Making Halo 4: A Hero Awakens: Difference between revisions

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*'''Christopher Schlerf''': "The journey is the important part, the growth is the important part, and so really where does he still need to go as a human? That became the key not just the story of ''[[Halo 4]]'' but the [[Reclaimer Trilogy|entire trilogy]].  
*'''Christopher Schlerf''': "The journey is the important part, the growth is the important part, and so really where does he still need to go as a human? That became the key not just the story of ''[[Halo 4]]'' but the [[Reclaimer Trilogy|entire trilogy]].  


*'''[[Lindsay Lockhart]]''': "We're really examining what sorts of burdens a guardian carries."  
*'''Lindsay Lockhart''': "We're really examining what sorts of burdens a guardian carries."  


*'''[[Josh Holmes]]''': "In a lot of ways, the story that we're telling in ''Halo 4'' is about putting Chief in circumstances where he's forced to change, he's forced to take stock of himself."  
*'''[[Josh Holmes]]''': "In a lot of ways, the story that we're telling in ''Halo 4'' is about putting Chief in circumstances where he's forced to change, he's forced to take stock of himself."  
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*'''Christopher Schlerf''': "Everything had to be predicated by what the character's needs were, what direction the characters needed to go in."  
*'''Christopher Schlerf''': "Everything had to be predicated by what the character's needs were, what direction the characters needed to go in."  


*'''[[Kenneth Scott]]''': "The art direction, specifically for ''Halo 4'', isn't about creating an emotional tone for ''Halo 4''. It's about creating an emotional tone for every single moment and experience the player needs to understand."  
*'''Kenneth Scott''': "The art direction, specifically for ''Halo 4'', isn't about creating an emotional tone for ''Halo 4''. It's about creating an emotional tone for every single moment and experience the player needs to understand."  


*'''[[Brien Goodrich]]''': "Similar to creating a movie set, we build what we need to see. We can't look too far this way, or else it begins to fall apart. But back in here... things are looking good."
*'''Brien Goodrich''': "Similar to creating a movie set, we build what we need to see. We can't look too far this way, or else it begins to fall apart. But back in here... things are looking good."


*'''Armando Troisi''': "Film, it's like - I'm going to create something, and it's going to be awesome, and I'm going to polish it, and I'm going to own it, but I'm going to share it with you. Which is very different from game storytelling, which is - I'm going give you all of the tools, I'm going to give you all of the possibilities, and it's up to you to discover it."  
*'''Armando Troisi''': "Film, it's like - I'm going to create something, and it's going to be awesome, and I'm going to polish it, and I'm going to own it, but I'm going to share it with you. Which is very different from game storytelling, which is - I'm going give you all of the tools, I'm going to give you all of the possibilities, and it's up to you to discover it."  
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*'''[[Frank O'Connor]]''': Answering questions and answering directions that the narrative had already taken to find the path forward for us as we started to tell the story."  
*'''[[Frank O'Connor]]''': Answering questions and answering directions that the narrative had already taken to find the path forward for us as we started to tell the story."  


*'''[[Brian Reed]]''': "We're always telling these huge big stories. We've got [[UNSC Infinity|''Infinity'']], it's the biggest that's ever been launched; we've got [[Requiem]], which is like the biggest Forerunner artifact we've ever found; but in the middle of all of that we've got this very small personal story between Master Chief and Cortana."  
*'''Brian Reed''': "We're always telling these huge big stories. We've got [[UNSC Infinity|''Infinity'']], it's the biggest that's ever been launched; we've got [[Requiem]], which is like the biggest Forerunner artifact we've ever found; but in the middle of all of that we've got this very small personal story between Master Chief and Cortana."  


*'''Lindsay Lockhart''': "You tell a story with every detail that you put into the game. Immersion is what really allows people to believe your universe, and also become emotionally caught up in your universe."  
*'''Lindsay Lockhart''': "You tell a story with every detail that you put into the game. Immersion is what really allows people to believe your universe, and also become emotionally caught up in your universe."  
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*'''Armando Troisi''': "As we design these things, we put together the best plan, and until it actually touches an actor, it lacks humanity."
*'''Armando Troisi''': "As we design these things, we put together the best plan, and until it actually touches an actor, it lacks humanity."


*'''[[Bryce Cochrane]]''': "Having the ability to work with the actors on stage, capturing their face, body, and voice at the same time, really gives us the opportunity to create an immersive experience for the actors."
*'''Bryce Cochrane''': "Having the ability to work with the actors on stage, capturing their face, body, and voice at the same time, really gives us the opportunity to create an immersive experience for the actors."


*'''Brien Goodrich''': "Working at Giant, we could have at least eight actors at the same time."
*'''Brien Goodrich''': "Working at Giant, we could have at least eight actors at the same time."
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