In the beginning of 2012 I had the opportunity to help finish up on Halo 4 with the team at 343 Industries. While most of my work was optimization and collision work I was given a couple of airlock 'rooms' between areas from greyboxed design stages to finished areas using existing art and assets to keep loading times to a minimum. While most of the assets were done by other members of the team I was given leeway in terms of composition and flow working with design to make the areas both cohesive and compelling. |