Prøve GULL - Gratis

Darren Bacon

ImagineFX

|

January 2019

Project pillars, studio culture, and the final five per cent: Halo’s lead concept artist takes Gary Evans behind the scenes of the AAA-franchise

Darren Bacon

You work as a concept artist at video games developer 343 Industries. You’ve just finished designing a vehicle for the new Halo. You’re pleased with it, this assault vehicle. You like the energy weapon, the anti-gravity propulsion system, the hatch on top that covers the player. It’s functional, but it looks good too. At least, you think it looks good.

You take your concept into a meeting with the rest of the team. Somebody speaks up. A fellow concept artist doesn’t like your design. This person’s got a problem with your hatch, that part of the vehicle that covers the player. They don’t think it looks good at all. In fact, they think it’s ugly.

So you and your fellow concept artist look to the head of the table, to Darren Bacon, lead concept artist on the Halo franchise. He thinks for a minute, then points at something stuck up on the wall – an overriding idea that helps guide the production process. He’s pointing at a “project pillar”.

“If a project pillar is ‘gameplay first,’” the American says, “it’s easier for a team designing a vehicle with a disputed ‘ugly’ hatch on top to know what action to take. To solve the discrepancy, the teams knows, at a project level, that the gameplay function of being able to cover the player is more important than some aesthetic preference. Therefore, they can make the right decision for the project, knowing what’s most important according to the pillar.”

FLERE HISTORIER FRA ImagineFX

ImagineFX

ImagineFX

Aleksandra Wójcik

Aleksandra's a self-taught artist who began with traditional art before moving into 3D and environment concept art. She creates immersive worlds for games and films, blending realism with imagination, atmosphere and storytelling.

time to read

1 min

Christmas 2025

ImagineFX

ImagineFX

Lilly Wolters

Art was an escape for Lilly, who originally comes from a computer science background. \"Femininity and fantasy is at the core of my art, where clean line art meets magical elements to create soft yet powerful portraits.\"

time to read

1 min

Christmas 2025

ImagineFX

ImagineFX

Steve Bentley

Steve originally trained in traditional animation, but found himself moving into illustrating comic art and graphic novels. He has just finished writing and illustrating his first graphic novel, which is due out late next year.

time to read

1 min

Christmas 2025

ImagineFX

ImagineFX

Create a Quick Editorial Illustration in a Realistic Style

Learn how to maximise creativity in a professional environment with industry veteran Óscar Lloréns

time to read

1 min

Christmas 2025

ImagineFX

ImagineFX

CREATE CONCEPTS FOR VIDEO GAMES

Rahul Chandwaney reveals his Blender workflow tips for producing studio-quality, informative environment concepts

time to read

7 mins

Christmas 2025

ImagineFX

ImagineFX

ASUS ProArt PA32UCDM

The latest display from ASUS packs a hefty HDR punch that blows away any LCD-based monitor, but stumbles slightly when it comes to connectivity

time to read

1 mins

Christmas 2025

ImagineFX

ImagineFX

FIVE MINUTES WITH VICTOR HUGO

Learn what the Brazilian artist has to say on fan art and not being defined by your work

time to read

2 mins

Christmas 2025

ImagineFX

ImagineFX

Geekom IT15

BOX OF TRICKS Incredibly compact, the Geekom IT15 offers great CPU performance for under a grand. If only the GPU were stronger

time to read

2 mins

Christmas 2025

ImagineFX

ImagineFX

PUT STORYTELLING FRONT AND CENTRE

Tony Valente reveals why telling a compelling story in your manga art is just as important as mastering core art techniques

time to read

5 mins

Christmas 2025

ImagineFX

ImagineFX

CRAFTING WORLDS THROUGH MEMORY

Discover how Carla Cordelia incorporates elements of her daily life and memories into one-of-a-kind environment concepts

time to read

7 mins

Christmas 2025

Translate

Share

-
+

Change font size