Editing The Sprint: All In

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*'''[[Tim Longo]]''' : E3 is this nexus point, this focal point for fans, media, everybody who comes, you know, they come to one place at this one time of year. Where a game like Halo, from a triple-a perspective, that's the place where you want to capture people's attention. So we gotta shine. Well so yeah, what is a creative director? There, a creative director is a crazy crazy job, I don't even know how best to describe it sometimes. Anybody creative ultimately reports them to me. You know our director Nick Bouvier and Neal Harrison are art manager, like they report in to me all the design aspects of the game audio, all reports into me. So kind of everything on the content side I'm ultimately responsible for from a creative perspective. With a huge team like this in Halo 5 being, way more enormous than I had anticipated when taking the role, which is totally awesome and I love the job, and yes it's a dream job, right, it's a dream come true, I have nothing to complain about, but it is super intense. Every week around here is kind of insane, so it's really hard to describe. One day it could be focusing on HUD UI stuff, one day could be focusing on Warzone multiplayer and sometimes we have to cut stuff that doesn't work out. You know it's if it does work out then we polish it up and so now we're really hot and heavy with Halo 5. We're demoing two big things at E3 : one is the campaign level Sunaion, Tsunami for a code name, and then we're also debuting our new big multiplayer mode which is called Warzone. So you have actually enemy AI in the multiplayer PvP mode as well as two huge teams of twelve people, so it's 24 players, which is the biggest we've ever had. The maps are bigger than we've ever had so you have all the vehicles and all the sandbox elements all together too.
*'''[[Tim Longo]]''' : E3 is this nexus point, this focal point for fans, media, everybody who comes, you know, they come to one place at this one time of year. Where a game like Halo, from a triple-a perspective, that's the place where you want to capture people's attention. So we gotta shine. Well so yeah, what is a creative director? There, a creative director is a crazy crazy job, I don't even know how best to describe it sometimes. Anybody creative ultimately reports them to me. You know our director Nick Bouvier and Neal Harrison are art manager, like they report in to me all the design aspects of the game audio, all reports into me. So kind of everything on the content side I'm ultimately responsible for from a creative perspective. With a huge team like this in Halo 5 being, way more enormous than I had anticipated when taking the role, which is totally awesome and I love the job, and yes it's a dream job, right, it's a dream come true, I have nothing to complain about, but it is super intense. Every week around here is kind of insane, so it's really hard to describe. One day it could be focusing on HUD UI stuff, one day could be focusing on Warzone multiplayer and sometimes we have to cut stuff that doesn't work out. You know it's if it does work out then we polish it up and so now we're really hot and heavy with Halo 5. We're demoing two big things at E3 : one is the campaign level Sunaion, Tsunami for a code name, and then we're also debuting our new big multiplayer mode which is called Warzone. So you have actually enemy AI in the multiplayer PvP mode as well as two huge teams of twelve people, so it's 24 players, which is the biggest we've ever had. The maps are bigger than we've ever had so you have all the vehicles and all the sandbox elements all together too.


'''Three Months Earlier'''<br>
'''Three Months Earlier'''<br>
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*'''?''' : Well I mean I use it. You shouldn't be able to like enter the enemy base like that, so.
*'''?''' : Well I mean I use it. You shouldn't be able to like enter the enemy base like that, so.
*'''Franklin''' : I kind of like it. The big thing for all of us right now is making the difficult choices on whether or not we take new features, whether we fix bugs. Whether we want to take some risks and try to get more content into the build, whether we cut things because if they don't make into this build there's a good chance they're not going to make into the final game.
*'''Franklin''' : I kind of like it. The big thing for all of us right now is making the difficult choices on whether or not we take new features, whether we fix bugs. Whether we want to take some risks and try to get more content into the build, whether we cut things because if they don't make into this build there's a good chance they're not going to make into the final game.


'''E3 Campaign Demo'''
'''E3 Campaign Demo'''
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*'''Spartan''' : ''“Prometheans incoming!”''
*'''Spartan''' : ''“Prometheans incoming!”''
*'''Diaz''' : You get some of the returning ones like the Crawler, a knight shows up and the new soldier shows up and with them their new weapons as well.
*'''Diaz''' : You get some of the returning ones like the Crawler, a knight shows up and the new soldier shows up and with them their new weapons as well.


'''Massoul Modeling'''
'''Massoul Modeling'''
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*'''Wiksten''' : Yeah the other question is what do we do with the back part of the barrel, so to say. Do we want to have something that kind of sits here as if we should have anything that kind of covers the back here, and then we'd have the projectiles showing up here, where the magazine kind of feeds up.
*'''Wiksten''' : Yeah the other question is what do we do with the back part of the barrel, so to say. Do we want to have something that kind of sits here as if we should have anything that kind of covers the back here, and then we'd have the projectiles showing up here, where the magazine kind of feeds up.
*'''Sparth''' : We have a mock-up somewhere? We should just like design this section and have something blocked here. And it would prevent the weapon in the middle to just feel empty, so I think we should use it, we should just use this.
*'''Sparth''' : We have a mock-up somewhere? We should just like design this section and have something blocked here. And it would prevent the weapon in the middle to just feel empty, so I think we should use it, we should just use this.


'''Warzone Playtest'''<br>
'''Warzone Playtest'''<br>
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*'''Longo''' : Positive attitude, Josh.
*'''Longo''' : Positive attitude, Josh.
*'''Josh''' : We’re f*****!
*'''Josh''' : We’re f*****!


'''End of The Sprint'''<br>
'''End of The Sprint'''<br>

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