Denemek ALTIN - Özgür
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
-
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.”
Bu hikaye ImagineFX dergisinin January 2019 baskısından alınmıştır.
Binlerce özenle seçilmiş premium hikayeye ve 9.000'den fazla dergi ve gazeteye erişmek için Magzter GOLD'a abone olun.
Zaten abone misiniz? Oturum aç
ImagineFX'den DAHA FAZLA HİKAYE
ImagineFX
ZBrush, Blender & Procreate COLOUR YOUR 3D ARTWORK
Entei Ryu reveals how she sculpts and paints Triceratops and T-Rex, two characters from her BONEGIRL series
1 min
March 2026
ImagineFX
Canon imagePROGRAF PRO-310
Artists and photographers who create gallery-quality prints of their work will want to make room in their studio for Canon's latest printer
1 mins
March 2026
ImagineFX
Acer Swift Edge 14 Al
This beautiful laptop delivers on design, but what about the amount of computing power on offer?
1 mins
March 2026
ImagineFX
CONCEPT A MOODY CYBERPUNK SCENE
Oleg Topor uses a variety of creative techniques to portray a meeting of criminals in the depths of a futuristic city
3 mins
March 2026
ImagineFX
LET THE STORY LEAD THE DESIGN
Nelson Tai takes cues from his personal sci-fi project when constructing a hardworking droid
1 mins
March 2026
ImagineFX
LORCAN THE LITERATE
Arne Billen believes that conceptual contrast can lead to a successful design. He demonstrates this with Lorcan, a character from his D&D campaign who combines literacy with a fighting spirit
1 mins
March 2026
ImagineFX
Secretlab Magnus Evo
REAL STEEL Does this pro sit-to-standing desk rise to the occasion?
1 min
March 2026
ImagineFX
MAKE USE OF FILTERS
Concept artist Brandon Liao gives insights into his visual development work on Spectre Divide
1 mins
March 2026
ImagineFX
ENHANCE ANY 3D MODEL BY APPLYING TEXTURES
Ant Ward explains how UVs and texture maps are an easy way to add detail to a 3D object
1 mins
March 2026
ImagineFX
Karim Yasser Ahmed
Karim is a senior lighting artist with over seven years of experience in AAA games. He loves working on environment lighting: “I treat my environment as a canvas that is getting lit as a painting, and I truly enjoy this process.”
1 min
March 2026
Translate
Change font size

