• Prezados usuários,

    Por questões de segurança, a partir de 22/04/2024 os usuários só conseguirão logar no fórum se estiverem com a "Verificação em duas etapas" habilitada em seu perfil.

    Para habilitar a "Verificação em duas etapas" entre em sua conta e "Click" em seu nick name na parte superior da página, aparecerá opções de gestão de sua conta, entre em "Senha e segurança", a primeira opção será para habilitar a "Verificação em duas etapas".

    Clicando alí vai pedir a sua senha de acesso ao fórum, e depois vai para as opções de verificação, que serão as seguintes:

    ***Código de verificação via aplicativo*** >>>Isso permite que você gere um código de verificação usando um aplicativo em seu telefone.

    ***Email de confirmação*** >>>Isso enviará um código por e-mail para verificar seu login.

    ***Códigos alternativos*** >>>Esses códigos podem ser usados para fazer login se você não tiver acesso a outros métodos de verificação.

    Existe as 3 opções acima, e para continuar acessando o fórum a partir de 22/04/2024 você deverá habilitar uma das 03 opções.

    Tópico para tirar dúvidas>>>>https://forum.adrenaline.com.br/threads/obrigatoriedade-da-verificacao-em-duas-etapas-a-partir-de-24-04-2024-duvidas.712290/

    Atencionamente,

    Administração do Fórum Adrenaline

[XONE] Halo Infinite - [Preview]

Certain Affinity está a trabalhar em Halo Infinite
Confirma a sua longa relação com a 343i.

A Certain Affinity confirmou que está a ajudar no desenvolvimento de Halo Infinite.

Através de uma mensagem partilhada no seu site, a Certain Affinity confirma assim que é o terceiro estúdio a trabalhar no desenvolvimento do próximo Halo, após a SkyBox Labs ter anunciado em 2018 que estava a ajudar a 343i no desenvolvimento.

A Certain Affinity já colaborou com a 343i no passado e nesta nova mensagem diz que o trabalho em Halo Infinite é mais uma amostra dessa duradoura parceria e da confiança entre as duas companhias. Desde Dezembro de 2019 que a Certain Affinity foi recrutada para ajudar no desenvolvimento deste jogo e ajudará a cumprir as ambições a longo prazo para Halo Infinite.

"Halo Infinite tem enormes ambições a longo prazo," diz Max Hoberman, gestor da Certain Affinity e um veterano na série Halo, "e também presta uma referência com respeito ao passado da série. É uma combinação entusiasmante."

"Tendo em conta as nossas raízes e duradouras ligações à série, não podíamos estar mais entusiasmados para ajudar a 343 a dar vida a esta visão."

A Certain Affinity foi fundada em 2006 por Hoberman após ter saído da Bungie e conta com ex-funcionários da Bungie, EA, NCSfot e outros. Desde então, ajudou no desenvolvimento de jogos como Halo: Combat Evolved Anniversary, Halo 4 e Halo: The Master Chief Collection.

 



Depois da Certain Affinity ter confirmado o seu envolvimento no desenvolvimento de Halo Infinite, que tal como a SkyboxLabs está a assistir a 343 Industries, temos agora o anúncio que o veterano Joseph Staten foi recrutado para ajudar a desenvolver o novo Halo.

Staten, escritor veterano que ajudou a Bungie a criar a narrativa, cinemáticas e design para jogos como Halo, Halo 2, Halo 3, ODST e Reach, trabalho que continuou a efectuar quando chegou a hora de Destiny, onde trabalhou como escritor e director de design. Ao longo dos anos, Staten também escreveu novelas inspiradas em populares sagas como Halo, ajudou a escrever o argumento de ReCore e mais recente Tell Me Why.

Segundo revelado oficialmente pela 343, Staten ajudará o desenvolvimento de Halo Infinite como um dos líderes de projecto na campanha. Staten ajudará a actual equipa e os seus líderes a descobrir o caminho em frente para tornar Halo Infinite no melhor jogo da série.

"Estou entusiasmado por me juntar à 343 para os ajudar a terminar Halo Infinite. Enquanto líder de projecto para a campanha de Infinite, darei apoio aos existentes grandes líderes da equipa para lhes dar poder para fazerem o seu melhor trabalho," disse Staten.

Além de Staten, a 343 recrutou a ajudar de Pierre Hintze, com quem trabalhou em Halo: Master Chief Collection e que se junta à equipa de Halo Infinite como líder de projecto na equipa responsável pela experiência free to play. A sua experiência será usada para aprimorar os testes e qualidade da experiência multijogador que encontrarás em Halo Infinite.
 
Última edição:
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Esse sim tem a cara dos banidos, tomara que já seja a remodelagem dos personagens!

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Não conheço a criatura, Twitter "não muito confiável"

 
Halo Infinite poderá ser lançado por partes, se fizer sentido
Phil Spencer diz que essa possibilidade será investigada

A 343 Industries e a Microsoft continuam a trabalhar em Halo Infinite para que seja uma experiência verdadeiramente épica e digna do nome da série, mas também sabem que existe fome por este jogo.

Gerir a expetativa dos seguidores de Halo e desenvolver o jogo para que esteja na sua melhor qualidade é um equilíbrio sensível, que poderá incentivar a tomada de medidas nunca antes vistas na série, como lançar em separado a porção singleplayer e a multijogador.

Antes de adiar Halo Infinite para 2021, a Microsoft e a 343 Industries conversaram sobre a possibilidade de lançar Halo Infinite por partes, mas optaram pelo adiamento. No entanto, essa decisão ainda está na mesa.

Em conversa com o Kotaku, na mesma entrevista na qual disse que não precisa da PlayStation para recuperar o investimento feito na ZeniMax, Phil Spencer deixou em aberto a possibilidade de lançar o singleplay de Halo Infinite antes do multijogador.

"A Bonnie Ross e a equipa vão tomar essas decisões," disse Spencer quando questionado sobre lançar a campanha de Halo Infinite num momento diferente da vertente multijogador.

"Mas penso que queremos ter a certeza que as pessoas sentem que têm uma experiência Halo. Penso que podemos olhar para opções como essa," disse Spencer sobre o que está a ser discutido para o jogo.

"Por isso sim, é algo no qual pensar, mas queremos ter a certeza que o fazemos como deve ser."

Não te importarias em receber primeiro a campanha de Halo Infinite se estiver pronta primeiro que o multijogador?

 
Última edição:
O cara que foi demitido com certeza aprovou o macaco do trailer. Kkk
 
INSIDE INFINITE - FEBRUARY 2021

Welcome to the latest Inside Infinite! In this monthly series, we aim to bring you closer to our development process by sharing our vision for Halo Infinite and speaking to key areas of the game. Our last two posts featured the Art, Graphics, and Live Teams in December and the Sandbox Team in January. We covered the graphical improvements we’ve made since last summer, spoke about player customization, and even discussed some of the exciting gameplay elements you’ll find in Halo Infinite.

In today’s Inside Infinite, we’ll be discussing – and in some cases showing – our campaign’s expansive world of Zeta Halo with help from members of the Halo Infinite team. Next month, we’re looking forward to shining the spotlight on our Audio Team and then in April we’ll sit down with our PC Team and talk more about what you can expect when Halo Infinite lands this Fall.

As you're reading todays article, remember to click on the inline images to get a better look at the full-size 4K versions. And lastly, if you have questions coming of today’s blog please let us know on Twitter using #Ask343 and it may end up being answered in a future video.

Now, without further ado, let’s hear from some of the wonderful people helping bring Halo Infinite’s world to life.

BRINGING ZETA HALO TO LIFE

As is customary for these blogs, let’s get started with a quick round of introductions – who are you, what does your job entail, and what’s your history with Halo?

Justin Dinges
– Hello, my name is Justin Dinges and I am the Campaign Art Lead on Halo Infinite. I’ve been with 343 Industries for the past 10 years and during that time I’ve had the pleasure of working as a Multiplayer Map Lead on Halo 4 and the Campaign Lead Environment Artist on Halo 5. My current role as Campaign Art Lead has me overseeing and managing the artistic world construction of our massive campaign experience. At a high level, my job is to merge our incredible Art Direction, established by our Art Directors, with the overarching design and creative goals established by our Design and Creative Directors to ensure that we make the best experiences for the player. Building worlds within the Halo universe has been an amazing experience thus far and I am extremely excited with where we can continue to take our ever-evolving ambition that is Halo Infinite.

Troy Mashburn – I'm Troy Mashburn and I began my 343 career as the Sandbox Lead in 2017. I was responsible for setting the direction of the sandbox and introducing new gameplay features to Infinite. In 2019 my role and responsibility changed to Gameplay Director responsible for gameplay across the campaign experience.

John Mulkey - Hi everyone. My name is John Mulkey and I joined 343i in 2018. I am the World Design Lead on Halo Infinite where I have the pleasure of leading the Design Team that gets to take all the hard work of our partner teams in Sandbox, Character, Narrative, and Art and weave them together to form the various missions and adventures Chief experiences across Zeta Halo.

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So far, our Live and Sandbox Teams have shared insights into their vision and goals for their respective team’s aspects of Halo Infinite. When you and your teams set out to accomplish their tasks each day, are there any guiding principles?

JD
– As far as our artistic goals for the campaign goes, we have focused on two key themes, “Legacy” and “Simplicity”, when it comes to the visual experience we are building. For “Legacy” we really want players to feel like they are experiencing a game that they remember fondly (Halo: Combat Evolved), but with modernized graphics of course. As far as “Simplicity” is concerned, we wanted to ensure that we steer away from overly noisy designs and details which is a key takeaway for the team coming off Halo 5. With Halo Infinite, we wanted to take this new adventure back to its roots and create a visually pleasing experience that doesn’t overwhelm with unnecessary complexity where readability and clear artistic composition prevail. This is our artistic interpretation of a beautiful world to exist within – rather than something that is purely grounded in photo realism. Both goals have been a true challenge to balance, especially against the expectations of what it means to be a “next-gen” title, but through some incredible team collaboration, hard work, and community feedback we are hoping to land something that everyone will really enjoy and appreciate.

TM - The campaign experience is the result of many teams coming together to tell the Master Chief’s story. At a project-wide level, we use terms like “Super Soldier”, “Story Driven”, and “Spiritual Reboot” to help describe the experiences we want to deliver. These are used like filters to determine if a particular feature belongs in the game. Things like “Super Soldier” sound like a no-brainer but it’s used frequently to call out when something isn’t supporting the super soldier goal. “Story Driven” also sounds obvious but it’s a great reminder that we are here to tell Chief’s story. And “Spiritual Reboot” …well more on that below.

JM - As Troy stated, we have guideposts we use to ensure the game lives up to being a Halo experience at heart. Beyond that, my team has a number of best practices we use to ensure the design of the spaces and experiences offers opportunities for various play styles and leverages the sandbox in cool ways. For instance, it is not enough that there are roads connecting various points of interest, we want to make sure there are opportunities for "Sick JumpsTM" the player can hit when racing along on a Mongoose with a Marine on the back. We make sure there are opportunities that allow certain weapon choices to shine, opportunities for really satisfying use of equipment options, and opportunities for a well-placed Plasma Coil to really put a smile across your face.

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Where do you look for inspiration when it comes to bringing this world and these experiences to life? Are there specific element(s) of prior Halo game(s) that you looked to?

JD
– Our main source of artistic inspiration for Halo Infinite’s setting began right in our own Pacific Northwest backyard. Because we made that early decision to go back to Halo’s roots and recapture the PNW art pallet on Zeta we immediately headed out into the mountains, forests, and valleys for not only personal inspiration but more importantly lots of photo reference. As humans we can imagine what we think a natural biome should look like, we will make lots of guesses, but until you can experience it for yourself you will most likely never be able to fully realize it.

Armed with these references and experiences we then leaned on our amazing Concept Art team, led by our incredible Art Directors, to merge the real-world relatable photos and anecdotes with what it means to be a science fiction world. So as an example, you can see in many of our media pieces we have introduced the idea that just below Zeta Ring’s organic surface is a forerunner framework of millions of vertical hexagons that make up the ring’s structure. And, due to the extreme damage that Zeta has endured, these hexes are exposed and displaced creating a dynamic landscape that gives us a unique visual and allows for some really fun gameplay. This is our way of mixing a beautiful real-life biome (the PNW) with something fantastic and sci-fi (the hexagonal structure) as the experience aims to be the best of both worlds.

You can also see this same form of inspiration and process applied to the planet Sanghelios in Halo 5 – where in that case we had traveled into the slot canyons of Zion National Park in Utah and gathered both inspiration and photos for the world we hoped to envision. It is a really great method for building new and relatable worlds in the Halo universe.

TM - Designing games for me is about crafting amazing experiences that pull you so far into the game you think about it even when you are not playing. It’s no surprise that “The Silent Cartographer” from Halo: CE is one mission that stands out clearly in my memory.

This mission starts with Halo theme music playing as you fly low over the ocean to an island, where you are seamlessly dropped off to clear the beach with a squad of Marines, but wait it gets better! Foe Hammer drops off a Warthog, next thing I know I am driving around with a gunner in the back taking out enemies as I drive around the island.

This mission made me feel like I was in control, initiating combat when I chose, on foot, or in a vehicle, interior, exterior, with Marines and without. Recapturing the feeling of this mission has been one of the inspirations behind my gameplay direction.

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We’ve talked a fair amount about Halo Infinite being a “Spiritual Reboot” – what does that mean to you from your specific perspectives?

JD
- From an artistic standpoint it means that we want to both introduce new players and welcome back old players with the iconic Halo imagery the original games were built on. We want players to have that sense of awe and wonder as they step into the world we are building - this goes back to our goals of “Legacy” and “Simplicity” that we constantly use as our lenses to make artistic decisions. As a prime example, we have specifically chosen to begin Chief’s journey in Halo Infinite within the Pacific Northwest forest biome on a new Halo ring, a deliberate ode to the past. Another good example is how we have taken the visual design of the Jackals and Grunts back closer to their appearance in Halo 3 and previous titles. We want players to feel a nostalgic familiarity with these designs, like meeting up with an old friend, as they experience all that Halo Infinite has to offer.

TM - “Spiritual Reboot” is a term we use to describe our approach to introducing new ideas while staying true to what it felt like to play the classic games. “Feeling” is the key word here because we want to evolve, by creating new experiences and new opportunities, but still maintain the original essence.

The Grappleshot is a great example of adding something new that also super-charges things you are already familiar with like clamber or melee. You are familiar with clambering up a double stack of crates but the obstacles in Infinite are larger and more organic. The Grappleshot gives you the same fluid motion as clamber with a much greater range to get to more locations quickly.

Also - if you are a fan of using melee, like I am, you are going to love grappling towards enemies to land that powerful knockout blow. Sooo satisfying.

JM - When I was looking at possibly joining the 343 team to work on Halo Infinite it was the "Spiritual Reboot" concept that had me incredibly excited and made it absolutely mandatory that I join the team to work on this project. :)

For Infinite we are working to deliver on the 'promise' of the original in ways that limitations of the time would not allow the team to fully explore. Zeta Halo invites exploration and discovery, the stories to be found, and player agency in how you utilize a robust sandbox of tools to overcome a mission or encounter.

Can you talk some about the process and collaboration that goes into creating Zeta Halo and its experiences? Does the world team create a cool space and then the gameplay designers jump in to layer on the fun? Or do the designers spec out the experiences as a blueprint for the world team to go off and build?

JD
– This can be a complex one to answer easily as it really depends on the specific experience being built. The world we have created for Halo Infinite is very large and with a finite team size to create it all we must be strategic in how we build each experience - there’s no one size fits all method for this project. So, in some cases it makes sense for design to go first and layout a space that’s fun for combat with an artist following to ensure visual qualities are being met. In other cases, it might mostly be an artistic endeavor that has a world artist creating the space with a designer following afterwards to place any gameplay aspects on top. And sometimes it’s a very tight collaboration between a designer and artist to make the best experience possible. At the end of the day each experience we create is a collaboration between many disciplines trying to make the best game that we can.

TM – I wish I could describe the perfect game development formula here but that just doesn’t exist. Making games is an organic process with many constantly changing variables like technology, deadlines, budgets, people, and pandemics. A typical process starts as a rough art “block mesh” where design iterates until it proves fun to play. There is back and forth between design and art until we decide to lock it down. Unfortunately, due to one reason or another, things rarely go perfectly to plan. These situations may call for a re-design, reduction in scope, or cutting a feature all together. This isn’t necessarily a bad thing, it’s just part of the game making process. In the end great games are made by art and design working together.

JM - I think Troy and Justin have described our experience of creating the game very well. The best results always come from collaboration and as we move forward collaboration will be a core aspect of processes we continue to iterate and hone.

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What’s your personal favorite aspect of this world and/or the experiences therein?

JD
– One of my favorite features in the game is our Time-of-Day lighting system that is active while you are playing the game. This has been one of, if not THE largest graphical feature implemented into our engine over the past few years. It allows us to create artistic scenes and settings that have vastly different visual tones and moods depending on which time during the cycle you encounter something. So, coming across a mysterious Forerunner obelisk during the day may feel peaceful and serene, where at night it might feel much more ominous and threatening - it really adds some incredible dynamically-driven visual variety throughout the experience where we were not able to have it before.

TM – For me games are all about the experiences they create. I want to be challenged, engaged, and surprised. Every time I talk about gameplay you will hear me talk about player opportunity because I feel its key to creating an immersive experience. It’s difficult to pin down one favorite aspect of the world because it is really the sum of its parts. The world of Infinite presents you with challenges and a box full of toys. How you overcome those challenges is up to you.

JM - I love the agency we are creating that really doubles down on that premise of delivering on the promise of Halo: CE. Enemy strongholds can be approached from any direction and there are so many options available for how you take on the challenges at hand. Do I blaze through the front gate in a Warthog full of Marines and just light the place up with zero subtlety? Do I scout the perimeter and discover a subterranean entrance that allows me to enter through one of the interior structures? Do I Grappleshot to a sniper tower, take out the inhabitant and begin picking off enemies from my raised vantage point?...there are so many options available that allows everyone to approach the game the way they want and have their own unique experiences. I am excited to hear stories of all the different ways players have taken on missions in the game once we are released.

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Story is going to be coming at the player from every angle and it’s safe to say Zeta Halo is as much a ‘character’ in Halo Infinite as Chief, the Pilot, or Escharum. How does the world, and the World Team’s work, support the narrative experience?

JD
– This is a great point, Zeta Halo is very much a character in and of itself. The landscape, the mysterious structures, the surrounding vistas and even the wildlife found on it act as unique characteristics of the ring – we want Zeta to feel like a real and living place regardless of whether the player is present or not.

Most importantly there’s an epic visual story to be told of not only what recently happened to it but also one that implies its mysterious past and what implications it holds for the future. So, from an artist’s perspective, we have had two main goals with bringing Zeta to life: First, to visually show what is happening in current times with the violent occupation of the Banished forces and how it has shaped the landscape of the ring. And second, to create mystery and intrigue around Zeta’s past and ultimate purpose. Intertwining these two major story characteristics of Zeta has been an awesome and rewarding challenge. Players will not only experience the immediate story of Chief’s reawakening to confront the Banished and Cortana but if they look around, they may find glimpses of the future as well.

TM - The Ring definitely has its own story to tell, and the environment artists have done an amazing job bringing this to life. Memories of past battles scars the surface, and evidence of bigger events can be seen in the fractured chunks of the Ring floating in the sky. This is something I really care about because I am more of a “show me don’t tell me” kind of player. I find that discovering things and figuring things out for myself go much further to immerse me in this world.

JM - There are missions that will pull you through the "Golden Path" of the primary narrative, but more than any previous game, we are breaking down the walls to create a more open play space offering exploration and discovery. What is that odd tower in the distance, I see a smoke signal over that ridge, what is the source of the odd hum? Go find out. There are entire stories to be discovered. I often describe the experience offered by Zeta Halo as "Halo unleashed" because it is all the experiences and stories you love from Halo presented in a world where you have so much more freedom to explore and discover unexpected adventures.

How does the introduction of new Equipment and traversal mechanics like the Grappleshot factor into the creation of this environment? And, how does it inform the foundation for encounters within the world?

JD – Having a tool like the Grappleshot definitely challenged us to rethink the way we build our environments because it’s such a versatile and fun mechanic that allows players to get nearly anywhere that they can reach. The art team has had the added challenge of ensuring that we do allow for players to get to spots and areas that in previous titles we may have prevented them from getting to. The good news is that not only is the gameplay that much more fun because of it, but we can also expect players to get to some really awesome locations and vantage points that will further show off the beauty of the world we have created. For me, the Grappleshot is an exciting example of a new gameplay feature that provides great wins for both players and devs alike.

TM - One of our core goals is to provide players with more sandbox opportunities so they can be creative in their approach to problem solving. Equipment like the Grappleshot is a great example creating new and exciting possibilities. Walls, cliffs, and small gaps don’t stop Chief any longer which gave us the opportunity to rethink how encounters are built.

This caused some challenges early on because designers couldn’t just place the final objective at the far end of a base assuming players will have to fight their way through. With the Grappleshot, players can go wherever they want whenever they want. From a development standpoint, this was both terrifying and completely liberating at the same time.

As a player, I like to figure out the best way to approach a situation and my “best way” might be different than yours. The Grappleshot helped the team break out of the single path design mindset and evolve into something much more exciting. It’s become so second nature that when I play other games, I find that I miss the grapple.

JM - The Grappleshot is super fun in the traversal options it provides, but it also allows for pulling weapons to you, pulling an explosive Fusion Coil to you that you can then throw to take out a Shade Turret, or grapple to…and launch yourself into an enemy to land a powerful melee attack. Beyond the undeniable fun of the Grappleshot, you can carry around another three pieces of equipment with their own unique roles and utility that you can quickly swap between at any time. The combinatoric play you can create in this way opens an astounding number of play options and I cannot wait to see the YouTube videos people share showing off moves we never even imagined when developing them.

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What impact does co-op have on the gameplay experiences across Zeta Halo?

TM
- Campaign is about telling the next great chapter of the Master Chief’s story and the co-op experience is about playing this story together with your friends. The solo gameplay experience is designed to provide players with options on how they want to tackle situations. These options translate well into co-op by allowing for different playstyles. The great thing about being a sandbox game, it means there is no right way to use a particular item or feature. I can’t wait to see co-op players doing crazy stuff and combos we didn’t even think of.

JM - As mentioned above, Halo Infinite will be offering some of the most open-ended play experiences in the history of Halo with an enormous sandbox of ingredients to bring to bear. So, when you add the idea that we can play together to that matrix of player choice driven experiences, the possibilities just explode.

As we look ahead to launch this Fall, can you give us a sense of what you and your team are focused on over the remaining months?

JD
- For sure – the Art Team, like most of the development teams, are quickly wrapping up all of our remaining tasks and polish items as we approach our bug-fix and performance stage of the game’s production. We will be spending the final months fixing bugs ranging from floating trees to T-posing enemies, as well as ensuring that the game runs smoothly across all the platforms. While not the most glamorous phase of development, it is the most technical and crucial to shipping.

TM - The team is 100% focused on wrapping up the campaign experience which includes gathering and addressing user feedback (both internal playtests and User Research data), bug fixing, performance, and balancing.

Thank you all for taking the time to share your insights and work with our community today! Before we go, any parting comments you’d like to pass along?

JD
- A pleasure for sure! I just want to say thank you to everyone in the community who so passionately follow our progress and hunger for more – we try our best to listen to your feedback and make the best decisions for you all and the franchise. Making games is immensely rewarding but also exceedingly difficult, every decision has a silly amount of complexities that need to be considered – let alone doing it while working from home amid a global pandemic. This release will be a building block from which we can continue to grow our Halo storytelling and experiences quicker and more polished than in the past. Just know that we are working as hard as we can to deliver the best experience possible, and we truly hope you all love it. Looking forward to showing more in the near future!

TM - Thanks for asking the questions. I love having the opportunity to reach out to the community and share insights into what we do. It takes a lot of blood, sweat, and tears to make something this ambitious but the players are what makes it all worthwhile. It’s a privilege to work on such a beloved franchise that I have been a fan of ever since Chief first stepped out from the cryo pod in Halo: Combat Evolved. I look forward to sharing more developer stories and gameplay as we head towards release.

JM - Any chance to talk about this game is an absolute pleasure. I cannot wait to hear the experiences players create once they get their hands on Infinite.

Thank you all so much for your hard work thus far, and we really appreciate you taking the time to answer our questions about Zeta Halo.

Now, let’s hear from a few more 343ers about the great work they’ve been doing across the board. It’s story time with Tales from the Trenches!

TALES FROM THE TRENCHES

Each month we'll venture into the 343 Industries trenches to hear from members of the team about what excites them, what they're working on, and get more insights into the behind-the-scenes happenings with Halo Infinite's development. These are their stories...
  • This year I’m most excited to see the efforts of the Graphics team come together.
My main focus as Graphics Producer is partnering with engineering leadership to set and prioritize goals, as well as resolving blockers and empowering our engineers to do their best work.

Following the Campaign demo last July, the team has been continuously iterating on outstanding graphics and lighting work to deliver a more immersive experience. This additional level of polish required the coordination of multiple disciplines, such as: Graphics, Lighting, Environments, Characters, Sandbox, and more. This team effort is finally coming together, and we are very excited to share some of the results with our community today!

In the same spirit, we’ve been regularly reviewing the Xbox versions of Halo Infinite with our multiple partner teams. And while the work-in-progress images we are presenting today are captured on a PC - which we’ll dive deeper on in a future blog post - we are committed to deliver a great experience and high level of visual fidelity across all platforms
.” - Alex Le Boulicaut, Graphics Producer

  • "I’ve been joking with people recently that our flighting program is about running into every wall we can so come release day we’ve already found all the walls. In January we hit a lot of walls, it was exhausting. But then in February, we’ve hurdled and sidestepped those walls, and it feels really good to keep moving forward with each internal flight. The progress is steady and I’m super thankful for everyone who is contributing to the program as we smash through these walls together. We’ve still got work to do over the coming months, but please ensure you’re signed up with the Halo Insider program so you’re ready when the time comes.” – Sam Hanshaw, Live Producer
  • From weapon icons to integral gameplay systems, the UI/UX Team has eyes on a wide variety of content going into the game, and as a longtime fan of the series, it’s been incredibly rewarding to see everyone’s passions work their way into different nooks and crannies. One of the things I worked on was the Out of Bounds HUD warning, and I’d like to think the lore lover in me helped to make it equal parts informative and immersive. Since the world is pretty large, I doubt many people will ever see it, but any that do might get to enjoy some dorky humor if they pay close enough attention.” – Eric Richter, UI Designer
  • "I’m really excited about how the Forge toolset and workflow is being vetted by our internal 343 devs. Different teams have been using Forge in different capacities which in turn is providing us valuable feedback to help further improve the Forge/UGC experience. It’s great to see Forge being put through its paces! I know you’re all eager to learn more about Forge Infinite and I promise when that time comes, I won’t be quiet about it!" – Michael Schorr, Forge Lead Designer
I hope you all enjoy hearing stories directly from members of the team! These tales are a small example of what it takes (and how many incredibly talented individuals contribute) to building a game like Halo Infinite.

Another one of those talented individuals is Joseph Staten, Halo Infinite’s Head of Creative, who is ready to close out this latest Inside Infinite for us. Bring it on home, Joseph!

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ACROSS A GAP OF STARS

As you read this month’s update and look at the screenshots, you might have the same question I did when I joined the team last Fall: What kind of game is Halo Infinite?

Infinite’s world is incredibly large, and its vast combat zones connect seamlessly to each other. Its vistas are filled with adventures that entice you to stray from the golden path story missions. From a distance, it might appear that we’re building an open world game, but that’s not really the case. We’re making a Halo game; a sandbox shooter where our goal is to make you feel like the most powerful actor in a rich, emergent, sci-fi combat simulation.

For example, if you zoom into some of this month’s screenshots, you’ll catch glimpses of the wildlife that inhabits the ring. Halo Infinite’s campaign doesn’t have a crafting system, however, and you won’t spend time hunting and skinning animals to make better gear for Master Chief. Spartans wear Mjolnir assault armor. They don’t need leather boots.

What you will spend time doing is plummeting from a rocky overlook into the heart of an enemy patrol, eliminating their leader with a well-stuck Plasma grenade, using your Grappleshot to pull his power weapon off the ground and into your hands, and then empty its magazine into the rest of the patrol, scattering the nearby wildlife back into their burrows.

Which is to say, we’ve designed Halo Infinite so that you’re freer than you’ve ever been to do what Spartan super-soldiers do best: survey a battlespace, plan your attack, engage the enemy, deal with whatever surprises the sandbox throws your way, and then rearm for the next battle.

What’s different this time is that you have more freedom than ever before to choose your path through the world. Follow a hidden cave system into a well-guarded fortress, wind your Warthog through a fog-filled mountain pass, capture a Banshee and fly to a floating ring fragment across a gap of stars. A strong narrative remains at the heart of the Master Chief’s adventure, and your journey between story missions is entirely up to you.

So then, what kind of game is Halo Infinite? It’s the most open and adventure-filled Halo game ever. It’s the Halo game we could only dream about making 20 years ago. And we can’t wait for you to explore it.

 
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INSIDE INFINITE - FEBRUARY 2021

Welcome to the latest Inside Infinite! In this monthly series, we aim to bring you closer to our development process by sharing our vision for Halo Infinite and speaking to key areas of the game. Our last two posts featured the Art, Graphics, and Live Teams in December and the Sandbox Team in January. We covered the graphical improvements we’ve made since last summer, spoke about player customization, and even discussed some of the exciting gameplay elements you’ll find in Halo Infinite.

In today’s Inside Infinite, we’ll be discussing – and in some cases showing – our campaign’s expansive world of Zeta Halo with help from members of the Halo Infinite team. Next month, we’re looking forward to shining the spotlight on our Audio Team and then in April we’ll sit down with our PC Team and talk more about what you can expect when Halo Infinite lands this Fall.

As you're reading todays article, remember to click on the inline images to get a better look at the full-size 4K versions. And lastly, if you have questions coming of today’s blog please let us know on Twitter using #Ask343 and it may end up being answered in a future video.

Now, without further ado, let’s hear from some of the wonderful people helping bring Halo Infinite’s world to life.

BRINGING ZETA HALO TO LIFE

As is customary for these blogs, let’s get started with a quick round of introductions – who are you, what does your job entail, and what’s your history with Halo?

Justin Dinges
– Hello, my name is Justin Dinges and I am the Campaign Art Lead on Halo Infinite. I’ve been with 343 Industries for the past 10 years and during that time I’ve had the pleasure of working as a Multiplayer Map Lead on Halo 4 and the Campaign Lead Environment Artist on Halo 5. My current role as Campaign Art Lead has me overseeing and managing the artistic world construction of our massive campaign experience. At a high level, my job is to merge our incredible Art Direction, established by our Art Directors, with the overarching design and creative goals established by our Design and Creative Directors to ensure that we make the best experiences for the player. Building worlds within the Halo universe has been an amazing experience thus far and I am extremely excited with where we can continue to take our ever-evolving ambition that is Halo Infinite.

Troy Mashburn – I'm Troy Mashburn and I began my 343 career as the Sandbox Lead in 2017. I was responsible for setting the direction of the sandbox and introducing new gameplay features to Infinite. In 2019 my role and responsibility changed to Gameplay Director responsible for gameplay across the campaign experience.

John Mulkey - Hi everyone. My name is John Mulkey and I joined 343i in 2018. I am the World Design Lead on Halo Infinite where I have the pleasure of leading the Design Team that gets to take all the hard work of our partner teams in Sandbox, Character, Narrative, and Art and weave them together to form the various missions and adventures Chief experiences across Zeta Halo.

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So far, our Live and Sandbox Teams have shared insights into their vision and goals for their respective team’s aspects of Halo Infinite. When you and your teams set out to accomplish their tasks each day, are there any guiding principles?

JD
– As far as our artistic goals for the campaign goes, we have focused on two key themes, “Legacy” and “Simplicity”, when it comes to the visual experience we are building. For “Legacy” we really want players to feel like they are experiencing a game that they remember fondly (Halo: Combat Evolved), but with modernized graphics of course. As far as “Simplicity” is concerned, we wanted to ensure that we steer away from overly noisy designs and details which is a key takeaway for the team coming off Halo 5. With Halo Infinite, we wanted to take this new adventure back to its roots and create a visually pleasing experience that doesn’t overwhelm with unnecessary complexity where readability and clear artistic composition prevail. This is our artistic interpretation of a beautiful world to exist within – rather than something that is purely grounded in photo realism. Both goals have been a true challenge to balance, especially against the expectations of what it means to be a “next-gen” title, but through some incredible team collaboration, hard work, and community feedback we are hoping to land something that everyone will really enjoy and appreciate.

TM - The campaign experience is the result of many teams coming together to tell the Master Chief’s story. At a project-wide level, we use terms like “Super Soldier”, “Story Driven”, and “Spiritual Reboot” to help describe the experiences we want to deliver. These are used like filters to determine if a particular feature belongs in the game. Things like “Super Soldier” sound like a no-brainer but it’s used frequently to call out when something isn’t supporting the super soldier goal. “Story Driven” also sounds obvious but it’s a great reminder that we are here to tell Chief’s story. And “Spiritual Reboot” …well more on that below.

JM - As Troy stated, we have guideposts we use to ensure the game lives up to being a Halo experience at heart. Beyond that, my team has a number of best practices we use to ensure the design of the spaces and experiences offers opportunities for various play styles and leverages the sandbox in cool ways. For instance, it is not enough that there are roads connecting various points of interest, we want to make sure there are opportunities for "Sick JumpsTM" the player can hit when racing along on a Mongoose with a Marine on the back. We make sure there are opportunities that allow certain weapon choices to shine, opportunities for really satisfying use of equipment options, and opportunities for a well-placed Plasma Coil to really put a smile across your face.

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Where do you look for inspiration when it comes to bringing this world and these experiences to life? Are there specific element(s) of prior Halo game(s) that you looked to?

JD
– Our main source of artistic inspiration for Halo Infinite’s setting began right in our own Pacific Northwest backyard. Because we made that early decision to go back to Halo’s roots and recapture the PNW art pallet on Zeta we immediately headed out into the mountains, forests, and valleys for not only personal inspiration but more importantly lots of photo reference. As humans we can imagine what we think a natural biome should look like, we will make lots of guesses, but until you can experience it for yourself you will most likely never be able to fully realize it.

Armed with these references and experiences we then leaned on our amazing Concept Art team, led by our incredible Art Directors, to merge the real-world relatable photos and anecdotes with what it means to be a science fiction world. So as an example, you can see in many of our media pieces we have introduced the idea that just below Zeta Ring’s organic surface is a forerunner framework of millions of vertical hexagons that make up the ring’s structure. And, due to the extreme damage that Zeta has endured, these hexes are exposed and displaced creating a dynamic landscape that gives us a unique visual and allows for some really fun gameplay. This is our way of mixing a beautiful real-life biome (the PNW) with something fantastic and sci-fi (the hexagonal structure) as the experience aims to be the best of both worlds.

You can also see this same form of inspiration and process applied to the planet Sanghelios in Halo 5 – where in that case we had traveled into the slot canyons of Zion National Park in Utah and gathered both inspiration and photos for the world we hoped to envision. It is a really great method for building new and relatable worlds in the Halo universe.

TM - Designing games for me is about crafting amazing experiences that pull you so far into the game you think about it even when you are not playing. It’s no surprise that “The Silent Cartographer” from Halo: CE is one mission that stands out clearly in my memory.

This mission starts with Halo theme music playing as you fly low over the ocean to an island, where you are seamlessly dropped off to clear the beach with a squad of Marines, but wait it gets better! Foe Hammer drops off a Warthog, next thing I know I am driving around with a gunner in the back taking out enemies as I drive around the island.

This mission made me feel like I was in control, initiating combat when I chose, on foot, or in a vehicle, interior, exterior, with Marines and without. Recapturing the feeling of this mission has been one of the inspirations behind my gameplay direction.

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We’ve talked a fair amount about Halo Infinite being a “Spiritual Reboot” – what does that mean to you from your specific perspectives?

JD
- From an artistic standpoint it means that we want to both introduce new players and welcome back old players with the iconic Halo imagery the original games were built on. We want players to have that sense of awe and wonder as they step into the world we are building - this goes back to our goals of “Legacy” and “Simplicity” that we constantly use as our lenses to make artistic decisions. As a prime example, we have specifically chosen to begin Chief’s journey in Halo Infinite within the Pacific Northwest forest biome on a new Halo ring, a deliberate ode to the past. Another good example is how we have taken the visual design of the Jackals and Grunts back closer to their appearance in Halo 3 and previous titles. We want players to feel a nostalgic familiarity with these designs, like meeting up with an old friend, as they experience all that Halo Infinite has to offer.

TM - “Spiritual Reboot” is a term we use to describe our approach to introducing new ideas while staying true to what it felt like to play the classic games. “Feeling” is the key word here because we want to evolve, by creating new experiences and new opportunities, but still maintain the original essence.

The Grappleshot is a great example of adding something new that also super-charges things you are already familiar with like clamber or melee. You are familiar with clambering up a double stack of crates but the obstacles in Infinite are larger and more organic. The Grappleshot gives you the same fluid motion as clamber with a much greater range to get to more locations quickly.

Also - if you are a fan of using melee, like I am, you are going to love grappling towards enemies to land that powerful knockout blow. Sooo satisfying.

JM - When I was looking at possibly joining the 343 team to work on Halo Infinite it was the "Spiritual Reboot" concept that had me incredibly excited and made it absolutely mandatory that I join the team to work on this project. :)

For Infinite we are working to deliver on the 'promise' of the original in ways that limitations of the time would not allow the team to fully explore. Zeta Halo invites exploration and discovery, the stories to be found, and player agency in how you utilize a robust sandbox of tools to overcome a mission or encounter.

Can you talk some about the process and collaboration that goes into creating Zeta Halo and its experiences? Does the world team create a cool space and then the gameplay designers jump in to layer on the fun? Or do the designers spec out the experiences as a blueprint for the world team to go off and build?

JD
– This can be a complex one to answer easily as it really depends on the specific experience being built. The world we have created for Halo Infinite is very large and with a finite team size to create it all we must be strategic in how we build each experience - there’s no one size fits all method for this project. So, in some cases it makes sense for design to go first and layout a space that’s fun for combat with an artist following to ensure visual qualities are being met. In other cases, it might mostly be an artistic endeavor that has a world artist creating the space with a designer following afterwards to place any gameplay aspects on top. And sometimes it’s a very tight collaboration between a designer and artist to make the best experience possible. At the end of the day each experience we create is a collaboration between many disciplines trying to make the best game that we can.

TM – I wish I could describe the perfect game development formula here but that just doesn’t exist. Making games is an organic process with many constantly changing variables like technology, deadlines, budgets, people, and pandemics. A typical process starts as a rough art “block mesh” where design iterates until it proves fun to play. There is back and forth between design and art until we decide to lock it down. Unfortunately, due to one reason or another, things rarely go perfectly to plan. These situations may call for a re-design, reduction in scope, or cutting a feature all together. This isn’t necessarily a bad thing, it’s just part of the game making process. In the end great games are made by art and design working together.

JM - I think Troy and Justin have described our experience of creating the game very well. The best results always come from collaboration and as we move forward collaboration will be a core aspect of processes we continue to iterate and hone.

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What’s your personal favorite aspect of this world and/or the experiences therein?

JD
– One of my favorite features in the game is our Time-of-Day lighting system that is active while you are playing the game. This has been one of, if not THE largest graphical feature implemented into our engine over the past few years. It allows us to create artistic scenes and settings that have vastly different visual tones and moods depending on which time during the cycle you encounter something. So, coming across a mysterious Forerunner obelisk during the day may feel peaceful and serene, where at night it might feel much more ominous and threatening - it really adds some incredible dynamically-driven visual variety throughout the experience where we were not able to have it before.

TM – For me games are all about the experiences they create. I want to be challenged, engaged, and surprised. Every time I talk about gameplay you will hear me talk about player opportunity because I feel its key to creating an immersive experience. It’s difficult to pin down one favorite aspect of the world because it is really the sum of its parts. The world of Infinite presents you with challenges and a box full of toys. How you overcome those challenges is up to you.

JM - I love the agency we are creating that really doubles down on that premise of delivering on the promise of Halo: CE. Enemy strongholds can be approached from any direction and there are so many options available for how you take on the challenges at hand. Do I blaze through the front gate in a Warthog full of Marines and just light the place up with zero subtlety? Do I scout the perimeter and discover a subterranean entrance that allows me to enter through one of the interior structures? Do I Grappleshot to a sniper tower, take out the inhabitant and begin picking off enemies from my raised vantage point?...there are so many options available that allows everyone to approach the game the way they want and have their own unique experiences. I am excited to hear stories of all the different ways players have taken on missions in the game once we are released.

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Story is going to be coming at the player from every angle and it’s safe to say Zeta Halo is as much a ‘character’ in Halo Infinite as Chief, the Pilot, or Escharum. How does the world, and the World Team’s work, support the narrative experience?

JD
– This is a great point, Zeta Halo is very much a character in and of itself. The landscape, the mysterious structures, the surrounding vistas and even the wildlife found on it act as unique characteristics of the ring – we want Zeta to feel like a real and living place regardless of whether the player is present or not.

Most importantly there’s an epic visual story to be told of not only what recently happened to it but also one that implies its mysterious past and what implications it holds for the future. So, from an artist’s perspective, we have had two main goals with bringing Zeta to life: First, to visually show what is happening in current times with the violent occupation of the Banished forces and how it has shaped the landscape of the ring. And second, to create mystery and intrigue around Zeta’s past and ultimate purpose. Intertwining these two major story characteristics of Zeta has been an awesome and rewarding challenge. Players will not only experience the immediate story of Chief’s reawakening to confront the Banished and Cortana but if they look around, they may find glimpses of the future as well.

TM - The Ring definitely has its own story to tell, and the environment artists have done an amazing job bringing this to life. Memories of past battles scars the surface, and evidence of bigger events can be seen in the fractured chunks of the Ring floating in the sky. This is something I really care about because I am more of a “show me don’t tell me” kind of player. I find that discovering things and figuring things out for myself go much further to immerse me in this world.

JM - There are missions that will pull you through the "Golden Path" of the primary narrative, but more than any previous game, we are breaking down the walls to create a more open play space offering exploration and discovery. What is that odd tower in the distance, I see a smoke signal over that ridge, what is the source of the odd hum? Go find out. There are entire stories to be discovered. I often describe the experience offered by Zeta Halo as "Halo unleashed" because it is all the experiences and stories you love from Halo presented in a world where you have so much more freedom to explore and discover unexpected adventures.

How does the introduction of new Equipment and traversal mechanics like the Grappleshot factor into the creation of this environment? And, how does it inform the foundation for encounters within the world?

JD
– Having a tool like the Grappleshot definitely challenged us to rethink the way we build our environments because it’s such a versatile and fun mechanic that allows players to get nearly anywhere that they can reach. The art team has had the added challenge of ensuring that we do allow for players to get to spots and areas that in previous titles we may have prevented them from getting to. The good news is that not only is the gameplay that much more fun because of it, but we can also expect players to get to some really awesome locations and vantage points that will further show off the beauty of the world we have created. For me, the Grappleshot is an exciting example of a new gameplay feature that provides great wins for both players and devs alike.

TM - One of our core goals is to provide players with more sandbox opportunities so they can be creative in their approach to problem solving. Equipment like the Grappleshot is a great example creating new and exciting possibilities. Walls, cliffs, and small gaps don’t stop Chief any longer which gave us the opportunity to rethink how encounters are built.

This caused some challenges early on because designers couldn’t just place the final objective at the far end of a base assuming players will have to fight their way through. With the Grappleshot, players can go wherever they want whenever they want. From a development standpoint, this was both terrifying and completely liberating at the same time.

As a player, I like to figure out the best way to approach a situation and my “best way” might be different than yours. The Grappleshot helped the team break out of the single path design mindset and evolve into something much more exciting. It’s become so second nature that when I play other games, I find that I miss the grapple.

JM - The Grappleshot is super fun in the traversal options it provides, but it also allows for pulling weapons to you, pulling an explosive Fusion Coil to you that you can then throw to take out a Shade Turret, or grapple to…and launch yourself into an enemy to land a powerful melee attack. Beyond the undeniable fun of the Grappleshot, you can carry around another three pieces of equipment with their own unique roles and utility that you can quickly swap between at any time. The combinatoric play you can create in this way opens an astounding number of play options and I cannot wait to see the YouTube videos people share showing off moves we never even imagined when developing them.

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What impact does co-op have on the gameplay experiences across Zeta Halo?

TM
- Campaign is about telling the next great chapter of the Master Chief’s story and the co-op experience is about playing this story together with your friends. The solo gameplay experience is designed to provide players with options on how they want to tackle situations. These options translate well into co-op by allowing for different playstyles. The great thing about being a sandbox game, it means there is no right way to use a particular item or feature. I can’t wait to see co-op players doing crazy stuff and combos we didn’t even think of.

JM - As mentioned above, Halo Infinite will be offering some of the most open-ended play experiences in the history of Halo with an enormous sandbox of ingredients to bring to bear. So, when you add the idea that we can play together to that matrix of player choice driven experiences, the possibilities just explode.

As we look ahead to launch this Fall, can you give us a sense of what you and your team are focused on over the remaining months?

JD
- For sure – the Art Team, like most of the development teams, are quickly wrapping up all of our remaining tasks and polish items as we approach our bug-fix and performance stage of the game’s production. We will be spending the final months fixing bugs ranging from floating trees to T-posing enemies, as well as ensuring that the game runs smoothly across all the platforms. While not the most glamorous phase of development, it is the most technical and crucial to shipping.

TM - The team is 100% focused on wrapping up the campaign experience which includes gathering and addressing user feedback (both internal playtests and User Research data), bug fixing, performance, and balancing.

Thank you all for taking the time to share your insights and work with our community today! Before we go, any parting comments you’d like to pass along?

JD
- A pleasure for sure! I just want to say thank you to everyone in the community who so passionately follow our progress and hunger for more – we try our best to listen to your feedback and make the best decisions for you all and the franchise. Making games is immensely rewarding but also exceedingly difficult, every decision has a silly amount of complexities that need to be considered – let alone doing it while working from home amid a global pandemic. This release will be a building block from which we can continue to grow our Halo storytelling and experiences quicker and more polished than in the past. Just know that we are working as hard as we can to deliver the best experience possible, and we truly hope you all love it. Looking forward to showing more in the near future!

TM - Thanks for asking the questions. I love having the opportunity to reach out to the community and share insights into what we do. It takes a lot of blood, sweat, and tears to make something this ambitious but the players are what makes it all worthwhile. It’s a privilege to work on such a beloved franchise that I have been a fan of ever since Chief first stepped out from the cryo pod in Halo: Combat Evolved. I look forward to sharing more developer stories and gameplay as we head towards release.

JM - Any chance to talk about this game is an absolute pleasure. I cannot wait to hear the experiences players create once they get their hands on Infinite.

Thank you all so much for your hard work thus far, and we really appreciate you taking the time to answer our questions about Zeta Halo.

Now, let’s hear from a few more 343ers about the great work they’ve been doing across the board. It’s story time with Tales from the Trenches!

TALES FROM THE TRENCHES

Each month we'll venture into the 343 Industries trenches to hear from members of the team about what excites them, what they're working on, and get more insights into the behind-the-scenes happenings with Halo Infinite's development. These are their stories...
  • This year I’m most excited to see the efforts of the Graphics team come together.
My main focus as Graphics Producer is partnering with engineering leadership to set and prioritize goals, as well as resolving blockers and empowering our engineers to do their best work.

Following the Campaign demo last July, the team has been continuously iterating on outstanding graphics and lighting work to deliver a more immersive experience. This additional level of polish required the coordination of multiple disciplines, such as: Graphics, Lighting, Environments, Characters, Sandbox, and more. This team effort is finally coming together, and we are very excited to share some of the results with our community today!

In the same spirit, we’ve been regularly reviewing the Xbox versions of Halo Infinite with our multiple partner teams. And while the work-in-progress images we are presenting today are captured on a PC - which we’ll dive deeper on in a future blog post - we are committed to deliver a great experience and high level of visual fidelity across all platforms
.” - Alex Le Boulicaut, Graphics Producer

  • "I’ve been joking with people recently that our flighting program is about running into every wall we can so come release day we’ve already found all the walls. In January we hit a lot of walls, it was exhausting. But then in February, we’ve hurdled and sidestepped those walls, and it feels really good to keep moving forward with each internal flight. The progress is steady and I’m super thankful for everyone who is contributing to the program as we smash through these walls together. We’ve still got work to do over the coming months, but please ensure you’re signed up with the Halo Insider program so you’re ready when the time comes.” – Sam Hanshaw, Live Producer
  • From weapon icons to integral gameplay systems, the UI/UX Team has eyes on a wide variety of content going into the game, and as a longtime fan of the series, it’s been incredibly rewarding to see everyone’s passions work their way into different nooks and crannies. One of the things I worked on was the Out of Bounds HUD warning, and I’d like to think the lore lover in me helped to make it equal parts informative and immersive. Since the world is pretty large, I doubt many people will ever see it, but any that do might get to enjoy some dorky humor if they pay close enough attention.” – Eric Richter, UI Designer
  • "I’m really excited about how the Forge toolset and workflow is being vetted by our internal 343 devs. Different teams have been using Forge in different capacities which in turn is providing us valuable feedback to help further improve the Forge/UGC experience. It’s great to see Forge being put through its paces! I know you’re all eager to learn more about Forge Infinite and I promise when that time comes, I won’t be quiet about it!" – Michael Schorr, Forge Lead Designer
I hope you all enjoy hearing stories directly from members of the team! These tales are a small example of what it takes (and how many incredibly talented individuals contribute) to building a game like Halo Infinite.

Another one of those talented individuals is Joseph Staten, Halo Infinite’s Head of Creative, who is ready to close out this latest Inside Infinite for us. Bring it on home, Joseph!

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ACROSS A GAP OF STARS

As you read this month’s update and look at the screenshots, you might have the same question I did when I joined the team last Fall: What kind of game is Halo Infinite?

Infinite’s
world is incredibly large, and its vast combat zones connect seamlessly to each other. Its vistas are filled with adventures that entice you to stray from the golden path story missions. From a distance, it might appear that we’re building an open world game, but that’s not really the case. We’re making a Halo game; a sandbox shooter where our goal is to make you feel like the most powerful actor in a rich, emergent, sci-fi combat simulation.

For example, if you zoom into some of this month’s screenshots, you’ll catch glimpses of the wildlife that inhabits the ring. Halo Infinite’s campaign doesn’t have a crafting system, however, and you won’t spend time hunting and skinning animals to make better gear for Master Chief. Spartans wear Mjolnir assault armor. They don’t need leather boots.

What you will spend time doing is plummeting from a rocky overlook into the heart of an enemy patrol, eliminating their leader with a well-stuck Plasma grenade, using your Grappleshot to pull his power weapon off the ground and into your hands, and then empty its magazine into the rest of the patrol, scattering the nearby wildlife back into their burrows.

Which is to say, we’ve designed Halo Infinite so that you’re freer than you’ve ever been to do what Spartan super-soldiers do best: survey a battlespace, plan your attack, engage the enemy, deal with whatever surprises the sandbox throws your way, and then rearm for the next battle.

What’s different this time is that you have more freedom than ever before to choose your path through the world. Follow a hidden cave system into a well-guarded fortress, wind your Warthog through a fog-filled mountain pass, capture a Banshee and fly to a floating ring fragment across a gap of stars. A strong narrative remains at the heart of the Master Chief’s adventure, and your journey between story missions is entirely up to you.

So then, what kind of game is Halo Infinite? It’s the most open and adventure-filled Halo game ever. It’s the Halo game we could only dream about making 20 years ago. And we can’t wait for you to explore it.



ATRAVÉS DE UMA FALTA DE ESTRELAS
Ao ler a atualização deste mês e olhar as capturas de tela, você pode ter a mesma pergunta que eu fiz quando entrei para a equipe no outono passado: Que tipo de jogo é Halo Infinite?

O mundo de Infinite é incrivelmente grande e suas vastas zonas de combate se conectam perfeitamente umas às outras. Suas vistas são repletas de aventuras que o levam a se desviar das missões da história do Caminho Dourado. À distância, pode parecer que estamos construindo um jogo de mundo aberto, mas não é bem assim. Estamos fazendo um jogo Halo; um atirador sandbox onde nosso objetivo é fazer você se sentir como o ator mais poderoso em uma simulação de combate de ficção científica rica e emergente.

Por exemplo, se você ampliar algumas das capturas de tela deste mês, terá vislumbres da vida selvagem que habita o anel. A campanha de Halo Infinite não tem um sistema de crafting, no entanto, e você não vai perder tempo caçando e esfola os animais para fazer equipamentos melhores para Master Chief. Os espartanos usam a armadura de assalto Mjolnir. Eles não precisam de botas de couro.

O que você vai gastar tempo fazendo é despencar de um mirante rochoso para o coração de uma patrulha inimiga, eliminando seu líder com uma granada de Plasma bem presa, usando seu Grappleshot para puxar sua arma poderosa do chão e colocá-la em suas mãos, e então esvaziar seu pente para o resto da patrulha, espalhando a vida selvagem nas proximidades de volta para suas tocas.

Ou seja, projetamos Halo Infinite para que você seja mais livre do que nunca para fazer o que os super-soldados espartanos fazem de melhor: inspecionar um campo de batalha, planejar seu ataque, enfrentar o inimigo, lidar com qualquer surpresa que o a caixa de areia lança seu caminho e, em seguida, rearma-se para a próxima batalha.

O que é diferente desta vez é que você tem mais liberdade do que nunca para escolher seu caminho pelo mundo. Siga um sistema de cavernas escondidas em uma fortaleza bem guardada, enrole seu Warthog através de uma passagem de montanha cheia de névoa, capture um Banshee e voe para um fragmento de anel flutuante através de um intervalo de estrelas. Uma narrativa forte permanece no centro da aventura de Master Chief, e sua jornada entre as missões da história depende inteiramente de você.

Então, que tipo de jogo é Halo Infinite ? É o jogo de Halo mais aberto e cheio de aventura de todos os tempos. É o jogo Halo que só podíamos sonhar em fazer 20 anos atrás. E mal podemos esperar para você explorá-lo.
 
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A 343 Industries continua fazendo um excelente trabalho de comunicação de Halo Infinite e soltou, ontem, um vídeo em seu canal do YouTube respondendo perguntas que a galera deixou no Twitter com a hashtag #Ask343. As perguntas foram todas baseadas no último Inside Infinite, focado em Zeta Halo, e são na real uma segunda onda de informações sobre este tópico.
  • No Inside Inifnite, o estúdio confirmou que Zeta Halo terá um ciclo de dia e noite, mas para deixar o ambiente ainda mais vivo, teremos também variações climáticas, como um sistema de vento - eles deixam claro, porém, que coisas mais pesadas como tempestades ou nevascas não estarão disponíveis no lançamento;
  • Este ciclo de dia/noite impacta o comportamento dos inimigos (Grunts dormem mais à noite, por exemplo), facilita a identificação de objetos (como os inimigos que carregam escudos);
  • Ainda sobre o ciclo de dia/noite e de clima, eles estarão presentes também nas cutscenes: independente da hora do dia, ou do equipamento que estivermos carregando, eles vão aparecer durante as cenas de história, dando aquele sentimento de continuidade - evitando algo que muitos jogos fazem, que é ignorar completamente as características do nosso personagem durante uma CG;
  • O estúdio também confirmou que não será possível usar armas nas duas mãos ao mesmo tempo e, no multiplayer, os equipamentos extras serão do tipo que se usa uma vez e se descarta (isso pode ser alterado futuramente em partidas customizados);
  • Sobre Zeta Halo, um ponto importante é que o mapa não será completamente aberto e explorável, não é que teremos um mapa gigante tipo Assassin's Creed pra ir escolhendo as missões: a melhor inspiração é a (espetacular) missão The Silent Cartographer, de Halo: Combat Evolved, uma área aberta que possibilita diferentes abordagens, como utilizar veículos para chegar em outras áreas da missão de maneiras criativas e diferentes do caminho principal;
  • Isso pode impactar até mesmo o nosso progresso, já que nada impede de pegarmos uma Banshee e pular para objetivos mais à frente na campanha, já que a história é estruturada pra ter um caminho normal, mas existem possibilidades de ramificações paralelas pra sair desse caminho e ir explorar diferentes áreas e estruturas, lutar contra os Banished, resgatar marines, independente do que o jogo diga que é o "certo" a se fazer no momento;
  • Algumas áreas só serão liberadas de acordo com a progressão da história, ou de acordo com veículos que tivermos como consequência (por exemplo: podemos pegar um tanque e, com isso, abrir caminho pra resgatar os marines e levar eles junto para a próxima missão);
  • Quem gosta de história vai curtir a presença dos audio logs, que contarão histórias de batalhas que aconteceram em Zeta Halo, histórias pessoais, além de fortalecer a parte do "environmental storytelling", histórias que sejam intimamente ligadas àquele ambiente e que ajudem a entender o que aconteceu por lá;
  • O céu de Zeta Halo é um objeto totalmente real: não é uma pintura e sim uma estrutura 3D que pode, por exemplo, possibilitar que o anel passe pela frente do Sol e faça um eclipse;
  • Dá pra jogar inimigos pra fora da borda de Zeta Halo! A 343i comenta que é difícil, mas pode ser feito com uma dose certa de habilidade e sorte;
  • Os encontros aleatórios em Zeta Halo também serão baseados em um sistema que reconhece o que estamos fazendo e quais são nossos equipamentos naquele momento, por exemplo: se estivermos a pé, poderemos encontrar uma patrulha inimiga a pé também. Já se estivermos em algum veículo, talvez a gente não esbarre com gente a pé, mas sim com uma caravana de naves inimigas, tornando os encontros mais divertidos;
  • Nos jogos antigos, dava pra pegar e utilizar um veículo em áreas que não foram pensadas pra isso, fazendo com que a gente tivesse um Warthog e detonasse uma patrulha pequena de Grunts; em Infinite, o jogo vai perceber isso e mexer uns pauzinhos pra colocar Ghosts no lugar, por exemplo.
 
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INSIDE INFINITE - MARCH 2021​


BY 343 INDUSTRIES​

Welcome back to another Inside Infinite, our monthly blog series where we provide an in-depth look at key components of Halo Infinite. In this installment, we’ve asked the 343 Audio Team to bring you closer to their process than ever before.
If you haven’t seen our previous Inside Infinite posts, we highly recommend reading them to learn more about the game!
  • Art, Graphics, & Live: Hear about our improvements since last year’s campaign demo and get an early glimpse at player customization.
  • Sandbox: Learn about how we designed the weapons, vehicles, equipment, grenades, and more to ensure they are intuitive and reward player mastery.
  • Campaign: Find out what it takes to bring Zeta Halo to life and see screenshots of this expansive new world.
As a reminder, if you have any burning questions you want to ask the Audio Team after this Inside Infinite, just ask us on Twitter using #Ask343 and it may get featured in our next community Q&A video on YouTube.
Now, let’s go hear what the Audio Team has been working on for Halo Infinite!

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AUDIO EVOLVED​

Hello Audio Team friends, welcome to the March edition of Inside Infinite! To kick things off, can you please introduce yourselves and tell us a bit about what you do and your history with Halo?

Sotaro Tojima
: Hello, I’m Sotaro “Tajeen” Tojima, Audio Director for Halo Infinite, and I oversee our audio team and all of the sounds that help bring the game to life. I began working on Halo back in 2009 and have been pursuing my passion for the audio aspects of the franchise ever since. We’ve been busy working on Halo Infinite for quite a while now and I’m very excited to finally talk about some of the work we’ve done!

Chase Thompson: I’m Chase Thompson, the Lead Audio Technical Designer on Halo Infinite. I work on designing our audio tools and systems that control how audio plays back in-game. I started at 343 in 2012, working on dialogue in Halo 4. I remember playing countless hours in Battle Creek at LAN parties with my friends in Halo: CE, and I’ve become a Halo super-fan over the past 8 years working my dream job here at 343!

Kyle Fraser: I’m Kyle Fraser, the Lead Sound Designer on Halo Infinite. I help create and oversee the sound design for the game. I have been at 343 now for over 10 years. I have been a Halo fan since the CE days and being able to contribute to such an amazing franchise has been a career highlight for me.

Joel Yarger: Hi, I’m Joel Yarger, Music Supervisor on Halo Infinite. I joined 343 at the beginning of 2019 and was previously producing music for games at PlayStation. Back in 2001, I picked up an Xbox with Halo: CE at launch and was hooked. After hundreds, if not thousands, of hours playing Halo over the past two decades, I found myself with an awesome opportunity to join the team at 343 and play a role in the future of Halo!

In the years since Halo 5 there's been no shortage of feedback coming into the studio from all across the community. Thinking back, what were the key takeaways for the Audio Team and how is that influencing your work on Halo Infinite?

ST
: We started gathering and evaluating player feedback right after shipping Halo 5. Our entire team went through all of the feedback, discussed each item in depth, then set about defining our audio goals for Halo Infinite.

We received a variety of great feedback and suggestions, but the highest-level takeaways for us, and our key goals for Halo Infinite, are “re-capturing the legacy essence of Halo” and “strengthening the excitement and impact of Halo’s combat.” With those primary goals established, our team has been passionately working to deliver on our vision as our partner teams around the studio have been bringing Halo Infinite to life.

So far, we’ve heard from Art, Graphics, Live, Sandbox, and the Campaign Team about some of their guiding principles and goals that drive the work they do on Halo Infinite. Does the Audio Team have similar high-level pillars that help shape your priorities and deliverables?

ST
: Absolutely! Setting a clear unified direction across teams is very important to deliver a compelling game experience and it’s even more critical, and at times challenging, with a large team.

In our very first kickoff meeting I still remember our Art Director, Sparth, having the exact same top goal as the Audio Team – re-capturing the original essence of Halo – which was very exciting. The overall idea of “returning to the original essence of Halo” is heavily connected to the overall project vision of Halo Infinite being a “Spiritual Reboot” which you’ve heard mentioned by other members of the team in prior blogs. When we talk about “strengthening the excitement and impact of Halo’s combat” that aligns with some of what Troy Mashburn was discussing in last month’s blog around the concept of supporting the “Super Soldier” vision for the player’s experience. It’s been an exciting journey so far and our audio team is committed to delivering on these two key goals to hit the Halo Infinite experience our players have wanted.

At the highest level, we often refer to Halo Infinite as a “Spiritual Reboot.” Can you explain what that means to you from a music perspective?

ST:
For me, from a Campaign music perspective, it’s all about capturing brighter themes like “hope” and “believe” while embracing the mystery and beauty of Zeta Halo. I love the scores for Halo 4 and 5 where we tried to incorporate story very carefully but as a result, tonally it wasn’t as hopeful as prior Halo games. The original games also had dark elements in their stories, but the music largely focused on the brighter side, which worked very well.

I contemplated why the brighter music fit so well with the darker stories and I think it simply boils down to, “because it’s Master Chief.” The Master Chief and Halo players have never been overwhelmed by challenging situations, even facing the potential end of humanity or the end of the universe. There is always a sense of hope, heroism, and confidence. So, when it comes to the music in Halo Infinite, we believe we should focus more on these brighter, positive themes to support Chief’s story and the player’s experience.

When it comes to the score specifically, how do you balance staying true to the past while also pushing to evolve and differentiate?

JY
: For Infinite we first identified our core pillars, one of which was mentioned above as “Hope.” Another falls into the “ancient mystery/sci-fi” category and a third is “military/honor/sense of duty.” Connecting each of those together are common themes like a sense of wonder as well as heroism. We set out to bring back that brightness in tone from early Halo scores while continuing to evolve the palette with new voices in the industry (at least new to Halo) to honor what has come before while introducing new themes and styles. Of course, this centers around the fact that you are the Master Chief. You are that ultimate super soldier with an unfaltering sense of duty while maintaining compassion, blasting alien baddies with this beautiful and even uplifting music as a soundtrack.

An important aspect we identified for the composers (and factored into how we selected them) was having a level of comfort writing in major keys, not being shy to end with a major chord or inserting one where it might not be expected. And that last bit plays into another aspect we were after by not always moving to the next expected chord in a given chord progression but instead “surprise me!” One quote that Paul Crocker, our Associate Creative Director, shared early on with the entire Infinite team was to “take the familiar and flip it to create something surprising” but not wholly unfamiliar. Musically, that made a lot of sense and became one of our guideposts along the way.

When pushing things further and evolving the score it became a very collaborative effort with each of the composers. Wanting to marry the unique pillars of Halo music with the unique voices of each composer was as “organic” as we could make it. From building our own custom music sample libraries to tapping into the years of experience each composer brought through unique styles and even ensembles that are foreign to Halo. We were able to push certain aspects further while also setting us up for future development, which is very exciting.

Our ultimate goal with the music has been to say to those who have never played Halo, “Welcome.” And to those who have played and love Halo like we do, “Welcome Home.”

How was the decision made to partner with three composers for the soundtrack? Can you speak about some of the unique challenges and opportunities that comes from working with a trifecta of composers (largely remotely, at that!).

JY
: With the scope of Halo Infinite (name says it all?) being larger than any previous Halo game, we established early on that we would need between 3 and 4 hours of written music. This only covers the campaign and does not include our multiplayer experience, which will be fun to discuss more in the future.

Past Halo games have relied on duos and even trios of composers to cover various aspects like themes, narrative threads, locations and even styles. We are very fortunate to have found three individuals who each bring unique talents, perspectives, voices and especially a passion for Halo and its long history. Between Gareth Coker’s mature command of an orchestra, Curtis Schweitzer’s intimate choral and piano writing, and Joel Corelitz’s mastery of synths and unique sounds, I think we have a fantastic composer team that will continue to push Halo into new areas well into the future. It’s important to note that Gareth, Curtis, and Joel covered many different themes, areas, and styles and were definitely not limited to what I’ve just mentioned above.

In terms of being remote, many composers and dev teams are used to working in separate cities, states, and countries. With 343 based in Redmond and our composers in places like LA, Chicago, and Colorado there wasn’t a major impact or change to how we were already writing the music for Halo Infinite. Where we did see a unique set of challenges was in producing and recording all the live elements of the remaining 2+ hours of our score during a global pandemic. Remote recording itself isn’t new and is common across various scenarios but this amount of music coupled with completely new, socially distanced, safety-oriented procedures, schedules and even seating layouts were all in uncharted territories for everyone involved. All of that said, every single person involved in the production of the Infinite score rose to the occasion and met these challenges with superb results!

For sound design, the team has made a number of improvements and updates to the soundscape since Halo 5. Can you talk some about the work done to help drive more immersion and excitement through audio?

ST
: Great question! Actually, we’ve made a big change in our overall sound effects direction for Halo Infinite. With Halo 4 and Halo 5, our approach was on detailed sounds – we tried to deliver as much audio detail as possible, capturing pretty much everything happening on the screen.

However, that approach didn’t actually work out as well as we’d have liked. The result was too many sounds consistently playing which made it more difficult for some of the most important sounds - like enemy’s weapon fire, explosions, or bullet impacts - to really register with the player.

A typical piece of feedback we received from Halo 5 was, “it sounds rich, but I often can’t hear the enemy’s weapon when they fire at me.” We also heard feedback that AI combat wasn’t as “fun” as some players wanted, and we felt audio should be a bigger contributor to that.

With this feedback in mind, we decided to focus on strengthening the excitement and impact of Halo’s combat through improved audio. We established the concept just months after shipping Halo 5, and since then our team has worked together to deliver on this goal.

Our overall approach to land this concept was delivering the key combat sounds in a clear and impactful way. To achieve that, we had to reduce sound density dramatically in a natural way. Of course, this isn’t really as simple as it sounds. As I mentioned above, our audio contents and systems were designed for detailed and rich audio for Halo 4 and 5, so this new direction was pretty much the opposite approach compared to our last two games.

Even though we knew it would be a tremendous amount of work, we decided to re-establish sound contents and systems almost from scratch as our first priority from the very start of Halo Infinite development. It was a tough and long load, but I’m incredibly proud of the amazing work across my team to help us realize our new vision. Audio Devs, Audio Technical Designers, Sound Designers and even our Music Team all worked together bringing ideas from each team’s perspective to hit the one single goal which is cleaner and more impactful audio.

Let me share one example to explain how our team tried to achieve that. There are many gun sounds in our game - multiple enemies, teammates, and players are constantly firing weapons. In our past Halo titles, we handled each gun-fire’s listening-volume purely by distance. So, all gun sound volumes were exactly the same if they’re originating from the same distance. As a result, we had too many loud gun sounds constantly overwhelming a player which made it very difficult to detect true threat position.

The new Halo Infinite audio system detects all gun sounds frame by frame, and prioritizes them in a threat order to decide output sound volume for each gun. With this mechanic, if a gunshot is aimed at player, the sound will be louder and if it’s not aimed at player or if it’s a teammate’s gunfire, the sound is still audible but quieter. then you could hear only threat sounds clear. With the cleaner audio feedback, player can ascertain the appropriate threat to make the right action quicker and more accurately, which results in a more immersive and exciting combat experience in Halo Infinite.

Can you talk about your content design approach for the sounds we’ll hear in Halo Infinite?

KF
: For Infinite we really changed our approach for how we went about authoring our content. The main thing it revolved around is keeping the mix in mind.
In previous games our assets were relatively longer, incredibly compressed, and over saturated. This, in turn, would cause other sounds to compete with each other and lead to a very fatiguing experience over time. The solution to this is to be strict about the overall dynamics with keeping the assets short and compact. Previously, assets would have a long decay time which would be at the same amplitude as the initial start of the sound, that would carry on for too long. Which would look like this…

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In the picture above, you can see the asset stays at the peak for too long.

For Infinite, we now author the content to have shorter duration at which it is at its peak loudness, which would look more like this…

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As you can see in the figure above, the new approach has a dramatically shorter time in which it stays at its peak amplitude, it has a sharp attack and begins to decay quickly. This creates a greater sense of dynamics and helps carve out some space in the overall mix.

Here goes another comparison of a Halo 5 BR (top image) and Infinite BR (bottom image) as heard from the 3rd person perspective (click on each image to listen to the audio):

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(for more BR goodness, here's the Halo 5 BR and the Halo Infinite BR as heard in first-person)

Impacts are much shorter, which helps in being able to hear the distinct 3 shots clearly, we also have more space in between shots which helps clean things up.

By not designing every sound to be over the top it allows us to create bigger moments and have a more impactful experience for the things that should be loud and in your face.

Along with having a better sense of dynamic range in our content, as Tajeen mentioned we are also very careful about the amount of detail we use in any given sound. As a designer your first instinct is to want to make everything as shiny and epic as possible, which is great if it’s played in isolation, but when heard with 50-100+ sounds playing at the same time it will completely compromise the overall mix of the game. This really forced the mentality that it is not about the individual parts but how it all comes together as a whole. Through these approaches I really feel that our game has a great sense of clarity, more depth to the sound field, and allows you to take in the most important audio feedback.

And from a systems perspective, how do you achieve your goals of making combat more immersive for our players?

CT
: We are so excited for players to experience the new audio systems and technologies we’ve developed for Halo Infinite! We’ve spent the past several years developing new systems across the entire game, many of them with the explicit goal of supporting Tajeen’s direction to prioritize clear, impactful, and satisfying combat sounds. This has helped create a more immersive combat experience by really maximizing the impact of the most important sounds.

One of the most exciting is our custom-built Acoustic Simulation system, developed exclusively for Halo Infinite. This was one of the first new systems we worked on for this game, and certainly the one we’ve spent the most development time perfecting, tuning, and optimizing. This system simulates the way sound travels through the environment, reflecting off the walls and filtering through doors and windows.

Our acoustic system uses concepts like obstruction, occlusion, propagation, and reverberation to make sounds really feel like they’re in that space. Whether in the next room over, behind a large boulder, or somewhere else altogether, this system uses a hybrid of voxelization with room-and-portal pathfinding to create a more immersive, natural soundscape.

In a room-and-portal system, sounds travel from room to room through doorways, windows, and other “portals”. These paths are used to determine the shortest distance the sound could travel to get from the room the sound is playing from to the room where the listener is located. We then calculate the angles and distances of the path segments, and use that to determine how much to filter (i.e. muffle) the sound. Lastly, we project the sound out along the path between the listener and the closest portal to create a “virtual position” to simulate sound propagation. This “virtual source” is where the sound then plays from, so that it sounds like it is coming from the direction of the doorway, rather than directly from the source itself, as you can see from the following diagram:

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This diagram demonstrates the shortest path the sound can take to travel to the listener zone. It travels through the portal (the orange rectangle) to get from Cell A to Cell B, which segments the path along those angles. The virtual source is where the listener hears the sound from, so it comes from the direction of the door, indicating the path the sound took to travel to the listener.

Once we’ve determined the propagated paths from other rooms, we calculate paths around obstructions within the same room as the listener. This part of the acoustic simulation system utilizes voxelization technology, which can be thought of like 3D pixels. These voxels (i.e. uniform boxes that fill the entire environment) create a very simple approximation of the environment. We can more efficiently path through this simplified environment to determine how much to filter the sound around obstructions such as rocks, pillars, crates, etc. You can see our voxel debug in the following image, which illustrates the optimized version of the map that sounds will travel through.

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This image displays the in-game voxel debug view of one of the multiplayer maps we shared in a previous blog post. The red lines depict voxels in the map which intersect with the walls/floors/objects in the map. The sounds then travel from voxel to voxel, finding the shortest possible path to the listener.

We also use the propagated sound path to determine how much reverberation (aka “reverb”) to add to the sounds. If a segment of the propagated sound path traveled through a large room, we will apply a proportionately larger reverb to that sound. If another segment travels through a small hallway we also apply a proportionately narrower reverb to the sound. This creates a very natural blend of multiple reverbs as the listener and sounds move throughout the environment, giving the player a real sense of spatial awareness.

One other way we’re increasing spatial awareness in Halo Infinite is through Virtual Surround Sound. Halo Infinite will be the first Halo title to support the Virtual Surround Sound technologies Dolby Atmos, Windows Sonic, and DTS Headphone:X. These spatial audio technologies allow us to make sounds feel like they’re playing from behind or above you, when you’re only wearing stereo headphones. We’ve created a custom setup for our in-game sounds so that you get a clear separation between spatial and non-spatial content. This way, whether playing over headphones or on a surround sound system, you can very clearly tell exactly where your enemies are when you’re in combat.

We’ve shared and shown how Halo Infinite is the most expansive Halo game yet. How does this factor into building and delivering audio in the game? Are there new challenges and considerations given the less-linear, less-constrained nature of some of the game’s campaign experiences?

CT
: Absolutely! One of the biggest challenges of this game has been creating a dynamic ambient soundscape across such an expansive environment. In past Halo games we’ve had to manually place every ambient sound in the entire game, including things like birds, wind, rivers, trees rustling, etc. We knew that this approach wouldn’t be feasible for Infinite, so we partnered with the graphics team to utilize the technology they built for populating the environment with visual decorators like grass, bushes, and flowers. We use this system to procedurally place hundreds of thousands of audio emitters across the ring.

The system uses color-coordinated debug wireframes to display where sounds will be placed in the environment, as seen below:

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This image displays a top-down view within our editing tools of an environment featured in last year’s campaign demo. The color coordinated dots are actually wireframe spheres, indicating the location of various audio emitters which have been procedurally placed by this system.

Getting the sounds placed is just the first step! We also built a brand-new system for controlling dynamic playback of ambient sounds. Each placement is actually a system combining a complex set of rules and logic that determine which sounds to play, how often, and when. A variety of factors feed into this system, combining gameplay states, time of day, location tracking, timers, and more, all working together to bring the environment to life. This gives us the ability to create a dynamic mix of ambient sounds that remains compelling and immersive the entire time you’re playing.



Listen to the ambient sounds you'll encounter inside this Forerunner interior on Zeta Halo.

When it comes to developing sound FX for Halo Infinite, how does the team balance the traditional iconic sounds fans are used to with a desire to evolve?

KF
: Whenever starting on a redesign of a classic Halo item we always start by asking ourselves how this should be evolved. A lot of times we change content so that it matches the direction and overall sonic quality of the new assets we are creating. The first thing we begin with a redesign is listening to the original files and start dissecting it to try and find the essence of it.

Over the years we have tried to absorb as much feedback from the community as possible as their opinion matters greatly to us. It was this feedback that helped us decide to bring back all the original Master Chief shield sounds.

There was a lot of inspiration from the original trilogy that we incorporated into some of our new designs. I think people will experience a strong dose of nostalgia when playing this game.

Likewise, can you share your process with us for creating a brand new, never-before-heard sound effect in Halo Infinite? We’ve shown a number of new weapons thus far – how does the Audio Team partner with design and art to land on a new audio palette for new additions?

KF
: When starting the production on a new weapon we will first sync with the sandbox designers and get an overview of the weapon. We usually get involved after there’s a working prototype in game and we have seen some concept art of the design’s final intent. While experiencing the prototype in game we start envisioning how it should feel and sound.

The design process always begins with acquiring your source. This is why we record a lot during pre-production so that we can have a lot of source material to build and design assets with. We then palletize this source into different elements that will be used such as impacts, explosions, electricity, synthetic, chemical reactions, mechanics, etc.

Usually, we will have a general idea of how we want it to sound in our heads and will begin assembling the ingredients necessary to make that come to life. Once we design something we feel good about, we will get into the game to hear how it sounds in context and iterate as needed. Once we are happy, we check it into the game and get more ears on it, have people playtest with it and collect valuable feedback.

To give to better a picture of the process, here goes an example of a new Banished power weapon called the Skewer. This weapon’s audio was designed by Mike Leaning, one of the many talented sound designers who contributed to Halo Infinite.

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Concept art for the "Skewer", a new Banished weapon in Halo Infinite

For Banished weapons, we established some core principles to how they should sound. When thinking of Banished the first thing that comes to mind is Brute, the word “brute” is savage and violent, so it only makes sense that is conveyed in the audio with making it sound powerful, animalistic and visceral. The Banished weaponry has a more primitive feel than some of the other factions so this calls for having a strong sense of organic matter in the content, this helps give a strong grounding and sell the mechanical nature of them. Even though I mentioned primitive in my previous sentence, the Brutes in general are highly intelligent and use this knowledge to incorporate more advancements of technology into their equipment so we make sure to bring in some interesting sci-fi elements to help sell the fantasy.

How do field recordings factor into the sound design work you do? Do most sounds in the game stem from various audio references from the real world? What’s the most memorable field recording session you’ve participated in?

KF
: Field recording is pretty essential to the way we work. It allows us to have a fresh collection of material that we can use at our disposal when crafting sounds. This allows us to design more efficiently since we have a better knowledge of that material and know where to go for it, along with having a good array of variations and perspectives to work with. We set out early in the project to record as many sounds as possible, since we have all been working on this franchise for a while, we have a good idea of the types of sounds we will need. The majority of recordings we do are always used out of context, we set out to record things that we will be useful textures and components to build our sounds from.

For sounds that are UNSC related they are mostly all derived from the real world. For things that don’t exist in our world, we have to create it ourselves and we do this by using sounds from our world. Once we take these real world sounds out of context and combine them with other sounds and apply various processing techniques we are able to shape and form it into something new. I think its beneficial to use real recordings for designing sci-fi sounds as it helps create a connection with the listener, form a sense of familiarity but yet still sounding otherworldly at the same time. We also incorporate a good amount of synthesis in our designs using a wide selection of modular and soft synths.

Favorite field recording session? That’s a tough one as I feel like most sessions always take a special place in your heart.

I would probably say that my all-time favorite was the time Robbie Elias and I spent 2 weeks in Tasmania recording wildlife with a focus on Tasmanian Devils. We were able to capture such a vast array of animals and a very impressive collection of devil vocals. Really cool to get up close to some animals that I have never seen or heard before, and it was great meeting all the people working to conserve the native wildlife.

Runner-up would be the time we spent a week in the desert recording explosions. This was the largest scale recording I have ever done, a lot of different explosives, sizes, 80 mics, lots of moving pieces. It was really fascinating to experience something so destructive in person, hearing how the sound travels, how it bounces off the surroundings. The sessions turned out great in the end and no one lost any limbs.

While we are the subject of recording, not too long ago a good friend of mine was needing to get rid of an old upright piano so I gladly offered to take it off her hands. This was something I had been eager to do for some time, taking inspiration from the likes of John Cage’s prepared piano with finding ways to interact the instrument with various objects. This session allowed us to really experiment with a lot of different tools and gain a wide palate of material. We used 11 microphones on this day, along with some contact mics attached to various parts of the piano. Having all these different mics and locations really opened up many different sounds that the piano made while we were torturing it. We started the day placing a large subwoofer on its surfaces to use it as resonator, sending signal sweeps through the speaker and we recorded the vibrations through the piano itself. After that we took objects like bats, golf clubs, hammers, and rocks to its armor revealing its inner workings. The violent act on the piano gave us some really nice beefy impacts, with some satisfying debris. Once we opened it up, we took some electric bows to the strings to get some interesting tonal source. Next, we snapped its strings then took a Dremel to the ones that remained. Lastly, we busted out the dry ice and applied it to everything that could possibly resonate, which yielded a large offering of singing, bellowing, screeching and everything in between. Check out the video below to hear some of the sounds we recorded.



What types of similarities, and differences, are there when it comes to multiplayer vs. campaign audio?

ST:
We focus on really emphasizing the combat sounds in multiplayer to help deliver a more immersive game experience. We also have very cool new music direction in multiplayer, which Joel can surely speak to more in the future. Players can enjoy it in many places like searching matchmaking or intro and outro screens, but we’re keeping the music minimal in the match itself to focus on clear and impactful combat audio. Of course, we didn’t forget about the fans’ favorite Halo MP Announcer voice in there as well!

On the other hand, we’re focusing more on supporting story elements and event sounds in campaign. We have the improved combat sounds in campaign of course, but we’re cleaning up the audio mix a bit so that players can really enjoy the story elements such as voiceover and music.

We’re also trying to make each campaign event impactful, satisfying, and even surprising as we have many exciting design elements for actions such as defeating certain characters, destroying objects, or surprise enemy reinforcements showing up. For campaign we really want to deliver on the feeling that combat itself is much more exciting but also really emphasize when special moments occur.

What’s your personal favorite audio element in Halo Infinite and why?

ST
: I’m always excited when I just walk around the world of Zeta Halo. I feel something special and emotional for Halo there through music, ambience, and art. I love the combat sounds, too. The clearer audio helps to grasp combat situation frame by frame and brings me more enjoyment when I’m playing.

KF: That’s a tough question as there’s so much great content in the game but some that come to my mind are the Grappleshot sounds that Robbie Elias created. What I like is that they are not overly designed and they have a firm grounding to them. It works well with the game mechanics and syncs nicely with the animations. I also like the new [REDACTED] sounds that Stefan Rutherford designed, I feel like the sound makes you want to use this weapon as it feels so powerful and fulfilling to use. Lastly, the new vehicle designs that Jomo Kangethe did have been a great upgrade to the experience, especially love the new [REDACTED] sounds.

JY: It’s hard to pick just one. The crisp, clear and powerful weapon sounds are so, so satisfying. The voice acting (and directing) really brings this new story to life. The systems design and care involved, I can’t say enough about how talented and passionate the 343 Audio Team is and what that brings to Halo Infinite.

CT: My favorite audio element in Halo Infinite has got to be the music. The music team has truly captured the core of what Halo is, and has brought such an incredible feeling of wonder, mystery, heroism, excitement, and emotion to the game. It’s also one of the areas of the game audio that I personally spend the least time working on, so I love that I get to experience the music with really fresh ears, much like our players and fans will. Every time I play the game, I hear new, beautiful, inspiring music and it makes my job better every day!

As we look ahead to release this fall, what is the Audio Team primarily focused on in the remaining months?

ST
: I'm in charge of audio mixing, so I will be working towards the final mix while polishing content and addressing bugs with my team to deliver the best Halo audio experience we can.

CT: I'm primarily focused on closing out all of our remaining bugs/issues and optimizing the audio for each of the platforms we’ll be shipping on!

KF: Playing the game a whole lot, trying to find any bugs along with polishing as much content as possible.

JY: The music team is focused on polishing player experiences across the entire game. From reworking certain sequences to improving our music systems and squashing bugs.

Thank you so much for sharing insights into the Audio Team’s work on Halo Infinite! Before we depart, any final words you’d like to leave with our community?

ST:
Thank you for reading this, and I appreciate all the feedback you all have shared with us over the years. I’m proud of what our team achieved in Halo 4 & 5, but I know we’re still learning and improving. I have seen my team’s hard and passionate work over the years to deliver an even better experience and something we hope players will appreciate. We’re almost there. We’re truly looking forward to sharing the exciting Halo Infinite audio experience with you when we launch this fall!

CT: Thank you so much for reading and listening! It’s our pleasure and privilege to build these experiences for and with our players. My proudest and most treasured memories during my time here at 343 are from talking and interacting with our incredible community. Whether at PAX, HCS, or some other venue, I’ve met some truly amazing people in the Halo community - people who are equally passionate about and hopeful for what we’re building. We are so grateful for you all, and I can’t wait to hear from you when you’ve had a chance to experience Halo Infinite!

KF: Thank you for letting us talk about some of the stuff we have been doing for Infinite. It's truly an honor to be able to share with such an amazing community. This project has been a long and challenging road but the excitement and support from you all has really helped in keeping us energized and further motivated. I really hope you all enjoy the experience this coming fall.

JY: We have been wanting to share more music with the community and we do have a few more things in the works leading up to launch this fall. Multiplayer is one area where we’ve pushed things in some new directions, I hope to chat more about that soon! In the meantime, we have just released the three tracks we shared last year, from each of the composers, on Spotify today! These three tracks are also available on: iTunes | Apple Music | Amazon | Skill Tree Records

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Thank you again for taking the time to do this Inside Infinite, and I can’t wait for players to experience all your hard work for themselves later this year.

 

INSIDE INFINITE - APRIL 2021​


BY 343 INDUSTRIES - 13 HOURS AGO


Welcome to the latest edition of Inside Infinite, our monthly blog series where we sit down with the teams building Halo Infinite and get an in-depth look at what goes into their work. In this installment, we’ve had a chance to sit down with the team building the PC version of Halo Infinite to learn more about their process and goals than ever before.
If you’re just joining us or if you’re in the mood for a refresher, be sure to take a look at some of our previous editions of Inside Infinite as well:
This time around we’re joined by Jeff Guy and Mike Romero, the Producer and Development Lead for Halo Infinite, respectively. With 25+ years of game development experience between them, they sat down with us to talk about what makes the PC version of Halo Infinite so special, what they’re doing to make sure that PC gamers get an experience that’s first-class on their platform, how you'll be able to play with your friends – and, much more.
And of course, if you’ve got any questions in mind after you’ve had a chance to read through everything, hold onto them! We’ve been scouring Twitter for your questions using the #Ask343 hashtag, and will be doing the same after this one as well. So, if you’ve got any questions for Mike, Jeff, and the rest of the PC team – we want to hear them.
But now, read on and hear in Jeff and Mike’s own words what you can expect when you boot up the PC version of Halo Infinite.

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POWER TO THE PC'S​

Who are you and what do you do here at 343 Industries?

Jeff Guy:
I joined 343 about two years ago as the Producer for Halo Infinite PC. When I heard that there was an opportunity to help build a first-class PC experience for Halo Infinite I dropped what I was doing and joined up.

Mike Romero: I’m the Development Lead for Halo Infinite PC. I design most of the PC experiences and run the engineering team putting it together. I joined Microsoft and 343 specifically for the opportunity to bring Infinite to PC and set the standard for how I’d like to see PC supported. I’m so excited to be doing this for Halo Infinite specifically since it has such a rich beloved history on console. We have an opportunity with this game to design for PC from the beginning – we will do PC justice with this game. I think it’s also a very exciting time at Microsoft for PC gaming as I see Microsoft making a lot of player-focused changes and improvements (tools like the new Xbox Game Bar, the dedicated Xbox app for game purchases, Xbox Game Pass for PC, and the major investments in other PC-focused studios).

Alright, let’s hear it – when did you first become a PC gamer and how long have you been working on games for the PC?

MR:
I’ve always played on all platforms starting with an Atari 2600 from a garage sale and a hand-me-down DOS and Windows 3.1 PC. I’ve been into building PC’s since I was about 13 and used to repair many of my friends’ family computers. I’m a fan of many genres, but for FPS games, I’d play a lot of Duke Nukem at my friend’s house when I was (way too) young, I somehow got away with playing Quake 2 in programming class in high school when I finished assignments early, and I went hard into building my own gaming machine for Unreal Tournament (my personal favorite is actually Unreal Tournament 2004).

I landed a dream job working on a brand-new graphics card architecture straight out of college and I worked on PC graphics for a little over a decade at all levels of the stack (drivers, hardware architecture, APIs, and game development). I would moonlight building graphics demos, then game engines, and finally making indie games as a one-man team for game jams like Ludum Dare. I got heavily involved with the fantastic indie gaming community (shout out to my great friends at PIGSquad) to stay motivated and encouraged to build the next thing. My day job evolved into graphics performance and then developer relations for a while, where I essentially went from studio to studio to make performance optimizations on many different PC games and engines. I’ve always been extremely passionate about building a great product that players want, so I made the jump to where I could define more of that experience and bring that PC-specific knowledge to Halo Infinite.

JG: I grew up in a pretty low-income household and video games were expensive in the 90’s. I couldn’t quite convince my single mother that an SNES was more important than rent. Fortunately, a few things happened in 1993 that would create the foundation of my career in video games: 1) My future stepfather introduced me to the world of PC building, 2) the release of the Pentium meant I was able to get my hands on a 486 for pretty cheap, and 3) I was finally able to play Wing Commander: Privateer. It changed my life. That game was so ahead of its time!

Fast forward to age 18, I knew I wanted to make video games so I saved up and bought a plane ticket to Seattle. I had no money or home but I knew how to code and I was crazy passionate about becoming a game developer. Luckily, that was enough to get a job as a game tester for Perfect Dark Zero. Over the next 17 years I shipped nine AAA games across six platforms. I was even fortunate enough to spend a few years with the Xbox 360 platform team building the backwards compatibility and Games on Demand systems. Sometimes it’s hard for me to believe I’m a part of building the games that shaped me as a kid. It’s an incredible opportunity. I plan to keep putting my heart into this thing until I feel I’ve earned it.

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A fresh look at a super ultrawide Forerunner interior in Halo Infinite.

We've spent a great deal of time in these blogs learning about the vision and goals for each team. As the team focused on the PC version of Halo Infinite, what’s your vision?

JG:
I want to make a Halo game that feels like it was always made on PC – as if it was always meant to ship on PC and now it’s seeing the light of day. This of course is a very selfish goal, I’m a customer of my own work. This will be a Halo built for PC players, by PC players.

MR: I’m passionate about giving players what they want, taking a great game and making it run the way PC gamers want to play, honoring the hard work they put into their rigs, the settings customization they expect to see, and welcoming all new players who might not have played Halo before if they’re not console players. It is also our goal for PC to work harmoniously with console players so you can easily play with your friends regardless of platform. It’s honestly a fun challenge to make something both so customizable and advanced yet accessible and cross-platform at the same time. An example of honoring those high-end PCs is creating “Ultra” graphics quality presets, so the best PC’s hardware can make the game look amazing and offer an incredible PC experience.

For enthusiast features and customizability, we have very good ultrawide and super ultrawide support, triple keybinds, we’re supporting a wide range of input devices (you can play the game on PC using a non-Xbox controller – or, with a mouse and keyboard when you’re playing on console), advanced sensitivity and acceleration sliders for your mouse… there’s so much we’re working on and we have plenty of ideas for features after the initial launch as well. To make the game cross-platform we go through great pains to ensure you can have a competitive experience on any device, so things like your field of view (FOV) settings which are more standard on PC are also available on console.

Lastly, in order to make the game accessible and cross-platform, we try to strike a balance where we’re not overwhelming players with settings but provide a core group of settings on all platforms. Players can tweak things like full-screen effects to reduce motion sickness or photosensitivity for example, and we want a safe place to play – which means minimizing harassment or cheating. So, there are many considerations, and several impact the overall game design for the sake of living up to the expectation of PC players – which is what we mean when we say it’s not a port, it’s built with PC in mind.

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Halo Infinite on PC will support a variety of screen resolutions, including 32:9 super ultrawide (and beyond).

How do you bring that all to life? When it comes to making a game for the PC, there are many considerations - from granular graphics options to a litany of control schemes. What does it look like to design for those principles in practice?

JG:
I think player identity is at the center of PC gaming. It’s the reason we build our own gaming rigs and spend too much time turning the knobs and dials in every game. We want games to acknowledge our identity as a PC gamer and reward us for it. When designing a native PC experience, I try to keep the vast array of identities and choices in mind to ensure I’m not just making a game for me, but rather acknowledging the diversity of the PC gaming community and embracing it all.

MR: I think as lifelong PC gamers we have a great feel for the expectations of how a PC game should look, feel, and operate – we want a great set of options without getting in your way, rich feature support with a streamlined experience, and the confidence that the game will run on your hardware. To go through a specific example, let’s talk about ultrawide support. This is something that really takes the whole studio to do right, because there is so much content that has to be created with this in mind for this from the start. To start with there are design considerations – I explicitly wanted wider aspect ratios to allow you to see more horizontally instead of seeing less vertically. This is harder on performance but provides a more immersive experience. The 3D scene has to support arbitrary window sizes – that’s probably the easiest part. Then you’ve got your HUD which has to anchor to the edges of the screen. And think of Chief’s helmet display; you want the helmet wires to be seamless regardless of aspect ratio, so we design with that in mind. You can also run the game in 4:3 and at lower minimum resolutions than you would get on a TV and the UI still needs to be legible.

There are plenty of settings menus and front end flows that need to have layouts that fit into arbitrary screen sizes and widgets to adjust accordingly, so that’s more UI work. Then there’s cutscenes – Infinite has a style of in-game cutscene we call Narrative Moments and we want to make sure these work great without cropping to a specific aspect ratio, which means we need to make sure the action of the scene fits on the screen, things don’t despawn, stop animating or clip when they go out of the 16:9 field of view, etc. There are sandbox animations for the first-person perspective we want to ensure look good at any aspect ratio, you don’t want pieces of your armor popping into view unexpectedly, you want weapon and equipment animations to look great. There’s the new Tacmap that has to look and navigate according to the variably sized screen.

To make this all happen, we have to think of all the corner cases, lay out the player expectation and ideal behavior for every scenario, translate that into the specific investigation, engineering, testing, and user research objectives, and when our friends around the studio need help the PC team will do the implementation (like code changes so the FOV system plays well with the different aspect ratios for example). There’s dozens of people across the studio that have had to put dedicated effort into supporting something like ultrawide throughout the entirety of the game, and I’m very excited to say I think we’ll have some of the best ultrawide support I’ve ever seen in a game.

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Halo Infinite includes adjustable Field of View (FOV) settings which can be paired with multiple aspect ratios for greater customization than ever before.

What opportunities and challenges have you faced building a native, first-class PC experience for a long-standing console game like Halo?

JG:
Building a native, first-class PC experience for Infinite meant convincing some brilliant console developers that these quirky features they’ve never cared about are hugely important to PC players. This job is at times equal parts educator and PC hype man. As an example, I might need to convince someone that even though 21:9 ultrawide doesn’t exist on console, it’s a very important thing to PC players and we should design our content natively for it. There’s also a TON of preventative problem solving. Things like making sure our game plays nice with specific families of hardware or fighting hard to ensure we don’t add intrusive DRM to our game. The problem with preventative problem solving though is you never see the crisis averted. Fortunately, 343 knows how to make a great Halo game. It’s important to call out that the MCC team has done fantastic work pioneering Halo on PC. The Infinite PC team has a huge opportunity to learn from the challenges and wins MCC has faced and we’re paying close attention.

MR: Definitely generating excitement around the capabilities of PC, shining light into the dark corners where we make assumptions that work for console but might need to be more robust for PC. Like for that ultrawide work, we literally wanted to get people excited about the potential of that experience so we got a bunch of ultrawide monitors and gave them to the team for their dev machines so they’d work and test with them daily. Jeff is an excellent hype man, and I think this absolutely paid off. Also going the extra mile for customizability like with advanced graphics options, accessibility settings, and the ability to scale quality to maintain performance across many generations of hardware. Console games don’t generally have “advanced graphics settings” and of course that’s expected for PC. But also, Infinite is supporting consoles with different performance profiles. So, we have this confluence of design needs to support many different performance profiles over multiple generations of hardware and many different quality settings to scale to the different performance targets on those platforms, and we want to expose all of that to the PC player to tweak for their personal machine. It’s a real beast to make these settings achieve the goals of the artists and content developers, the performance engineers, and be exposed and intuitive to players.

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Halo Infinite's support for multiple aspect ratios on PC lets you see more horizontally without seeing less vertically.

When building a game for the PC, I can imagine there's a great deal of things to consider - be it graphics cards families, monitor sizes, input devices, refresh rates - and that's just scratching the surface. What features can PC players look forward to when firing up Infinite?

JG:
A buttery smooth experience on mouse and keyboard.

MR: Ultrawide (21:9, 32:9 and beyond) support for everything (in-game, narrative moments, menus, the works).

JG: Display settings, refresh rates, triple keybinds.

MR: Advanced graphics options that you would expect, and the ability to dynamically scale resolution to maintain framerate and competitiveness.

JG: The ability to play with your friends regardless of what platform you or they are on – Steam, Xbox, Game Pass for PC, everyone can play together.

MR: We plan to build upon Infinite for years into the future, so managing content for the game in a native and familiar way to each different platform we’re releasing on.

JG: Joining your friends through XBL, Steam, Discord, making it convenient to get into a match regardless of which platform your friends are on.

MR: There’s also options like showing FPS and ping in an overlay, or hiding the HUD entirely if you want to take some nice screenshots or overlay your own thing while streaming – there’s a lot of options and settings I don’t want to talk just yet but we have more we’re working on and many ideas for the future as well.

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Halo Infinite on PC will let you tweak your in-game experience to your liking across a variety of different settings - including the ability to maintain a minimum framerate (thanks to dynamic resolution scaling) and specify a maximum framerate (including uncapped).

Halo Infinite has been built from day one for the PC, from the ground up. What sort of experiences have helped guide you on your path to make this a strong start?

JG:
I have experience bringing AAA FPS games to PC but each time it’s a new thing – the needs of PC gamers and our developers right now are completely different from the needs of even a few years ago. This has been an amazing learning experience so far.

MR: I’m new here.

JG: [laughs] – Jokes aside, Mike’s perspective makes him fight for things that are typically not done. There have been a couple occasions where Mike asking “why” sent me tumbling down the rabbit hole. The result of all this is we tend to aim for the moon, and we’ve blasted down a few old barriers on the way.

MR: I’m really critical of my work and every time I propose a feature or a solution to something I step back and think, “As a gamer who doesn’t give the game the benefit of the doubt, does this suck? Does it do what I need? Is this how I want that to work?” Jeff and I are absolutely the customers of the PC-centric experience that we’re building and 99% of the time we know the playtest feedback before we even get the results, so we’re very in-tune with how the PC features we’re building will be received. I really joined to make the best experience possible. I want this to be a spectacle. I look at the cream of the crop games releasing on PC and that’s my minimum bar.

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For players that want the freedom to custom tailor their PC experience, Halo Infinite will offer a variety of robust video settings.

Typically when friends want to game together, there's the, "What version of the game do you play?" conversation that happens before they can link up. With Halo Infinite launching for Xbox and PC, how will players be able to link up?

MR:
XBL, Steam, Discord, both in-game and out-of-game invites.

JG: We actually allow you to host a local multiplayer server on your PC. Other players on your LAN, both PC and Xbox, are able to join your local server and play Infinite multiplayer with you. We also have both ranked and unranked matchmaking playlists where PC and Xbox can play together online.

MR: Social playlists and custom matches are open to all, you can play on any platform and any device with anyone you like! For ranked matches, we plan to restrict competitive playlists based on input type, not console versus PC. That’s because we believe the input is the biggest differentiator in gameplay ability (with things like aim assist on the controller or the precision of sniping with a mouse). You can play with a controller on your PC to play ranked with your console friends, or even mouse and keyboard on your console to play ranked with your PC friends.

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For mouse and keyboard players, Halo Infinite will support triple keybinds allowing one specific action to be assigned to three different inputs.

It’s clear there’s a lot of work that goes into making a PC game alongside a console experience, but where and how do you integrate with some of the other teams we’ve heard from, like the Sandbox Team?

JG:
Honestly we have to work closely with everyone, we’re all making a PC game. Many of the PC specific features were a co-development effort with multiple teams. We meet weekly, sometimes daily with Sandbox, UX/UI, Live, and Graphics.

MR: We design, develop, test, and incorporate feedback together. A good example would be the graphics options, where graphics engineers code a feature, tech artists and content creators use the feature as an input to tune the visuals of the game, the UX/UI team builds us the widgets like sliders and text input, and the PC team is pulling all these ingredients together to have a polished player control in a menu that does the thing players expect. We’ll start off by stating the player expectation, identify all the ingredients needed, and work with all our partner teams to get them implemented and working together. Some things are obvious, like the need for the graphics settings (though which exact settings and the range of those settings is less obvious). Some are very obscure, like ensuring that the FOV expands horizontally for ultrawides with a locked vertical FOV, the FOV widget controls the vertical FOV, and when things like boosting in a vehicle would modify this FOV it modifies correctly (you can’t just add or subtract the FOV by a number, it’s relative to the current FOV setting).

It’s up to the PC team to really think through those scenarios that people might not be used to thinking about, then work with our partner teams to come up with a plan to address them. Sometimes the implementation is done mostly by the PC team (like the FOV work), sometimes it’s mostly by the partner team (like Sandbox hooking up triple keybinds), sometimes it’s a split (like fine-tuning mouse sensitivity and acceleration options, or supporting misc. input options like “invert” for mouse and controller independently) – but it always involves us coming to an agreement on a design we’re all happy with that delivers what the players want.

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An up-close look at a super ultrawide Forerunner interior from a first-person perspective.

Of course, Halo Infinite isn’t just a great big campaign, but it's also an incredible free-to-play multiplayer experience. When it comes to the trappings of multiplayer – what are some of the biggest considerations being taken to ensure everyone can have a good time?

MR:
We want to ensure fairness and adding PC into the mix opens Pandora’s box. We felt like we had to make an anti-cheat solution that doesn’t get in the way, doesn’t root your machine, doesn’t block your legitimate applications – we want the most unobtrusive thing possible that ensures a safe way for everyone to play together. For crossplay again we prioritize fairness without being too restrictive, so we have to draw lines players are comfortable with (input-based restrictions for ranked matches) while maintaining flexibility (you don’t have to buy the game on a different platform to play with your friends, worst case you switch input devices). We also want to ensure nobody feels like they’re at a significant disadvantage because of the way they’re playing (within reason; a 10-year-old PC just isn’t going to be as fast as a brand new ultra-high-end PC). If we do our job right, in combination with our TrueSkill 2 ranking system, everyone should be able to trust they’re getting a fair shake in the crossplay ecosystem.

JG: I’ve got strong opinions about anti-cheat but I’m not really the person that should be talking to what we’ve built. I’d like to introduce Michael VanKuipers, our Security Engineer, to speak to this a bit further.

Michael VanKuipers: Thanks, Jeff! We knew from the start that delivering an awesome PC game meant taking cheating seriously, and we're committing to doing it in a way that's respectful to the experience of legitimate players. Our anti-cheat philosophy is to make cheating more difficult in ways that don't involve kernel drivers or background services. We've done a lot of work securing the Slipspace engine and developing novel ways to protect and change the game to slow down cheat development. When people do cheat, we're focused on catching them through their behavior and not from data that we've harvested from their machines. Combating cheaters is an ever-evolving arms race, but we're making the tech investments needed today to continue the fight for years to come.

And now, let’s talk about where players will be able to grab and play Halo Infinite. When the game launches, how will people jump in with all that it has to offer?

MR:
Steam, Xbox Store on PC, Xbox Game Pass, Xbox Game Pass for PC, and of course through the Xbox Store or in a box on the shelf for the console version.

Alright, we'll leave you with the final word in the interview. What's your favorite aspect of the PC version of Infinite? Go ahead, talk nerdy to us.

JG:
It’s a tie between graphics and crossplay – if you have a beast of a PC you can really dial up the graphics and the game looks absolutely stunning in 21:9. I love that I can play with anyone regardless of platform. I think it’s super frustrating when you and your friend own the same game but you can’t play together.

MR: Ultrawide across the whole experience of the game, fine-tuning and high refresh rate support, throttling to maintain framerate, our competitively low input latency, the cross-platform LAN server is really cool… I can’t pick one thing, and I can’t wait to hear about YOUR favorite experience!

Thank you Mike, Jeff, and Michael for sharing so much with us in this Inside Infinite! We can’t wait for the community to tell us about their favorite PC features as well once it lands on their respective hard drives later this year.

And now, as is tradition, we’re turning the proverbial mic over to the rest of the studio for some of their latest development stories.

TALES FROM THE TRENCHES​

Every single month, we’ll venture deep into 343 Industries to learn more about the development of Halo Infinite from teams across the studio. Whether it’s a quick story, an anecdote about their process, or something they’re excited about, this is where we’ll share their stories.

  • We’ve been conducting external flights and playtesting with a very small external group representing a variety of backgrounds. Getting to see folks outside the company experience the game for the first time is a thrill. The feedback we’ve been getting has been heartening in many areas, and impactful in others. Seeing a turnaround in opinion based on changes is truly gratifying. Rest assured, now that we’ve gotten our feet wet over the last couple of months, we’re progressing towards expanding playtesting opportunities as soon as we can, so keep those Halo Insider profiles updated! –Sam Hanshaw, Live Producer
  • “When we set out to rebuild the HCS program for Halo Infinite one of the main things we wanted to accomplish was to lock and announce a full year roadmap ahead of the game’s release. Every qualifier, every live event. All dates, cities, and venues out there publicly so that everyone in the ecosystem knew what the plan was. We knew this would be difficult, but I don’t think we realized just how difficult it was going to be. Multiple times we’ve had to pick up our plans and move them around to support the game’s new release date as well as Covid-19 and now what we hope to be a safer world to hold events in with the proliferation of the various vaccines. Just a few weeks ago on Twitter we let the community know that the venue for the first event had been secured and today we’re excited to say the venue for the Halo World Championship is also secured. Now that doesn’t mean that everything in between is all locked up yet but it’s just so exciting to finally see our plans come together after all this time and all of the challenges we’ve been through. Thanks to the all competitors and fans for sticking with it, and we can’t wait to cheer for the amazing matches alongside all of you.–Tahir Hasandjekic, Esports Lead
  • Working on this game has been an incredible journey, full of far more adventures and anecdotes than we have room for here. Not a moment goes by where I’m not ridiculously humbled to be weaving creative threads alongside folks I admire on the game’s talented and tireless narrative team—folks like Paul Crocker, Dan Chosich, Aaron Linde, and the new guy… Joseph Staten, I think it is? There are so many stories to be told, new strands to uncover. Keeping with the theme of some of our recent Inside Infinite focuses, one of the things I’m particularly excited about is the breadth of discoverable audio log content to be unearthed and dissected, helping bring further life to the world you’ll be exploring (small glimpse of which you may have already heard). Watching as content grows from an idea, to script, to being brought to life in the VO booth by our actors, audio teams and partners—it never gets old. I for one can’t wait for you all to learn more, and even better, experience it all for yourself.–Jeff Easterling, Franchise & Narrative Writer

  • "During this part of development, every little detail really comes together. I have been working closely with our Audio and FX teams making sure all the multiplayer game mode events shine. When you capture a Flag in Halo Infinite, everyone will know, and it will be an amazing feeling. We are using Sound and FX to give vital information in new ways to allow players to make more impactful decisions in a match. I am also working very closely with Audio tuning our VO systems to be the best yet. I am making sure our Announcer, Spartan Chatter, and [Redacted] all work in tandem to deliver a super clear, but also immersive experience. You can see the promise of all these details throughout development but now it really starts to become greater than the sum of its parts.–Patrick Wren, Multiplayer Designer
  • As we work to finish development and find creative ways to deliver the team’s overall vision, beautiful art, and immersive experiences across different supported platforms, we often need to make trade-offs that allow us to ship the game we envisioned at the cost of incurring a ‘technical debt’ against our future. These decisions are never made lightly and are typically done in the service of our players and delivering the best experience possible but these ‘debts’ must still be paid or they can come due at the worst times. Developing Halo 4 and Halo 5 were challenging in their own rights and we learned a lot from each of them. Though we had successfully delivered those games, we knew that the tools we had wouldn’t be enough to achieve our vision for the future. With Halo Infinite, many of our most fundamental tools received significant overhauls, not only to work off that debt but also avoid and be able to pay down new debt more effectively than before. As the release of Infinite nears it feels like we are picking up momentum to continue improving, strengthening, expanding the tools through release and beyond. This undertaking and investment in our tools has taken considerable time and effort, and it’s still ongoing, but what I’m most proud of is the fact that we are building something for the future.–Chris Howard, Pipeline Engineer
  • The Halo Waypoint team has been hard at work on the next generation of Halo’s applications and website, coming soon! This is a complete rebuild of our tech stack to deliver a richer experience for you and an improved toolset for the studio. Halo Waypoint will now be available as a native iOS and Android app, in addition to the website, replacing the existing Halo Channel app. Most recently, the team has been focused on Halo Infinite features such as customization and progression, and navigating the challenges associated with translating those features to web and pocket-sized devices. We plan to share much more in the future, so I’ll leave with this parting wisdom: Prepare your hardware accelerators.–Kevin “KP” Paul, Senior Program Manager
Many thanks to those around 343 that took their time to share some stories with us! And of course, as tradition here for Inside Infinite, we're leaving the final word with Joseph Staten, Halo Infinite's Head of Creative, who's got some additional insights to share with you.

Joseph, take it away.

apr2021-insideinfinite-10-35908fb0c0dc4e3d83036da6cb7e1c6c.jpg


Halo Infinite, the most expansive Halo game yet, evokes even more mystery and wonder at 21:9 (and beyond) aspect ratios.

A PICTURE'S WORTH...​

It’s cliché to say a picture is worth 1,000 words. But honestly, I’m gobsmacked every time I see Halo Infinite in ultrawide or super ultrawide format.

Halo games have always aspired to fully immerse you in a sci-fi world filled with mystery and adventure. But playing Infinite in 21:9 or 32:9—the Halo world enwraps you like never before, especially if you have one of them fancy, curved, ultrawide monitors. And just wait until you see the game’s cinematics in these formats…

What I do think bears some additional words aren’t what features we’re building for PC but rather who is doing the building. One of the best parts of being the “new guy” on Halo Infinite is that I get to meet a whole bunch of people. While Jeff and Mike are too self-effacing to say this themselves, in my career, they’re two of the most talented, dedicated, and humble people I’ve ever met. They’re working exceedingly hard to make the Infinite PC experience as great as it can possibly be.

And the good news is, when I look across the whole team, Jeff and Mike aren’t alone. Not by a long shot.

As we head into the shutdown and polish phase of the project, I wish all of you could see the incredible work that I have the privilege of playing every day. The same, intense commitment to making a game that you, Halo’s most ardent fans, will love to play, exists all across the team.

Finally: a brief customer service announcement. While I hope you enjoyed this month’s 1,000-word screenshots, we know that game videos are worth at least 10,000 words. And the great news is that Summer i.e., game industry event season, is just around the corner—and there are glorious plans afoot.

Stay tuned, Spartans!

 
foto.jpg
 
Deu merda! :fire::bem:



O ex-funcionário lista alguns pontos como:

''Na verdade, acho que o produto finalizado ainda será ótimo. A história é uma grande melhoria e a jogabilidade é muito mais rica, embora o ciclo de desenvolvimento seja muito longo. Não espere que seja uma obra-prima que marcou época.''


''Os executivos da empresa eram ambiciosos demais. Eles queriam fazer de Halo Infinite um jogo de mundo semiaberto, então o motor precisava ser mudado significativamente; Eles tinham que fazer o jogo e desenvolver o motor ao mesmo tempo (devido aos defeitos do motor, muitos workflows não eram ideais, mas agora estão muito mais aprimorados do que antes).''

''A demonstração desastrosa do ano passado foi porque muitos recursos do mecanismo não foram totalmente implementados naquela época.''

''Por uma variedade de razões, o conteúdo do jogo em comparação com a ideia original foi cortado (o mesmo para multijogador). '' Isso levou a algo que eu enlouqueci ao longo dos anos que ninguém provavelmente verá.''

''A equipe da 343 (especialmente os funcionários de nível inferior) trabalha muito, e muitos deles passaram por horas extras até as primeiras horas da manhã nos últimos anos (Crunch confirmado).''


 

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