Halo Studios Rebrands with New Engine and Game Philosophy

NewsHalo Studios Rebrands with New Engine and Game Philosophy

As we approach the final match of the 2024 Halo World Championship, an unexpected video presentation has captured the attention of fans and enthusiasts alike. The video showcased stunning visuals that one might expect from the iconic Halo series – the awe-inspiring Forerunner architecture set against dramatic landscapes reminiscent of the Pacific Northwest, breathtaking icy fields, and a vista devastated by The Flood. Familiar glimpses of the legendary Master Chief and his notable adversaries, along with a Banshee soaring past the camera, were also visible. However, this was not merely a retrospective look at the past; it was a glimpse into something completely new.

The Halo franchise is embarking on a new journey. These innovative visuals were crafted using the cutting-edge Unreal Engine 5, heralding a significant shift for the series. It was announced that all future Halo projects will utilize this advanced engine, with multiple new games already in development. This shift is not just about the technology – it represents a broader transformation within the studio, including cultural changes, workflow improvements, and team reorganization. Reflecting this new direction, 343 Industries is rebranding itself as Halo Studios.

The Evolution of Halo

Studio Head Pierre Hintze describes this transition not as an abrupt break but rather as turning a new page in the franchise’s history. He explains, "If you analyze Halo’s history, there have been two distinct chapters: Chapter 1 with Bungie and Chapter 2 with 343 Industries. Now, I believe we have an audience eager for more. We’re not just aiming to enhance development efficiency but also to change the way we create Halo games. Today, we begin a new chapter."

Switching from the studio’s proprietary Slipspace Engine to Unreal Engine is a pivotal aspect of this evolution. Previously, a significant portion of 343 Industries’ staff was dedicated to developing and maintaining the engine on which their games ran. Hintze notes, "We believe that gamers’ consumption habits have changed, as well as their expectations for how quickly content should be available. During the development of Halo Infinite, we were simultaneously building a technology stack meant to prepare us for the future."

As the gaming landscape continues to evolve, with players increasingly vocal about the time it takes for new releases from their favorite series, Halo Studios recognized the need for change. Chief Operating Officer Elizabeth van Wyck emphasizes, "The way we previously developed Halo games doesn’t necessarily align with our future goals. Part of our discussion focused on how we can help the team concentrate on game creation rather than on building tools and engines."

Embracing Unreal Engine

The adoption of Unreal Engine not only streamlines development but also enables Halo Studios to focus more on creating games that fans will love. This strategic move allows for the formation of multiple teams dedicated to developing different games simultaneously. Moreover, Unreal Engine offers built-in advantages that would have taken years to replicate using Slipspace.

Studio Art Director Chris Matthews elaborates, "Some components of Slipspace are nearly 25 years old. While 343 continually developed it, there are aspects of Unreal Engine, which Epic Games has been enhancing for some time, that are unavailable to us with Slipspace. Replicating these features would require immense time and resources."

One of the most exciting opportunities presented by Unreal Engine is its rendering and lighting technologies, Nanite and Lumen. These innovations allow for the expansion and enhancement of game worlds, providing players with more interactive and immersive experiences. Matthews expresses, "As artists, it’s incredibly exciting to explore these possibilities."

Another advantage of Unreal Engine is its widespread familiarity within the gaming industry. In the past, new developers joining 343 had to learn how to use Slipspace. Now, with Halo Studios adopting the industry-leading Unreal Engine, onboarding new talent becomes a smoother process. The studio is actively hiring for its new projects, reflecting its commitment to growing the team.

Van Wyck explains, "It’s not just about how long it takes to launch a game, but also how quickly we can update it, deliver new content to players, and adapt to their preferences. This involves not only how we build the game but also our recruitment process. How long does it take to get someone up to speed to create assets for the game?"

By embracing Unreal Engine, the development timeline is shortened, the experience is enhanced, and the series can grow more organically than ever before.

The Birth of Project Foundry

Switching to Unreal was not a decision taken lightly. Halo Studios needed to ensure that the first Halo games developed with this engine would capture the essence of what makes Halo special. To validate this approach, the team embarked on a research project known as Project Foundry, the source of the new visuals showcased during the event.

Van Wyck explains, "When we initiated Foundry, it wasn’t in our initial plan. We needed to pause, not to ‘validate’ per se, but to educate ourselves and understand our capabilities. We wanted to ensure we were on the right path."

The team intentionally remained quiet about Foundry until now, but today’s presentation is about sharing their current progress, priorities, and the studio’s direction. They are proud of what Foundry has achieved.

Project Foundry is not a new game, nor is it a traditional tech demo. It serves as an exploration of what’s possible with Unreal Engine for a new Halo game and a training tool for achieving that vision. Foundry adheres to the same standards and processes as a completed game.

Matthews emphasizes, "In the industry, similar work often involves smoke and mirrors, leading players to expect one thing when something else occurs. Foundry’s ethos is the opposite. Everything we’ve created meets the standards necessary for the future of our games. We were careful not to venture into tech demo territory. We’ve built content that we genuinely believe in, and much of it could be used in future games if we choose."

Hintze adds, "It’s fair to say that most of what we showcased in Foundry is expected to be part of projects we’re building or future projects."

Exploring New Horizons

Foundry offers a tantalizing glimpse of what’s to come. Named after the Foundry within Halo’s lore—the central forge of the megastructure used to create the Halo Rings—the project aimed to create three distinct biomes in the Halo style. Matthews describes it as creating something old, something new, and something truly alien.

For something old, the team crafted a biome inspired by the Pacific Northwest, a series staple, but with dramatic new features. Waterfalls cascade over mountains, a creek becomes the battleground for a skirmish between the Chief and Covenant Elites, and Unreal is pushed to include as much foliage as technically possible.

For something new, the Coldlands location presents a region locked in perpetual winter, with snowdrifts covering plateaus, and ice reflecting and refracting light in stunning ways. And for something alien, the Blightlands offer a fresh take on a Halo location—a world overtaken by the parasitic Flood. The goal of the Blightlands was to push the boundaries of what the new-look Halo team could achieve, and the results are impressive.

Even familiar elements appear renewed in Foundry. The Chief’s armor is meticulously modeled, down to the panels on his combat gloves. An Elite’s energy sword now resembles a crackling swoosh of energy rather than a solid object. The objective was not only to challenge the studio but also to push the engine to its limits—Foundry is designed to accomplish things not yet seen in Unreal Engine games across the industry. Halo originally debuted as a graphical showcase for the Xbox, and the aim is to achieve that status once more.

Halo Studios collaborated closely with Epic Games, the creators of Unreal Engine, to ensure they can achieve this ambitious goal. Bill Clifford, Vice President and General Manager of Unreal Engine at Epic Games, expressed his enthusiasm, saying, "Halo is such an incredible franchise, and it’s exciting to see Halo Studios pushing the boundaries of Unreal Engine 5. We’re honored to support the Halo team in realizing their creative visions through Unreal Engine. Project Foundry’s work demonstrates how they can bring Halo to life with beautifully detailed, uncompromised worlds."

Preserving the Halo Spirit

While Foundry primarily focuses on visuals, Halo Studios is dedicated to preserving the essence of what players love about Halo. The intrinsic dance of combat, the weighty feel of the weapons, and the sensation of inhabiting Master Chief’s armor are all critical elements.

Van Wyck emphasizes, "The switch to a new engine has been considered for a long time in the studio. With the release of Unreal Engine 5, we felt confident that we could create Halo games that respect and reflect the true soul of Halo while delivering the scale and ambition that players desire."

Matthews adds, "The spirit of Halo goes beyond visuals. It’s about the lore, the physics, and the experience of playing as the Chief—a formidable soldier. We’re deeply passionate about what our players love about Halo. We’re constantly listening to feedback, and that’s at the heart of any initiative like Foundry."

Hintze concludes, "We’re mindful of the intangibles, the interaction with the Master Chief or your Spartan, and the enemies. We’re meticulous in our decisions, focusing on the precision and authenticity of weapons, animations, and other nuances."

The Road Ahead

So, what lies beyond Foundry? While the team isn’t discussing specific upcoming games just yet, it’s clear that this is the beginning of a new chapter. A new Halo game isn’t imminent, as Halo Infinite will continue to receive support through the Slipspace Engine, with more Operations and updates to its Forge mode. The Halo Championship Series, using Halo Infinite, has also announced Year 4 in esports. However, the groundwork for the next steps is being laid.

The decision to remain quiet about future projects is deliberate. Hintze explains, "We aim to move away from constant teasing of possibilities. We should focus on doing more and saying less. For me, it’s crucial that we continue our current approach—humility and a commitment to serving Halo fans."

He adds, "We should discuss projects when we have substantial information to share. Today marks the first step—showing Foundry because it feels right. We want to explain our plans to Halo fans and attract passionate developers to our team. The next step will involve discussing the games themselves."

It’s clear that multiple Halo games are currently in development. Unlike Halo Infinite, which saw the entire studio focused on a single project, Halo Studios has realigned its approach.

Hintze emphasizes, "We had a disproportionate focus on ensuring the success of Halo Infinite. Switching to Unreal allows us to create multiple new experiences at the highest quality possible."

This shift in focus has also led to a reorganization of Halo Studios to empower development teams to create new experiences.

Van Wyck explains, "At the end of the day, building the games our players want is how we’ll succeed. This structure empowers the people involved in day-to-day game development to make decisions."

The team is also seeking more input from players earlier in the development process.

Van Wyck continues, "We’re actively seeking wider feedback from our players earlier and earlier. We started this with The Master Chief Collection and continued with Halo Infinite. We want to do even more for our next projects. Ultimately, it’s not just about our evaluation—it’s about how our players evaluate it."

343 Industries was established to create Halo games, but in its new form as Halo Studios, the focus is squarely on that goal. The studio is committed to creating better games while keeping players’ hopes and desires at the core.

Hintze concludes, "You asked why we consider this a new chapter. We want a singular focus. Everyone here is dedicated to making the best possible Halo games."

For more details, you can visit the original source.

For more Information, Refer to this article.

Neil S
Neil S
Neil is a highly qualified Technical Writer with an M.Sc(IT) degree and an impressive range of IT and Support certifications including MCSE, CCNA, ACA(Adobe Certified Associates), and PG Dip (IT). With over 10 years of hands-on experience as an IT support engineer across Windows, Mac, iOS, and Linux Server platforms, Neil possesses the expertise to create comprehensive and user-friendly documentation that simplifies complex technical concepts for a wide audience.
Watch & Subscribe Our YouTube Channel
YouTube Subscribe Button

Latest From Hawkdive

You May like these Related Articles

LEAVE A REPLY

Please enter your comment!
Please enter your name here

This site uses Akismet to reduce spam. Learn how your comment data is processed.