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Frankie's Bungie Updates - Search results for Russel

Friday, July 16, 2004
Michael Wu's Meandering Fable

Water and weather - we're messing with Hao's new systems for getting environmental effects in. You'd be surprised how much more complex these systems are compared to Halo 1. Earth City uses 3 types of water so far. Fortunately some of the improvements in our tools makes it easier to propagate our settings from one scenario to another. So generally one of us has to figure out the settings for a given type and then the rest of us can copy it and then tweak it until we're content.

If the lightmap farm ever crashed, we'd be sunk for a day, because that means we wouldn't have an accurate representation of our previous day's work. Unfortunately it happened this week so that set us back a bit. Zach figured out what caused the crash and put it down, so hopefully we won't crash again. At this point every hour counts.

Xbox development and our engine changes so often that if you don't keep up you'll have no choice but to wipe your dev kit and resync - a process that can take almost 2 hours. Yesterday it took 4 people to identify and fix one such dev kit in our art pit.

Somebody documented Paul Russel's Halo 1 "Michael Wu don't like it" Easter egg on the web and now you hear it in the environment art pit whenever somebody doesn't like something.

Friday, April 23, 2004
Environmental Protection

"I'll give you the whole run-down on the environment side. I've been working with Paul Russel on the *CENSORED*. The *CENSORED* bay where the *CENSORED* was, specifically. Mike Zak and Frank C have been slamming away at *CENSORED* and have some real beautiful combinations of indoor and outdoor spaces. Justin, Michael Wu and Chris Barrett have been doing some real nice work on *CENSORED* including some real nice gardens as well as some cool interiors. Don't know how helpful that was."

Dave *CENSORED* Dunn

Friday, February 20, 2004
Paul Russell just showed me a hole in the ground between two parts of a level, and pointed out that thanks to the sheer scale possible in the new engine, he could literally fit all of the geometry from the first game, inside the hole. Of course, scale is relative, but that's the general idea.

Friday, January 30, 2004
Over at the environment department, where tree-love is all the rage, Paul "Evil Paul" Russel and crew are working hard polishing up two specific levels. One is a "Really incredible, massive space" and Paul is busy fixing and polishing elements that have already been tested for gameplay. That means, for example that a big cube that once said "rock" is now a sand-textured monolithic boulder that's being properly tweaked and textured and lit so that it looks perfect.



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