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== | ==Dev Infinite== | ||
=== | [https://www.halowaypoint.com/en-us/news/inside-infinite-january-2021] | ||
*Quinn DelHoyo (2013-), Lead Weapon Designer puis Lead Sandbox Designer | |||
*Tim Temmerman (avt 2014-) Senior Designer | |||
*David Price (2018-) weapons designer. puis Lead Weapon Designer | |||
*Brian Berryhill (2017-) [Senior Systems Designer] Lead Vehicle Designer / Senior Sandbox designer | |||
*Elan Gleiber (2019-) Sandbox Designer | |||
*Kevin Stocker (2018-) Senior Sandbox Designer | |||
*Justin Dinges (2010 environ-) Multiplayer Map Lead pour Halo 4 puis Campaign Lead Environment Artist pour Halo 5 puis Campaign Art Lead pour Infinite<ref name=InfFeb>[https://www.halowaypoint.com/en-us/news/inside-infinite-february-2021 Inside Infinite - February 2021]</ref> | |||
*Troy Mashburn (2017-) Sandbox Lead puis Gameplay Director (2019)<ref name=InfFeb/> | |||
*John Mulkey (2018-) Lead World Designer<ref name=InfFeb/> | |||
*Alex Le Boulicaut (fev 2020-) Graphics, Animation, Composer Producer (a travaillé chez Ubi entre 2018 et 2020, dans le role de producteur, entre 2014 et 2018, annaliste financier) | |||
*Sam Hanshaw, Live Producer | |||
*Eric Richter, UI Designer | |||
*Michael Schorr, Forge Lead Designer | |||
*Pixelflare (2021-) Digital Artist Marketing Designer | |||
*Corrinne Robinson (2009-) Product Development Manager (2009-2010), Producer (2010-2014), Franchise Producer (2014-2016), Senior Franchise Producer (2016-) | |||
*Sotaro Tojima (2009-) Audio Director pour Halo 4 et Halo 5, puis Infinite | |||
*Chase Thompson (2012-) Audio sur les dialogue de Halo 4, Lead Audio Technical Designer (Infinite) | |||
*Kyle Fraser (environ 2011-) Lead Sound Designer pour Infinite | |||
*Joel Yarger (2019-) Music Supervisor pour Halo Infinite | |||
*Tobias Osterhaug (2020-) Playtest Coordinator (2020- novembre 2020) Playtest Lead (novembre 2020) | |||
*Alex Bean (2016-) Jr. Multiplayer Designer [contractuel par Insght Global] (2016-2017), [Redesigned and released five launch maps for Halo 5’s sustain effort using Forge tools. Collaborated with fellow designers in establishing design principles for future Halo maps. Designed and oversaw the development of several multiplayer maps from concept to art handoff], Multiplayer Designer (2017-) : a eut l'idée de l'IA personnelle. | |||
*David Ellis (2010-) Content Producer (2010-2012) <ref>[ Worked with the Franchise communications team where I wrote, directed and produced content for 343 Industries. Served as founding member of the 343 multiplayer sustain team. Assisted with community relations and helped to shape messaging for the studio. Wrote, directed and edited video marketing pieces for Halo: Reach and Halo: Combat Evolved Anniversary. Created and hosted the 343 Sparkast, the official podcast of 343 Industries. Provided design feedback on dlc for Halo: Reach and on Halo: Anniversary. Served as a spokesperson for 343 Industries, including demoing on preview tours and industry events such as PAX, PAX East, E3 and Paris Games Week. Produced and edited video content for Halo Waypoint.]</ref> Senior Multiplayer Designer<ref>Halo 5 Sustain: Design Lead on Warzone Firefight, an 8-player co-operative multiplayer mode : | |||
*Wrote design documents establishing match flow and objective types | |||
*Established best practices for adding new content to shipping multiplayer maps | |||
*Lead design team effort in implementing game mode on all existing Warzone maps | |||
*Provided design and balance feedback to map owners for Warzone Firefight | |||
*Worked with internal BI team to balance Warzone Firefight post-launch | |||
*Designed mode achievements and worked with Online Experience team to design player rewards for player participation | |||
-Halo 5: | |||
Campaign Designer: | |||
*Created level flow and worked with narrative to establish story beats for mission “Glassed” | |||
*Worked with art to establish level layout and geometry | |||
*Designed all mission objectives, achievements and combat encounters | |||
*Worked with sandbox team to establish best design practices for in-game “tracking” system | |||
*Used intro combat encounter to establish best design practices for multiple player objectives opportunities | |||
Multiplayer Designer: | |||
*Took over design duties for 2 of the 4 shipping maps for Warzone (Raid on Apex 7 and Battle of Noctus) | |||
*Designed and implemented all shipping boss objectives and enemy encounters for these maps | |||
-Halo 4: | |||
Multiplayer Designer: | |||
*Created mission flows and worked with narrative team to establish story beats both in-game and for our pre-rendered cinematics | |||
*Designed all in-game events and encounters for my missions | |||
*Provided design feedback to other designers to ensure consistency across in-game missions | |||
* Worked with sandbox team to ensure player abilities, vehicles and weapons worked with intended mission flows | |||
* Example missions: “Shootout in Valhalla” and “One Last Time”</ref> (2012-), Senior Multiplayer academy designer | |||
*Andrew Witts (fevrier 2019-) Lead Multiplayer (Systems) Designer (fev 2019) | |||
*Omer Younas (septembre 2020-) Senior Visual Designer | |||
*Tim Diaz (février 2011-), Technical Environment Artist<ref group=Note>Created the size of play spaces, as well as set up streaming in parts of the level, controlling pre-loads and drop outs, controlling fields of view for rendering, and keeping track of memory budgets and data. Worked with lead artists and designers to ensure that their vision was achieved. | |||
3D modeled using Maya, Max, Zbrush, and 3D Coat to create set pieces, as well as optimize others’ art. | |||
Textured props in Photoshop, as well as fixed and optimized textures. | |||
Created custom materials that were aesthetically pleasing, as well as functioned in an optimal way in-game. | |||
Created FX and post-process passes, which enhanced lighting, bloom, and camera exposures. | |||
Animated hard surface and organic props by hand, as well as utilized dynamic and physics packages. | |||
Used Havok, as well as Havok debugging software, for in-game assets. | |||
Helped and led others with pipeline and in-house techniques. | |||
Created new ways to help keep game optimized and at maximum performance.</ref>(2011-2013) Senior Environment Artist pour Halo 5<ref group=Note>3D modeling and texturing using 3DS Max, Maya, Substance Designer and Photoshop | |||
Main environment artist on Breakout maps and also helped create the look of the Breakout pallet. | |||
Helped lead a group of artists, as well as managed art direction with outsourcing companies on the Breakout maps. | |||
Map lead on multiple unannounced multiplayer maps directing other artists with style, environment art, as well as managing schedules and deadlines. | |||
Worked closely with design, FX, audio, and skybox teams to turn block-out geometry and ideas into full, finished products. | |||
Technical art, such as LODs, collision, performance and memory optimization.</ref> pour Infinite | |||
*John Wilson (juin 2019-octobre 2020), Environment | |||
*Bereket Kifle (mai /juin 2020-) Software Engineer Lead (Development Team on Team ONI / 343’s IT department) <ref>https://www.343industries.com/news/articles/employee-spotlight-bereket-kifle</ref> | |||
*Jeff Guy (2019-) : Producer pour Halo Infinite PC | |||
*Mike Romero : Development Lead pour Halo Infinite PC | |||
*Michael VanKuipers : Security Engineer | |||
*Sam Hanshaw, Live Producer | |||
*Tahir Hasandjekic, Esports Lead | |||
*Patrick Wren (-) Multiplayer Designer(-2021), Senior Multiplayer Designer (2021) | |||
*Chris Howard, Pipeline Engineer | |||
*Kevin “KP” Paul, Senior Program Manager | |||
*Irene Zhu ( ) : UX designer. | |||
*Nick LaCroix(-): programmeur dans la Narrative Team | |||
*Ryan Paradis (-) : Live Team Design Director | |||
*Christopher Blohm (-) : Lead Progression Designer / Lead Player Investment design | |||
* Kevin “KP” Pau (-) : Senior Program Manager | |||
*Tiana “Titan” Los (2011-2016, 2019-) : Halo Waypoint Team, Senior User Experience Lead (2011-2014), Lead User Experience Designer (2014-2016), Microsoft (2016-2019), Designer II (2019-2020) Senior Experience Designer | |||
*Jason Unck : UX Designer | |||
*Chad Mirshak : UI Lead, Halo Infinite | |||
*Eric Dies : Realization Lead | |||
*CJ Ramos : UI/Visual Designer | |||
*Eddie Arriesgado : UI/Visual Designer | |||
*David Ruttka (2014-) : Senior Software Engineer | |||
*Brandon Blanchard : Software Engineer | |||
*Tom French : Multiplayer Associate creative director | |||
*David Garza : Lead Multiplayer engineer | |||
*Gayle George : Lead Multiplayer level designer | |||
*Fernando Reyes Median : Multiplayer designer | |||
*Sara Stern : Multiplayer academy designer (sur le tutoriel) / Multiplayer Bots Designer | |||
*Zara Varin (2016-2021) : Consumer Products Asset Coordinator/Artist / Character Artist | |||
*[[Kyle Hefley]] (201?-20??) : Lead Character Artist. A travaillé sur les armures pour Infinite donc e "Samourai".<ref>https://twitter.com/kylehefley/status/1404171002704281611</ref> https://www.artstation.com/sortadone | |||
*Brian Dunn : Multiplayer Test Lead | |||
*Brian Hughes : Live Test Lead | |||
*Nate Jones : Engineering Lead, Services Lifecycle Team | |||
*Justin Robey "Robeytech" (janv. 2019 - septembre 2021): Software Test Engineer (2001-2008) chez Microsoft depuis 2000/1, Xbox (Fable, Age of Empire), Senior Producer à Redmond (juil. 2008 - janv. 2019) Director of Players Voice pour Infinte | |||
*Cayle George : Lead Multiplayer Level Designer | |||
*Brie Chin-Deyerle : Senior Lead Gameplay Engineer | |||
*Ilana Franklin : Gameplay Engineer | |||
*Hollis Lehv : Gameplay Engineer | |||
==1== | |||
L'un des visage le plus commun des Marines vient d'un designer, Matt Findley. <ref>[https://www.youtube.com/watch?v=nzxgsIMc5pk Youtube - David Ellis : Designer Commentary for Halo 4's Spartan Ops in The Master Chief Collection Part 2]</ref> | |||
Les snipers en normal ne touchent jamais au premier tir puis 1/3 de toucher au 2e tir. | |||
<ref>[https://www.youtube.com/watch?v=BhBEIoAoPm8 Youtube - Designer Commentary for Halo 4's Spartan Ops in The Master Chief Collection Part 3]</ref> | |||
==2== | |||
https://www.youtube.com/watch?v=X2Fspe0vV-0 | |||
== | |||
https://www. | |||
Q : intervention de Microsoft : (https://youtu.be/X2Fspe0vV-0?t=738). Tentatives de la part de Microsoft d'influencer mais Bungie est tj resté maitre de ses choix. [sauf pour le transmedia je pense]. Impose les deadline (rarement donc). Demande de faire un jeu en 18 mois plutot que 3 ans, durée globale de chaque jeu. Selon lui, ils n'ont jamais bien compris le processus créatif. | |||
Q: https://youtu.be/X2Fspe0vV-0?t=1067 : Meilleur car Microsoft met la pression mais ne force pas. | |||
(https://youtu.be/X2Fspe0vV-0?t=1555) : O'Donnell écoutait les acteurs pour la localisation pour donner un avis et choisir entre les acteurs. | |||
https://youtu.be/X2Fspe0vV-0?t=1977 : le film. Il n'a pas été directement "involved" dans le film. Peter Jackson a visité le studio cependant. Discussion sur le script de chez Bungie en N-Z. Possibilité de ''director'' pour Halo était Del Toro. Entreprise de Jackson allait faire un jeu (Chronicles) tombé à l'eau et donc le film aussi. Landfall fait avec les premières productions du film. Certaines idées pour le jeu ont été reprise dans District 9 (transformation du perso) | |||
https://youtu.be/X2Fspe0vV-0?t=3135 : Normalement a des royalties mais personne ne suis vraiment les comptes surtout avec les changements de studio et de personne. | |||
==Cosplay Mark VII== | |||
p 16 : Utilise tj le VISR. | |||
Le casque intègre un filtre à air et peut aussi avoir une ventilation. | |||
p27 : le torse est capable d'obtenir de nombreuses options. L'embleme d'une équipe ou personnel peut aussi être placé. | |||
p34 : UA/AGATHUS : épaulière, fait par Misriah Armory. | |||
p48: Il n'existe pas de bouclier énergétique à géométrie variable dans la version standard mais des prototypes existent. | |||
p55 : les gants sont conçu avec des cellules spéciales permettant d'avoir une prise plus importante et plus facile. | |||
p62 : CAPAX fait par Beweglich.... | |||
p76 : M6D Magnum ou Mk40 Sidekick | |||
p83 : UE/TYPE SA , Misriah | |||
p97 : les "chaussures" sont faites de la même matière que la combinaison technique. Les bottes sont faites pour ne pas glisser et peuvent aussi être magnétiques. | |||
==Ref== | ==Ref== | ||
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