Sentinels (Halo) - Development

Development

Early in the video game Halo: Combat Evolved's development, Bungie environmental artist Paul Russel solidified the concept of three "schools" of Halo architecture for the main factions in the gameā€”the humans of the United Nations Space Command (UNSC), the alien alliance of the Covenant, and the Forerunner structures on which most of the game takes place. For future humanity, the artists and developers settled on a functional, industrial look. Art Director Marcus Lehto said that the artists examined current technology trends and tried to extrapolate what future technology would look like. Designs were molded by the desire for building a realized and distinctive feel for the human ships and buildings, but also to make the areas fun to play in. For example, the design team wanted a cramped, claustrophobic feel for the human ship levels in Combat Evolved. Ron Cobb's work on Aliens informed some of the design for a "lived in" appearance. In comparison to the visions of dystopia common in many other science fiction works, the cities and buildings of Earth which were first shown in Halo 2 were clean and functional, with parks and attractive structures. Character design for the UNSC was more straightforward, with uniforms based on existing military outfits, ranks, and insignia. All aspects of the game were designed to feel believable and cultivate suspension of disbelief.

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