Making Halo 4: A Hero Awakens: Difference between revisions

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*'''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."  


*'''Kiki Wolfkill''': "How do we make sure the sights, and the sounds, and the things that we're feeling as a player inhabiting [[MJOLNIR Powered Assault Armor/Mark VI|that suit]] really come through more clearly. You know, technology has really allowed us to do that with much more fidelity than back in the [[Halo: Combat Evolved|CE days]]."  
*'''Kiki Wolfkill''': "How do we make sure the sights, and the sounds, and the things that we're feeling as a player inhabiting [[MJOLNIR Powered Assault Armor/Mark VI|that suit]] really come through more clearly. You know, technology has really allowed us to do that with much higher fidelity than back in the [[Halo: Combat Evolved|CE days]]."  


*'''Armando Troisi''': "As we design these things, we put together the best plan, and without the actors, it lacks humanity."
*'''Armando Troisi''': "As we design these things, we put together the best plan, and without the actors, it lacks humanity."


*'''[[Bryce Cochrane]]''': "Having the ability to work with the actors on stage, capturing their face, body, 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 here in Giant, we can have at least eight actors at the same time."
*'''Brien Goodrich''': "Working in Giant, we can have at least eight actors at the same time."
 
*'''Frank O'Connor''': "And so the objects they are acting around, the people they are acting with, against, through, and toward are there in the scene with them. It makes a huge difference."
 
*'''Clive Burdon''': "We sent out a break down for characters and how they want to feel, we end up getting eight or ninety submissions back."
 
*'''Josh Holmes''': "Casting for the Master Chief is tough. You need a performer that has a really raw ... in him, and yet he has to, within confinement in his suit, be able to relate and relay emotion."
 
*'''Bruce Thomas''': "I like to express myself. I freely do it. I wholly do it. I enjoy it. And so, pulling back on all of those instincts is what required to play him."
 
*'''Kiki Wolfkill''': "Imagine that translating to a 3D model with huge armor, and making sure that personality of Chief's movement come through that armor, which is really critical. And that really came down to Bruce's acting, his physical stature, and really his physicality as he went though all the performance."
 
*'''Josh Holmes''': "You will never see his face, or hear his voice, but all of the other actors that are playing off of him face received so much from him in their performances, and I think they'd all agree with that."
 
*'''Matt Aldrige''': "This is the low-res axis of Chief, we afforded a little bit more budget since he's our hero."
 
*'''Kenneth Scott''': "From the art process, storytelling is just about engaging the player. You dont have to answer any question, you dont have to take them through a lot of looks and feelings. If the player's engaged, I think you've got the start."
 
*'''Matt Aldrige''': "So Master Chief is a difficult one, because he's a dude in a helmet."
 
*'''Kenneth Scott''': "It's such peculiar in science-fiction, such a fantastic history about people completely realized as people, without having their face as a tool."
 
*'''Matt Aldrige''': "For us, it's making him feel like a real person. We have a new male sculpt, and then from there we sculpt it on physically attach suit."
 
*'''Gabriel Garza''': "And on top of this guy is when we spend time just doing all the details, and trying add some of that functionality. Giving him little bits here and there, like, Braille, this just reads "117".
 
*'''Nicolas Bouvier''': "I think it's connected to having more visual flow, when it comes to design, the way you follow the outline of Master Chief."
 
*'''Matt Aldrige''': "Trying to put it into an area where it feels realistic, feels kind of tank-ish."
 
*'''Nicolas Bouvier''': "What do you think when of a tank? You think square, you think metal. There's some like wear-and-tear on the edges. So those things we want to grab, put them on the Chief."


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