Halo Infinite : Campaign Environments

Worked on the stone ring assets zbrush and materials

Worked on the stone ring assets zbrush and materials

Deadlands was an area that need more help and jumped in to do some look dev.  The world builders took my look dev and propagated it to this area.  Thanks to Biome team for helping implement the look changes.

Deadlands was an area that need more help and jumped in to do some look dev. The world builders took my look dev and propagated it to this area. Thanks to Biome team for helping implement the look changes.

The next few shots show the banished grounds look for bases that was used in Zeta Halo.  It is a dryer look with more foot traffic.  I provided the textures and last concept to push these areas further.  Biome team did the integration work.

The next few shots show the banished grounds look for bases that was used in Zeta Halo. It is a dryer look with more foot traffic. I provided the textures and last concept to push these areas further. Biome team did the integration work.

Also shows some puddles, I provided the water textures to the shader artist for all kinds of water in Zeta Halo.

Also shows some puddles, I provided the water textures to the shader artist for all kinds of water in Zeta Halo.

Helped Provide Textures for grasslands areas and paths.  Biome team implemented the logic on how it all blends.

Helped Provide Textures for grasslands areas and paths. Biome team implemented the logic on how it all blends.

The cave biomes in Zeta Halo were all created modeled and textured by myself.  The Caves are extremely modular in design.  I used a houdini tool that was made by the tech art team to pre displace main forms with a macro normal and height.

The cave biomes in Zeta Halo were all created modeled and textured by myself. The Caves are extremely modular in design. I used a houdini tool that was made by the tech art team to pre displace main forms with a macro normal and height.

The rocks are zbrush sculpted and some were reworked from scan data.

The rocks are zbrush sculpted and some were reworked from scan data.

I was also put on to do the banished tunnel caves.  Using the same tool I used to pre displace with a textures the ribbed look of the carved caves.

I was also put on to do the banished tunnel caves. Using the same tool I used to pre displace with a textures the ribbed look of the carved caves.

These are used in many places through out Zeta Halo.

These are used in many places through out Zeta Halo.

It was really fun working on these tunnel textures.  Pre pro done by Nate Castronovo.

It was really fun working on these tunnel textures. Pre pro done by Nate Castronovo.

These were kind of last addition to add extra elements to Zeta Halo.  These are fight ring pits or in this case triangles.  Using a macro displaced the scree than added blends for the red paint with some basic dirt.  We have several versions.

These were kind of last addition to add extra elements to Zeta Halo. These are fight ring pits or in this case triangles. Using a macro displaced the scree than added blends for the red paint with some basic dirt. We have several versions.

This is Boss HQ interior.  Due to time the Biome team did not have much time to spend on this so I jumped in to do the work on the terrain and variants.  Chris Lewis provided the blends for hardsurface.

This is Boss HQ interior. Due to time the Biome team did not have much time to spend on this so I jumped in to do the work on the terrain and variants. Chris Lewis provided the blends for hardsurface.

Ryan Roth was the world builder and artist for this so once the elements were setup he set dressed and helped blend all of it together.  It looks fantastic imo. It was fun to work on.

Ryan Roth was the world builder and artist for this so once the elements were setup he set dressed and helped blend all of it together. It looks fantastic imo. It was fun to work on.

During the production of Halo Infinite our beloved Technical Lead Jens Hauch passed.  A few months later leadership asked if we could do a memorial for him in the game.

During the production of Halo Infinite our beloved Technical Lead Jens Hauch passed. A few months later leadership asked if we could do a memorial for him in the game.

This was an effort by all the environment teams.  World Builders, Biome, Surfacing, and Modeling came together for this.  Also sound / Music teams with design scripts so the mood changes a bit here.  Concept also helped with the vision for it.

This was an effort by all the environment teams. World Builders, Biome, Surfacing, and Modeling came together for this. Also sound / Music teams with design scripts so the mood changes a bit here. Concept also helped with the vision for it.

I was extremely honored to have worked on this.  It was an emotional work, and I hope the best for Jens H family.  Worked on the modeling of the structure and materials.

I was extremely honored to have worked on this. It was an emotional work, and I hope the best for Jens H family. Worked on the modeling of the structure and materials.

The work here is a massive effort of so many people at 343i. This is but a fraction of what I worked on. I am honored to have work on this project as Environment Lead with the amazing team. Core grounds on the art side that worked on the above are Campaign World Builders, Biome, Surfacing, Tech Art, Dynamics,and Hardsurface. Direction from Sparth and Martin Deschambault.
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Biome provided the elements / recipes in which the natural space world builder lead by Steve Carroll used to set dress and make Zeta Halo as amazing as it ended up looking!
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Some Key Credits ( Note: Many more worked on these areas )
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---Biome---
Liz Kirby - Biome Foliage Artist
Nate Castronovo - Rock, Terrain, and Procedural Artist
Steven Oberman - Biome Foliage Artist
Evan Liaw - Biome Surfacing and Shader Art Tech
TJ Halter - Biome Artist
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---Natural Spaces World Builders---
Justin Dinges - Campaign Art Lead
Steve Carroll - Natural Space Manger / Lead
Carson Marlow - World Builder
Eli Gershenfeld - World Builder
Mahreen Fetima - World Builder
Lisa Barber - World Builder
Aaron Panagos - World Builder
Mike Rodriguez - World Builder
Sam Delfanti - World Builder
Mitchel Clayton - World Builder
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---Tech Artists---
Kurt Diegert - Lead Environment Tech Artist
Jens Hauch - Lead Campaign Tech Artist
Kim Haines - High level performance management on both Mp and Campaign and so much more!
Stuart Cunnigham - Tech Artist ( worked mainly on lod process, skew controls, and terrain macro procedural systems)
Joshua Aoki - (Worked on procedural systems for Houdini tools help massive rock tech, Metal Hex, 3D game map, and Cave tools.)
Logan McClure - Shader tech art and tools
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Also a shout out to all our outsourcing vendors and partners who will post in the art blast soon.

Date
January 10, 2022