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The Art of Halo: Creating a Virtual World: Difference between revisions

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'''''The Art of Halo: Creating a Virtual World''''' is a collection of concept art used during the production of ''[[Halo: Combat Evolved]]'' and ''[[Halo 2]]'', with commentary by [[Eric S. Trautmann]]. The book includes a foreword by [[Jason Jones]] and a preface by [[Marcus R. Lehto]].  
'''''The Art of Halo: Creating a Virtual World''''' is a collection of concept art used during the production of ''[[Halo: Combat Evolved]]'' and ''[[Halo 2]]'', with commentary by [[Eric S. Trautmann]]. The book includes a foreword by [[Jason Jones]] and a preface by [[Marcus R. Lehto]].  


A successor to ''The Art of Halo'', titled ''[[Halo: The Great Journey: The Art of Building Worlds]]'', was released on October 18th, [[2011]].  
A successor to ''The Art of Halo'', titled ''[[Halo: The Great Journey: The Art of Building Worlds]]'', was released on October 18, [[2011]].  


==Official summary==
==Official summary==
{{Article Quote|When Halo hit the shelves with the launch of the [[Xbox]] in [[2001]], it was an immediate sensation. This action-packed science fiction—military combat game, set on a distant, war-torn, artificial planet, became an instant triumph with gamers – and scored numerous awards for its innovations, irresistibility, and sheer thrills. The Art of Halo is a showcase of its stunning visual style, a fascinating guided tour through the making of the phenomenon–from bright idea to brilliant result–and a testament to the creativity of the artists at [[Bungie]] Studios.
{{Article Quote|When Halo hit the shelves with the launch of the [[Xbox]] in [[2001]], it was an immediate sensation. This action-packed science fiction—military combat game, set on a distant, war-torn, artificial planet, became an instant triumph with gamers – and scored numerous awards for its innovations, irresistibility, and sheer thrills. The Art of Halo is a showcase of its stunning visual style, a fascinating guided tour through the making of the phenomenon–from bright idea to brilliant result–and a testament to the creativity of the artists at [[Bungie]] Studios.


Meet the brains behind Bungie, the birthplace of Halo<br>
*Meet the brains behind Bungie, the birthplace of Halo.
Feast your eyes on a panorama of all-new artwork from its spectacular sequel [[Halo 2]] – one of the most eagerly-awaited games of [[2004]]<br>
*Feast your eyes on a panorama of all-new artwork from its spectacular sequel [[Halo 2]] – one of the most eagerly-awaited games of [[2004]].
Discover the art of game design from the inside out, in interviews with–and illustrations by – the Halo creative team<br>
*Discover the art of game design from the inside out, in interviews with–and illustrations by – the Halo creative team.
Learn the secrets of designing gear from the artists themselves<br>
*Learn the secrets of designing gear from the artists themselves.
Follow the construction of a crucial sequence from storyboard to completion, along with pages from the actual script<br>
*Follow the construction of a crucial sequence from storyboard to completion, along with pages from the actual script.
Thrill to a gallery of glorious Halo artwork, including action figure designs, game packaging, cartoon strips, posters, T-shirts, and more<br>
*Thrill to a gallery of glorious Halo artwork, including action figure designs, game packaging, cartoon strips, posters, T-shirts, and more.


It’s all here – the story behind the sensation that GamePro declares “above and beyond what console gamers have come to expect” – in one virtuoso volume!}}
It’s all here – the story behind the sensation that GamePro declares “above and beyond what console gamers have come to expect” – in one virtuoso volume!}}


==Content review==
==Content review==
''The Art of Halo'' begins with a foreword by Jason Jones and preface by Marcus Lehto. It then introduces "Halo's architects" (Bungie Studios), before chapters on character design, environments, weapons and gear and vehicles. The final chapter, "The Art of Game Design", is a selection of promotional artwork and posters, game engine screenshots, multiplayer map sketches, cinematic storyboards, musical scores, animations and dialogue scripts from ''Halo: Combat Evolved'' and ''Halo 2''.<br>
''The Art of Halo'' begins with a foreword by Jason Jones and preface by Marcus Lehto. It then introduces "Halo's architects" (Bungie Studios), before chapters on character design, environments, weapons and gear and vehicles. The final chapter, "The Art of Game Design", is a selection of promotional artwork and posters, game engine screenshots, multiplayer map sketches, cinematic storyboards, musical scores, animations and dialogue scripts from ''Halo: Combat Evolved'' and ''Halo 2''.


The majority of the book focuses on the development of the major aspects of ''[[Halo: Combat Evolved]]'' and ''[[Halo 2]]'', from the [[:Category:Weapons|Weapons]], the games environments and the [[Character]] designs. There are many early sketches and concept art for these things, much of it by [[Shi Kai Wang]] and the [[Bungie]] art team. Certain sections show the influence of earlier Bungie games on ''Halo''<nowiki>'s</nowiki> design. One section shows a timeline of Bungie's history. The ideas are shown as they evolved, from a series of sketches to storyboards and their amazing animation. Finally, some screen shots are included to show how the ideas were eventually incorporated into the ''Halo'' games.<br>
The majority of the book focuses on the development of the major aspects of ''[[Halo: Combat Evolved]]'' and ''[[Halo 2]]'', from the [[:Category:Weapons|Weapons]], the games environments and the [[Character]] designs. There are many early sketches and concept art for these things, much of it by [[Shi Kai Wang]] and the [[Bungie]] art team. Certain sections show the influence of earlier Bungie games on ''Halo''<nowiki>'s</nowiki> design. One section shows a timeline of Bungie's history. The ideas are shown as they evolved, from a series of sketches to storyboards and their amazing animation. Finally, some screen shots are included to show how the ideas were eventually incorporated into the ''Halo'' games.<br>

Revision as of 16:30, February 25, 2017

The Art of Halo: Creating a Virtual World
Art of Halo Front Cover.jpg
Attribution information

Author(s):

Eric S. Trautmann

Publication information

Publisher:

Del Rey Books

Publication date:

November 9, 2004

Media type:

Print (Hardcover)

Pages:

176 pages

ISBN:

0345475860, 978-0345475862

 

The Art of Halo: Creating a Virtual World is a collection of concept art used during the production of Halo: Combat Evolved and Halo 2, with commentary by Eric S. Trautmann. The book includes a foreword by Jason Jones and a preface by Marcus R. Lehto.

A successor to The Art of Halo, titled Halo: The Great Journey: The Art of Building Worlds, was released on October 18, 2011.

Official summary

Template:Article Quote

Content review

The Art of Halo begins with a foreword by Jason Jones and preface by Marcus Lehto. It then introduces "Halo's architects" (Bungie Studios), before chapters on character design, environments, weapons and gear and vehicles. The final chapter, "The Art of Game Design", is a selection of promotional artwork and posters, game engine screenshots, multiplayer map sketches, cinematic storyboards, musical scores, animations and dialogue scripts from Halo: Combat Evolved and Halo 2.

The majority of the book focuses on the development of the major aspects of Halo: Combat Evolved and Halo 2, from the Weapons, the games environments and the Character designs. There are many early sketches and concept art for these things, much of it by Shi Kai Wang and the Bungie art team. Certain sections show the influence of earlier Bungie games on Halo's design. One section shows a timeline of Bungie's history. The ideas are shown as they evolved, from a series of sketches to storyboards and their amazing animation. Finally, some screen shots are included to show how the ideas were eventually incorporated into the Halo games.

There are also many explanations for the processes and the development. For example, the role of Grunt Ultras. They also explain what the intentions were for many of the ideas and how they changed over time.

Trivia

Template:Books