Character Design and Creation
Halo's characters were continually refined through development, as the company was bought by Microsoft and the platform shifted from the Macintosh to the Xbox. Other Bungie developers would often add input to the progress of characters in Halo, even if they were not working on the game itself. For example, an outside artist, Shi Kai Wang, developed the early concept sketches of what would eventually become the Master Chief. However upon developing a 3D model, the artists decided the Chief looked too slender, almost effeminate, and subsequently bulked up the character. Early Covenant Elites had a more natural jaw rather than the split mandibles they would later sport; at one point, Jason Jones was also insistent about having a tail on the Elites, but this idea was eventually dropped.
Designers decided to hand-key animations, rather than attempt motion capture. The animators also often videotaped themselves to have reference footage for the movement of game characters. Art Director Marcus Lehto had his wife videotape him "running around a field with a two-by-four" for footage for human marines. By Halo 3, Bungie staff had a special room designed for capturing reference material. Many of the subsequent human character's features were based on Bungie designers, while character animators looked to simian, ursine, insectoid and reptilian features for the various races of the Covenant. The artificial intelligences of the characters was also deliberately limited to make sure they acted realistically to environmental changes and situations.
Read more about this topic: Characters Of Halo
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