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Making Halo 4: Return of the Forerunners: Difference between revisions

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*'''Josh Holmes''': "We wanted to to create something that stand alone and be an enemy that is as challenging, just as engaging, as the Covenant has been in the past for ''Halo''."  
*'''Josh Holmes''': "We wanted to to create something that stand alone and be an enemy that is as challenging, just as engaging, as the Covenant has been in the past for ''Halo''."  


*'''Scott Warner''': "A lot of that initial discussion is about, if you have this incredibly evolved race, and they will be well on the [[human]]s and the Covenant, what will that look like?"
*'''Scott Warner''': "A lot of that initial discussion is about, if you have this incredibly evolved race, and they will be well beyond the [[human]]s and the Covenant, what will that look like?"


'''MAKING HALO 4'''<br>
'''MAKING HALO 4'''<br>
'''RETURN OF THE FORERUNNERS'''<br>
'''RETURN OF THE FORERUNNERS'''<br>
<small>'''PART 2'''</small>
<small>'''PART 2'''</small>
*'''Kiki Wolfkill''': "The design process for the Promotheans was intriguing, exciting, and then long and painful process. I think just, it's just everyone was so invested in what they wanted out of them."
*'''Nicolas Bouvier''': "How do you imply something strong, something different?"
*'''Kenneth Scott''': "Everyone who has played ''Halo'' goes 'Okay, Forerunner is silvery angular stuff with blue lights across it.' That's really the language kind of in a nutshell. For us, it was important to break that, but still kind of find a mathematical organization."
*'''Gabriel Garza''': "We have to do a very clear separation of styles, shapes, colors right from the start."
*'''Matthew Aldrige''': "I think [[Promethean Knight|the Knights]] have been through almost like fifteen plus iterations of geometry."
*'''Gabriel Garza''': "This sheet is like, a really traditional way of doing brainstorming. You just do silhouettes, and then we take it, and iterate some more, and more, and more."
*'''Kiki Wolfkill''': "We didn't want them to look like monsters, because they're not monsters."
*'''Matthew Aldrige''': "There's this version thats looks really demon-y."
*'''Gabriel Garza''': "This one is like a bat, it will go together and then they will flare out — then the player was being spotted."
*'''Kiki Wolfkill''': "We didn't want the Prometheans to look like robots, because they are not robots."
*'''Matthew Aldrige''': "There's a version thats looks thin and spindle-y."
*'''Gabriel Garza''': "You see one, and you're like 'Y'know, that one looks cool, but it doesn't convey "commander of battlefield".'"
*'''Matthew Aldrige''': "We have other stuff where they clap on and have these big, hulking armor on top of them that would really change the variant look."
*'''Kenneth Scott''': "For us, it's important to get something people can relate to, and think there's always going to be a challenge to take the foreign language and create a character."
*'''Matthew Aldrige''': "Making sure its head stood out so you can see it,  the player has the ability to headshot it."


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Revision as of 05:39, September 22, 2012

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<youtube width="300" height="200">55zOTemj03k</youtube>

Halo 4: Return of the Forerunners is a video documentary by 343 Industries, about the development of the Prometheans and their weapons.. It was released on YouTube on September 12th, 2012.[1]

Transcript

  • Josh Holmes: "Forerunners have been the source of so much mysteries throughout the Halo franchise, it was just fascinating to us."
  • Brian Reed: "So far it's just stumbling on their belongings, y'know, we found Halo, and now we found something more; we found the Prometheans.
  • Kenneth Scott: "There's a degree of animalistic fierceness that maybe you didn't see in previous games."
  • Kiki Wolfkill: "The condition and context are what hit a hero and antagonist against each other."
  • Lindsay Lockhart": For this game we are gonna get a lot of complexity to their civilization."
  • Josh Holmes: "From their world view, what they're doing has to make sense."
  • Armando Troisi: "Trying to figure out ways that story without interfering the shooting aspect of it has been a really challenging thing."
  • Kiki Wolfkill: "We've got glimpses of this Forerunner presence that was kind of always there open to whether or whatever it erupt, and it did."
  • Armando Troisi: "We are trying to take game systems and manipulate them and give them emotional coloring of context."
  • Josh Holmes: "We wanted to to create something that stand alone and be an enemy that is as challenging, just as engaging, as the Covenant has been in the past for Halo."
  • Scott Warner: "A lot of that initial discussion is about, if you have this incredibly evolved race, and they will be well beyond the humans and the Covenant, what will that look like?"

MAKING HALO 4
RETURN OF THE FORERUNNERS
PART 2

  • Kiki Wolfkill: "The design process for the Promotheans was intriguing, exciting, and then long and painful process. I think just, it's just everyone was so invested in what they wanted out of them."
  • Nicolas Bouvier: "How do you imply something strong, something different?"
  • Kenneth Scott: "Everyone who has played Halo goes 'Okay, Forerunner is silvery angular stuff with blue lights across it.' That's really the language kind of in a nutshell. For us, it was important to break that, but still kind of find a mathematical organization."
  • Gabriel Garza: "We have to do a very clear separation of styles, shapes, colors right from the start."
  • Matthew Aldrige: "I think the Knights have been through almost like fifteen plus iterations of geometry."
  • Gabriel Garza: "This sheet is like, a really traditional way of doing brainstorming. You just do silhouettes, and then we take it, and iterate some more, and more, and more."
  • Kiki Wolfkill: "We didn't want them to look like monsters, because they're not monsters."
  • Matthew Aldrige: "There's this version thats looks really demon-y."
  • Gabriel Garza: "This one is like a bat, it will go together and then they will flare out — then the player was being spotted."
  • Kiki Wolfkill: "We didn't want the Prometheans to look like robots, because they are not robots."
  • Matthew Aldrige: "There's a version thats looks thin and spindle-y."
  • Gabriel Garza: "You see one, and you're like 'Y'know, that one looks cool, but it doesn't convey "commander of battlefield".'"
  • Matthew Aldrige: "We have other stuff where they clap on and have these big, hulking armor on top of them that would really change the variant look."
  • Kenneth Scott: "For us, it's important to get something people can relate to, and think there's always going to be a challenge to take the foreign language and create a character."
  • Matthew Aldrige: "Making sure its head stood out so you can see it, the player has the ability to headshot it."

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Sources