Halo Wars: Difference between revisions

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Finding these articles for design developments is getting harder. :/
m (Will work on this later, similar to Halo 3's design section. Would appreciate if another user assist me in this. :))
m (Finding these articles for design developments is getting harder. :/)
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== Development ==
== Development ==
=== Design ===
=== Design ===
Prior to developing ''Halo Wars'', Ensemble Studios started experimenting with console control schemes using a modified ''Age of Mythology'' engine for a different project.<ref name="different">[http://worthplaying.com/article/2009/2/22/interviews/59199/ '''Worthplaying''': ''"Halo Wars" (X360) Developer Interview Part 1''</ref> This was essential at the time, as real-time strategy games were unable to provide control schemes that would deliver a good gameplay experience on a console. The studio eventually concluded the experimentation with the concept of a [[circle menu|centralized user interface]] system and settled with restricting micromanaging mechanics only to forces created in the game. These concepts were later presented to Microsoft, who shortly after suggested that it should be rebranded as a ''Halo'' title instead.<ref name="appreciate">[http://www.gamasutra.com/php-bin/news_index.php?story=20835#.UGSN3VG-XlM '''Gamasutra''': ''Q&A: How Ensemble Gets Halo Fans To Appreciate Halo Wars'']</ref>
Prior to developing ''Halo Wars'', Ensemble Studios started experimenting with console control schemes using a modified ''Age of Mythology'' engine for a different project.<ref name="different">[http://worthplaying.com/article/2009/2/22/interviews/59199/ '''Worthplaying''': ''"Halo Wars" (X360) Developer Interview Part 1''</ref> This was essential at the time, as real-time strategy games were unable to provide control schemes that would deliver a good gameplay experience on a console. The studio eventually concluded the experimentation with the concept of a [[circle menu|centralized user interface]] system for micromanaging and base building and settled with resource management/gathering restricted only to bases. These concepts were later presented to Microsoft, who shortly after suggested that it should be rebranded as a ''Halo'' title instead.<ref name="appreciate">[http://www.gamasutra.com/php-bin/news_index.php?story=20835#.UGSN3VG-XlM '''Gamasutra''': ''Q&A: How Ensemble Gets Halo Fans To Appreciate Halo Wars'']</ref>


Using references material previously planned for the [[Halo (film)|Halo film adaptation]], Ensemble had to recreate the game's assets from scratch. The studio focused on ensuring that the individual units are recognizable as being part of the Halo universe from a bird's eye view (a common element in real-time strategy): ''"[UNSC forces] need to fire lead, and [Covenant forces] need to fire plasma"''.<ref name="gamasutra"/>  
Using references material previously planned for the [[Halo (film)|Halo film adaptation]], Ensemble had to recreate the game's assets from scratch. The studio focused on ensuring that the individual units are recognizable as being part of the Halo universe from a bird's eye view (a common element in real-time strategy): ''"[UNSC forces] need to fire lead, and [Covenant forces] need to fire plasma"''.<ref name="gamasutra"/>  
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All the cutscenes were pre-rendered CGI sequences created by [[Blur Studio]].<ref>[http://vz2.blur.com/work/page/2 '''Blur Studio Work''': ''Animation, Design, VFX'']</ref> This does not include the "vignettes" (intro and conclusion sequences) which were rendered in-game using the game engine.
All the cutscenes were pre-rendered CGI sequences created by [[Blur Studio]].<ref>[http://vz2.blur.com/work/page/2 '''Blur Studio Work''': ''Animation, Design, VFX'']</ref> This does not include the "vignettes" (intro and conclusion sequences) which were rendered in-game using the game engine.
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{{Expand-section}}
=== Audio ===
=== Audio ===
{{main|Halo Wars: Original Soundtrack}}
{{main|Halo Wars: Original Soundtrack}}
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