So, I posted this message as a reply on another thread, but I felt deserves repeating.
A year or more ago, Halo Studios was in need of a Lead Concept Artist via a post made on LinkedIn. I immediately posted Old school Bungie and Halo lead concept artist Isaac Hannaford’s name to suggest consideration for the role but they somehow ended up not hiring him. It felt like a no-brainer.
@HIDEO_KOJIMA_EN This poster looks like two separate movie posters. Michelle Yeoh’s lighting and color background seem like the wrong color against the blue on Schaefer’s.
@GREATMOVIESNEWS The movie posters make me not want to see them. That’s ok, not everything is meant for everyone. Unfortunately the budgets also can’t be as high as mass-appeal entertainment. I would rather see a 40-year old Transformers animated film over these judging from the poster alone.
Old School Bungie, Halo 3 DLC Work we did on Orbital. Level Design by Tyson Greene, Architecting by Frank Capezzuto (a great mentor) and I did the environment finishing work.
At the time it was the first map which utilized nearly 100% normal maps, high poly to low poly and custom modeled texture strips. Previously the shaders were only allocated to character models in that pipeline. It was a controversial decision we made because there was fear that too many textures loaded into memory would break it. Luckily it worked and from that point forward the rest of the Environment artists had a little more freedom to explore more high fidelity visuals (for the time).
@ps1_qui_gon Thanks, these maps were much easier to have a little more creative leeway because they weren’t subject to the same level of importance of the main campaign levels.