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Technical Artist Summit: Building 'Zeta Halo': Scaling Content Creation for the Largest 'Halo' Ever

Kurt Diegert  (Lead Environment Technical Artist, 343 Industries)

Steve Heijster  (Principal Software Engineer, 343 Industries)

Mikael Nellfors  (Senior Environment Artist, 343 Industries)

Pass Type: All Access Pass, Summits Pass - Get your pass now!

Topic: Visual Arts

Format: Session

Vault Recording: TBD

Audience Level: No

Building the first cross-platform and largest ever Halo game presented many new challenges and opportunities. We needed to build more content than ever before and make that content scale across platforms. We developed new processes, pipelines, and tools to meet this new challenge while nailing our new art style and preserving that Halo special sauce. We'll cover the mask painter, the terrain system, the hex system, designing a spec control system, and an assortment of tech art concerns.

Takeaway

Attendees will get a high-level overview of some of the tools, features, and technical art that 343 Industries built for Halo Infinite.

Intended Audience

This is talk is a high-level overview of some of the technical art and related tools and features we built for Halo Infinite. It should be interesting to anyone in or with an interest in rendering, art, or technical art.