Dan Miller: Difference between revisions

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{{Era|RW|BS}}
{{Status|RealWorld}}
[[File:DanMiller.jpg|thumb]]
[[File:DanMiller.jpg|thumb]]
{{Quote|I started in the industry in Public Relations, Quality Assurance, Information Systems and furniture moving. I tried my hand in design and haven’t looked back. I’m fond of hackysack, racquetball, BBQ grilling, hanging out with my wife and friends.|Dan Miller<ref>http://www.bungie.net/Inside/MeetTheTeam.aspx?person=Miller</ref>}}
{{Quote|I started in the industry in Public Relations, Quality Assurance, Information Systems and furniture moving. I tried my hand in design and haven’t looked back. I’m fond of hackysack, racquetball, BBQ grilling, hanging out with my wife and friends.|Dan Miller<ref>http://halo.bungie.net/Inside/MeetTheTeam.aspx?person=Miller</ref>}}


'''Dan Miller''' is a [[Bungie]] employee and is a campaign designer for ''[[Halo 3]]''. He was responsible for designing the second and ninth levels of ''Halo 3''<nowiki>'</nowiki>s campaign, ''[[Crow's Nest (level)|Crow's Nest]]'' and ''[[Halo (Halo 3 level)|Halo]]''.
'''Dan Miller''' was a [[Bungie]] employee. While at Bungie, he worked as a campaign designer for ''[[Halo 3]]'', ''[[Halo 3: ODST]]'', ''[[Halo: Reach]]'' alongside various parts of the ''Destiny'' franchise. His first level at Bungie was the ''Halo 3'' mission [[Crow's Nest]]{{Ref/Twitter|dmiller360|1142791604651999232|Dan Miller|Quote=//7 I interviewed with Bungie for a second time and got the job to start work on Halo 3. Working on that project was exciting, my first level was ‘Crow’s Nest’, which served as my training grounds for encounter design.|D=10|M=10|Y=2021}}, and later went on to work on the missions [[Halo (Halo 3 level)|Halo]] (particularly the level's [[Warthog run]]){{Ref/Twitter|dmiller360|1142791744360050689|Dan Miller|Quote=//8 I also worked on the final mission ‘Halo’ including the trench run at the end, which was a personal development highlight for  me. After Halo 3, I worked some multiplayer maps- I did some remake maps and new ones including ‘Assembly’ and ‘Sandbox’.|D=10|M=10|Y=2021}}, [[Tayari Plaza]], [[NMPD HQ]], [[Coastal Highway]], [[New Alexandria]] and [[The Package]]. Miller also worked on the multiplayer maps [[Assembly]] and [[Sandbox]] for ''Halo 3''{{'}}s [[Mythic Map Pack]] and the [[Firefight (Halo: Reach)|Firefight]] mode and maps in ''Reach''.{{Ref/Twitter|dmiller360|1142791897326313477|Dan Miller|Quote=//9 After that, I worked on ODST levels ‘Tayari Plaza’, ‘NMPD HQ’ and ‘Coastal Highway’. I was also involved with developing  the Firefight mode and maps. From there I went to Halo Reach and did ‘New Alexandria’ and ‘The Package’.|D=10|M=10|Y=2021}} Dan was also assigned to work on the [[Cut Halo 3 levels|cut ''Halo 3'' levels]], [[Forerunner City]] and [[Guardian Forest]].{{Ref/Site|Id=NeoGAFDan1|URL=https://www.neogaf.com/threads/halo-ot14-they-call-it-halo.507989/page-356#post-47803018|Site=NeoGAF|Page=Halo - OT14 - They call it Halo|Quote=Developer Insight #9 Everyone here remembers the concept art for Forerunner City, right? Bungie cut that in part because, when they went through the concept art, they felt like they would have to give away too much about the Forerunners. Dan was originally assigned to this level and Guardian Forest.|Quotee=Dan Miller|D=10|M=10|Y=2021}}
 
Halopedia hosts a gallery of design documentation created and posted by Miller, which can be viewed [[:Category:Images by Dan Miller|here]].


==Sources==
==Sources==
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