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 5.jpg|center|600px]]
[[Fichier:HB2012 n46-H4-Conceptart-Sparth.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.


[[Fichier:H4 Concept Graveyard.jpg|center|600px]]
[[Fichier:HB2012 n46-H4-Conceptart-Requiem crash site-mission Requiem-Sparth.jpg|center|600px]]


Requiem crater crash site: We actually did several versions of the crash site. Happening in the "Requiem" mission, it takes place on the Requiem planet, when the Forward unto Dawn crashes on its surface. We especially wanted to insist on the overhanging piece of structure you see in the concept, and this in order to emphasize the epic and impressive aspect of the level, as well as reinforce the feeling of danger [and] of having something massive above the Master Chief's head, something ready to fall and crash on the ground.
Requiem crater crash site: We actually did several versions of the crash site. Happening in the "Requiem" mission, it takes place on the Requiem planet, when the Forward unto Dawn crashes on its surface. We especially wanted to insist on the overhanging piece of structure you see in the concept, and this in order to emphasize the epic and impressive aspect of the level, as well as reinforce the feeling of danger [and] of having something massive above the Master Chief's head, something ready to fall and crash on the ground.


[[Fichier:H4 Concept Infinity interior.jpg|center|600px]]
[[Fichier:HB2012 n46-H4-Conceptart-Interieur Infinity-Sparth.jpg|center|600px]]


Infinity interior: One of the first Infinity spaceship interiors, probably the very first one we finished. We knew the ship was going to be having gigantic proportions, so it gave us quite some freedom to work on large interiors. This concept was initially started by Jihoon Kim, [from whom I] managed to obtain a good base to work. I then brought the image to another level of detail by spending quite some time describing the aesthetics and architecture, which is mostly what I would call "military tech", a term describing best the UNSC visuals when it comes to design shapes and rhythms.
Infinity interior: One of the first Infinity spaceship interiors, probably the very first one we finished. We knew the ship was going to be having gigantic proportions, so it gave us quite some freedom to work on large interiors. This concept was initially started by Jihoon Kim, [from whom I] managed to obtain a good base to work. I then brought the image to another level of detail by spending quite some time describing the aesthetics and architecture, which is mostly what I would call "military tech", a term describing best the UNSC visuals when it comes to design shapes and rhythms.


[[Fichier:H4 Concept Atrium.jpg|center|600px]]
[[Fichier:HB2012 n46-H4-Conceptart-Composer-Sparth.jpg|center|600px]]


Composer: A concept for the atrium area within the space station. The central monolith went through several iterations before finding the right one. On this concept, it looked a bit more cathedralesque, but not "Forerunner" enough. The initial idea that remained was that this piece of architecture was so deeply rooted into the planet's ground that they had to remove a large chunk of the planet's surface to remove it.
Composer: A concept for the atrium area within the space station. The central monolith went through several iterations before finding the right one. On this concept, it looked a bit more cathedralesque, but not "Forerunner" enough. The initial idea that remained was that this piece of architecture was so deeply rooted into the planet's ground that they had to remove a large chunk of the planet's surface to remove it.


[[Fichier:H4 Concept Ivanoff 2.jpg|center|600px]]
[[Fichier:HB2012 n46-H4-Conceptart-niveau recomposeur-horseshoe zone de dock-Sparth.jpg|center|600px]]


Composer: The docking area of the space station was initially called the "horseshoe" by the 3D team because of its "U" shape from above. It consists of a super extended space opening with a horizontal crane on top. The piece was supposed to be mostly inspirational at first, meaning that a lot of the gameplay areas weren't supposed to show but Adam Peterson and Paul Ehreth managed to magically integrate a lot of the original concept in the final layout. As a result, the 2D concept and 3D final product are sometimes very similar.
Composer: The docking area of the space station was initially called the "horseshoe" by the 3D team because of its "U" shape from above. It consists of a super extended space opening with a horizontal crane on top. The piece was supposed to be mostly inspirational at first, meaning that a lot of the gameplay areas weren't supposed to show but Adam Peterson and Paul Ehreth managed to magically integrate a lot of the original concept in the final layout. As a result, the 2D concept and 3D final product are sometimes very similar.
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P.P.S. Happy Thanksgiving, to those celebrating. :)
P.P.S. Happy Thanksgiving, to those celebrating. :)


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===Traduction===
===Traduction===
Traduction partielle par Elros sur [http://halocreation.superforum.fr/t14132-halo-bulletin-33-21-novembre-2012 Halo Creation].
Une traduction partielle a été réalisée par Elros sur [http://www.halocreation.org/t14132-halo-bulletin-33-21-novembre-2012 Halo Creation].
 


==Source==
*[http://halo.bungie.org/halobulletins/76 Halo.Bungie.Org]


*[http://halo.bungie.org/halobulletins/76 Source]


{{Halo Bulletin}}
{{Halo Bulletin}}

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