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

From Halopedia, the Halo wiki

No edit summary
(→‎Production notes: Fixing Wikipedia links)
Line 684: Line 684:


==Production notes==
==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)}}  
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 ''[[Wikipedia:Star Wars (film)|Star Wars]]'' and ''[[Wikipedia: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}}
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}}