ref/Reuse|IGNGypsum}} | ||
However, this success was short-lived, as after the famous [[Halo 2 E3 demo|''Halo 2'' E3 demo]], it became evident within Bungie that they would not be able to ship ''Halo 2'' in its current form on the [[Xbox]], because the hardware was not powerful enough to handle the [[Wikipedia:Shadow volume|stencil lighting engine]], given the scope of the game. This necessitated that the game be significantly overhauled, including a complete redesign of the [[campaign]]. Thus, all other ongoing projects at Bungie were cancelled in June 2003, including ''Gypsum'', and all employees were folded into the ''Halo 2'' team in order to complete the game.{{Ref/Reuse|HistoryOfHalo}} | However, this success was short-lived, as after the famous [[Halo 2 E3 demo|''Halo 2'' E3 demo]], it became evident within Bungie that they would not be able to ship ''Halo 2'' in its current form on the [[Xbox]], because the hardware was not powerful enough to handle the [[Wikipedia:Shadow volume|stencil lighting engine]], given the scope of the game. This necessitated that the game be significantly overhauled, including a complete redesign of the [[campaign]]. Thus, all other ongoing projects at Bungie were cancelled in June 2003, including ''Gypsum'', and all employees were folded into the ''Halo 2'' team in order to complete the game.{{Ref/Reuse|HistoryOfHalo}} |