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What you’re about to read is a very generous peek into the work of some of the Game Industry’s strongest Environment Creators doing what they do best: Dropping Jaws and Melting Faces. Some protective gear is recommended. Please observe all emergency exits. We cannot be responsible for any messes that occur, or any injuries sustained through wild head turns and furious image saving.
We had some enormous challenges; Building a new team from nothing, charging through the growing pains of a new studio, wrestling with unfamiliar and unsupported technology, learning to work together for the first time, and taking over a beloved universe and all the world wide scrutiny that came with it. Any one of these things would have crippled a normal studio. Not us. We took our share of bruises, but we stepped over the finish line ‘better, faster, stronger’ than a decade of normal development would have awarded us.
The environment team, on top of simply making great imagery, also took on the role of storytellers. It doesn’t just show, it feels. Engaging the goopy, sloppiest part of the players parietal lobes and making the universe a reality, immersing the player in a deep felt experience. The art is emotional, it resonates with story and imagination, it silently speaks to you.
This is art focused, but salutes need to be thrown at the talented teams who fought dragons and the laws of physics to squeeze out more polygons and pixels, who gave us every technical advantage possible, who held our hair back when it was too much. The Xbox didn’t know what hit it.
This team is not made of Steel. It’s made of the crazy strong shit you hire to hunt Steel when Steel messes up and needs to be returned to Steel Justice.
You can probably tell – I’m very proud of this team.
We had some enormous challenges; Building a new team from nothing, charging through the growing pains of a new studio, wrestling with unfamiliar and unsupported technology, learning to work together for the first time, and taking over a beloved universe and all the world wide scrutiny that came with it. Any one of these things would have crippled a normal studio. Not us. We took our share of bruises, but we stepped over the finish line ‘better, faster, stronger’ than a decade of normal development would have awarded us.
The environment team, on top of simply making great imagery, also took on the role of storytellers. It doesn’t just show, it feels. Engaging the goopy, sloppiest part of the players parietal lobes and making the universe a reality, immersing the player in a deep felt experience. The art is emotional, it resonates with story and imagination, it silently speaks to you.
This is art focused, but salutes need to be thrown at the talented teams who fought dragons and the laws of physics to squeeze out more polygons and pixels, who gave us every technical advantage possible, who held our hair back when it was too much. The Xbox didn’t know what hit it.
This team is not made of Steel. It’s made of the crazy strong shit you hire to hunt Steel when Steel messes up and needs to be returned to Steel Justice.
You can probably tell – I’m very proud of this team.
Kenneth Scott, Senior Art Director
UNSC – A FUNCTIONAL AESTHETIC

Paul Pepera, Lead Mission Artist
We put a big emphasis on a high poly workflow for the hard surface assets. Artists would model or sculpt out the high resolution meshes and rip the normal map and ambient occlusion information from them. The normal tangent space of the engine was synced to that of Maya which allowed the environment team to construct less expensive game res models while preserving a clean normal map bake in the final result.
Paul Pepera, Lead Mission Artist
The majority of the game was lit statically using a baked-in lightmap method. This static lighting solution allowed us to achieve very realistic lighting results with full global illumination and ambient occlusion. A specular term extracted from baked spherical harmonics helped bring out the forms in the modeling work and added a great deal of depth of the lighting. A final color grading pass allowed the art director great control in determining the final look and feel of the game.
Paul Pepera, Lead Mission Artist

Adam Peterson, Lead Mission Artist


Kenny Magnusson, Lead Lighting Artist

Rae Chen, Senior Environment Artist
Knowing what the cameras are is a great advantage to the cinematics environment artist, who can set-dress accordingly. Objects in the foreground can have more polygon density, and the artist is able to concentrate the polish on defined areas. Most importantly, an artist is able to better shape the overall composition per shot.
However, there’s a catch– a good cinematics environment needs to fade into the background, serving as a platform for the characters to shine. It is important for the environment artist to realize this, and allow the focus of the cinematic to remain on the story, the characters, and their actions. This downplaying of the environment is usually accomplished by being careful with the amount and location of geometric details, shot composition, screen post process, and most importantly, lighting. Cinematics environments are often lit dimmer than their gameplay counterparts, allowing the audience’s focus to remain locked on the characters.
However, there’s a catch– a good cinematics environment needs to fade into the background, serving as a platform for the characters to shine. It is important for the environment artist to realize this, and allow the focus of the cinematic to remain on the story, the characters, and their actions. This downplaying of the environment is usually accomplished by being careful with the amount and location of geometric details, shot composition, screen post process, and most importantly, lighting. Cinematics environments are often lit dimmer than their gameplay counterparts, allowing the audience’s focus to remain locked on the characters.
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