The Pillar of Autumn (Halo: Combat Evolved level): Difference between revisions

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|player=[[John-117]]
|player=[[John-117]]
|date=[[2552#September 19, 2552|September 19, 2552]]
|date=[[2552#September 19, 2552|September 19, 2552]]
|place=Aboard the {{UNSCShip|Pillar of Autumn}}
|place=Aboard the {{UNSCShip|Pillar of Autumn}}, in orbit of [[Installation 04]] in [[Soell system]]
|objective= Retrieve [[Cortana]] from the [[bridge]] and escape the ''Autumn''
|objective= Retrieve [[Cortana]] from the [[bridge]] and escape the ''Autumn''
|parscore=17,000 {{C|''Master Chief Collection''-only}}
|parscore=17,000 {{C|''Master Chief Collection''-only}}
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==Production notes==
Bungie designer [[Jaime Griesemer]] led the gameplay design of ''The Pillar of Autumn'', while artist [[Paul Russel]] was responsible for the level environment. Russel's art design for the interiors was inspired by the work of artist [[Wikipedia:Ron Cobb|Ron Cobb]] on the films ''[[Star Wars (film)|Star Wars]]'' and ''[[Alien (film)|Alien]]''.{{Ref/YouTube|Id=IGN|9ndZbg8Mr-Q|IGN|Halo: Combat Evolved Devs React to Speedrun (Martin O’Donnell, Marcus Lehto)}}
In both the opening and ending cinematics, the ''Pillar of Autumn'' model remains static. Instead, the movement of surrounding objects and background matte painting forged an illusion that the ship was moving in space.{{Ref/Film|Id=Commentary|[[Halo 3 Legendary Edition|''Halo 3'' Legendary Edition]], Halo: Combat Evolved developer commentary}}
{{Expand-section}}


==Trivia==
==Trivia==