Modification de Chronique:Halo Bulletin 21/11/2012
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==21 novembre== | ==21 novembre== | ||
===Original=== | ===Original=== | ||
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[[Fichier:HB Holidayborder 2012.png|center|600px]] | [[Fichier:HB Holidayborder 2012.png|center|600px]] | ||
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We have numerous talented artists within the studio, one of them being Nicolas Bouvier. Also known as Sparth, Nicolas has been an active artistic director and concept designer in the gaming industry since 1996. One of his greatest passions is contemporary and futuristic architecture, of which he applies principles in his own art and photography. He has contributed to the development of several released games since 1997, including Alone in the Dark 4 (2001), Cold Fear (2005), Prince of Persia - Warrior Within (2004), Assassin's Creed (2007) and Rage (2011). He joined 343 Industries in 2009, and below is a small snapshot of the work he did for Halo 4. Accompanying each piece of concept art is a description, penned by Sparth himself. | We have numerous talented artists within the studio, one of them being Nicolas Bouvier. Also known as Sparth, Nicolas has been an active artistic director and concept designer in the gaming industry since 1996. One of his greatest passions is contemporary and futuristic architecture, of which he applies principles in his own art and photography. He has contributed to the development of several released games since 1997, including Alone in the Dark 4 (2001), Cold Fear (2005), Prince of Persia - Warrior Within (2004), Assassin's Creed (2007) and Rage (2011). He joined 343 Industries in 2009, and below is a small snapshot of the work he did for Halo 4. Accompanying each piece of concept art is a description, penned by Sparth himself. | ||
[[Fichier:H4 Concept Complex | [[Fichier:H4 Concept Complex 01.jpg|center|600px]] | ||
Complex multiplayer map interior: This is one of the interiors we designed for the multiplayer level named "Complex", a map Derrick Hammond was taking care of with his team. "Complex" is mostly an exterior map, but you still have several areas like in the main building where you will find moodier atmospheres with less direct natural light. This concept was done for the main room where the UNSC has been studying a large Forerunner monolith, very reminiscent of the Atrium monolith from the campaign "Composer" mission, but in smaller proportions. The image clearly shows a lot of opening, suggesting multiple levels, so we had to definitely simplify a lot of it once it was modeled. The final 3D result is having more vertical walls without the opening you see in the concepts, but the atmosphere and general detailing remained the same. | Complex multiplayer map interior: This is one of the interiors we designed for the multiplayer level named "Complex", a map Derrick Hammond was taking care of with his team. "Complex" is mostly an exterior map, but you still have several areas like in the main building where you will find moodier atmospheres with less direct natural light. This concept was done for the main room where the UNSC has been studying a large Forerunner monolith, very reminiscent of the Atrium monolith from the campaign "Composer" mission, but in smaller proportions. The image clearly shows a lot of opening, suggesting multiple levels, so we had to definitely simplify a lot of it once it was modeled. The final 3D result is having more vertical walls without the opening you see in the concepts, but the atmosphere and general detailing remained the same. | ||
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P.P.S. Happy Thanksgiving, to those celebrating. :) | P.P.S. Happy Thanksgiving, to those celebrating. :) | ||
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