Gypsum: Difference between revisions

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==Development==
==Development==
Gypsum was worked on by a small internal team within Bungie, who had previously worked on [[Phoenix (cancelled Bungie project)|Phoenix]], another internal project that had been cancelled in roughly late [[2002]]. However, [[Jason Jones]] had promised the Phoenix team that they would get to develop their own game. So, despite the cancellation, the team remained separate from the ''[[Halo 2]]'' team and commenced work on a new project, Gypsum.{{Ref/Reuse|HistoryOfHalo}} This project was helmed by two men who had previously created a mod called Chimera for ''[[Wikipedia:Myth: The Fallen Lords|Myth: The Fallen Lords]]'', a previous Bungie title.{{Ref/Reuse|IGNGypsum}}
Gypsum was worked on by a small internal team within Bungie, who had previously worked on [[Phoenix (cancelled Bungie project)|Phoenix]], another internal project that had been cancelled in early [[2003]]. However, [[Jason Jones]] had promised the Phoenix team that they would get to develop their own game. So, despite the cancellation, the team remained separate from the ''[[Halo 2]]'' team and commenced work on a new project, Gypsum.{{Ref/Reuse|HistoryOfHalo}} This project was helmed by two men who had previously created a mod called Chimera for ''[[Wikipedia:Myth: The Fallen Lords|Myth: The Fallen Lords]]'', a previous Bungie title.{{Ref/Reuse|IGNGypsum}}


Against the wishes of [[Joseph Staten]] and [[Max Hoberman]], Jones joined the Gypsum team as creative director and project lead at some point in early 2003, while still moonlighting as project lead on ''Halo 2''. A number of other ''Halo'' developers also contributed to the project, including game designer [[Paul Bertone]] and composer [[Martin O'Donnell]], who produced music and sound effects for it. The Gypsum project made significant progress in the following few months, having produced a playable prototype by June 2003. This prototype seemed to be well-received within Bungie, with O'Donnell describing it as "a blast", and Bertone saying it was "pretty cool".{{Ref/Reuse|HistoryOfHalo}}{{Ref/Reuse|IGNGypsum}}
Against the wishes of [[Joseph Staten]] and [[Max Hoberman]], Jones joined the Gypsum team as creative director and project lead at some point in early 2003, while still moonlighting as project lead on ''Halo 2''. A number of other ''Halo'' developers also contributed to the project, including game designer [[Paul Bertone]] and composer [[Martin O'Donnell]], who produced music and sound effects for it. The Gypsum project made significant progress in the following few months, having produced a playable prototype by June 2003. This prototype seemed to be well-received within Bungie, with O'Donnell describing it as "a blast", and Bertone saying it was "pretty cool".{{Ref/Reuse|HistoryOfHalo}}{{Ref/Reuse|IGNGypsum}}