Former Halo artist details the design history of the Hunters
If you lot ask a Halo fan what they think the most intimidating enemy in the series is, at that place's a very good risk that they'll bring upwards the Covenant Hunter. Covered head-to-toe in thick armor, equipped with a massive shield and fuel rod cannon, and several feet taller than the Primary Chief, the Hunters are no doubt ane of the most unsafe threats yous can see across the Halo games. Simply what facilitated their addition to the series, and how did the creative minds at Bungie design such an enemy in the commencement place?
These questions have largely remained unanswered for over a decade — that is, until now. Former Halo artist and current Destiny two art managing director Shi Kai Wang recently took to Twitter to share several details about how the Hunters were conceptualized, mocked up, and eventually added into Halo: Gainsay Evolved.
Every bit it turns out, the creation of the Hunter enemy was facilitated by a need to balance out the agility of the Elites, the medium-range nature of the Jackals, and the close-quarters threat of the Grunts with a heavy trooper. This sandbox necessity is what helped Bungie's artists envision what the Hunter would look like in the game.
With the thought of a large and heavy in mind, Wang got to piece of work sketching out some ideas. Initially, the designs were inspired past several anime references like Hy-Gogg from Gundam's War in the Pocket serial. Over time, though, Wang and his colleagues pivoted to a more biological design, with the fiddler crab and its massive left claw serving as the primary inspiration for the Hunter.
Halo fans who have dabbled in the extended lore to some degree volition know that Hunters are non a single entity like the other Covenant aliens are; rather, they're a collective of individual worms that come together inside their accommodate of armor to form a whole being.
According to Wang, this idea was inspired by a cellular automata engine tool made by Jason Jones (another old Halo programmer), and a note he made in his sketchbook about it concluded up serving as the foundation for the lore of what the Hunters are in the Halo universe.
As the blueprint neared its concluding country, the artists wanted to ensure that there was a clear visual divergence betwixt the Hunter's combat and not-combat stances. Therefore, the Hunters were given a curved torso that they could collapse behind their large melee arm for protection, which clearly signals when the Hunter is in action. The Hunter'south iconic back spikes were then added by Paul Russel, another former Halo creative person, and the behemothic shield and fuel rod cannon were added subsequently playtesting. Following this, the Hunter'south finalized design was completed, leaving Hunters to become a fan-favorite in the Halo games.
I really loved getting this insight from Wang, with Hunters ane of the nigh creative enemies in the series. They're a personal 2nd favorite foe in Halo (just behind the Elites), with impressive concepts behind these hulking heavy troops.
Information technology's also interesting to see how the pattern of the Hunters has been altered over the years with traits like boosted armor plates, shifting colors and textures, and new types of weaponry. 343 Industries has embraced the "worm collective" idea too, as in Halo v, you can often spot the worms getting into the suits of Hunter armor, which is simply awesome.
Do you like the Hunters, and did you observe it interesting to see the procedure of how they were designed? Allow me know. If yous're looking to see these guys in-game while waiting for Halo Infinite, don't miss Halo: The Primary Chief Collection, which bundles all of the pre-Xbox One-era Halo shooters together for an crawly $40 price. Information technology'south easily one of the best Xbox One shooters bachelor, and then don't miss out on it.
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Source: https://www.windowscentral.com/former-halo-artist-details-design-history-hunters
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