Forerunner architecture is grand. Though some would say unnecessary. Since this is for a game and not in real life, I say, why not go with grandeur!
Let’s look at several Forerunner concept environments from Halo 4.
The beam generator above has an almost skeletal carcass like feel to it.
One of many Sky Spire concepts for Halo 4. This one reflects the campaign mission that we use the Pelican in. I wish we would have more piloting in Halo. I enjoy flying about!
Here is a concept of the bridge we cross in the campaign. Once again, no real sense of why it has the upward spires. But then, Forerunner architecture is a bit perplexing. I like how we go from shadow in the foreground to light in the background. More often than not, that’s switched.
Another concept of the bridge. This showing the multiple levels of it. Note the cyan light. It’s hard to take your eye away from it when viewing this concept, huh? It’s great use of color and contrast that focuses your eye where the artist wants you to look.
Above we see a MUCH grander scale of the sky spires. This concept conveys, “immensity”. The blue hues as well as the snow on the mountains really make this feel cold and uninviting.
A Forerunner hallway. I hope we do get a prequel game where we can see Forerunners in action, using these hallways. They are tall, but not THAT tall.
This concept is a little confusing as to it’s location. It could be Meltdown. It’s definitely not Requiem as there are two other planets/moons in the distance.
Another concept of the same structure. The red really commands your attention.Is that machine “glassing” that area? Hmmm….
The above piece might be familiar to you. If I’m not mistaken, it was in the Art of Halo book. This represents the generator that we target for the Infinity to blow up. I like the dark colors of this as it makes the beam of light that much more noticeable. In the campaign, this is at daytime. I think that took away from what could have been a much more epic explosion.
Chief in the air as he is grav lifted to the Didact. Now this is more epic, IMO. Here is Chief, alone, trusting in the grav lift to get him to the Didact. He’s the only one that can stop the Didact from further human composition. The Earth in the background makes a powerful statement. It shows it’s vulnerability.
Yet another of the sky spire concepts. Heh, I think someone just REALLY liked those things.
This is likely either an early concept for Erosion or Warrens (the Spartan Ops map).
Here is one of the pylons that you have to shut down within Requiem’s core. With no figure shown with it, it’s hard to get a sense of scale. Except…the clouds in the foreground. The pylon just reeks of power!
Above is one of the stations you arrive at to shut down the pylons. I don’t know what it is about these that I seem to like the dark tones. Perhaps it makes me feel like Chief is really fighting against something dark and foreboding.
The above is an illustration showing a Forerunner location that seems to have been created before the area around it. This reminds me much of “Sniper Alley” from Spartan Ops. I always have fun playing that mission. Have you played through Spartan Ops? If not, take some time to do so. It’s a whole other campaign. Yes, a bit different from a normal Campaign. Still, it entertained me for many hours and continues to do so.
Here is a concept for the multiplayer maps ‘Monolith’. This memorial stays true to the design and scale of Forerunner architecture.
This breathtaking view isn’t specifically in the game as is. However, elements of it were likely used for parts of the campaign as well as the multiplayer map, ‘Complex’. I really appreciate the detail in this piece. This is another concept I wish I could get a print of. It would make a fine poster.
Strangely enough this looks more like Reach multiplayer map, ‘Tempest’. Perhaps that’s the reason it wasn’t used?
That’s no moon! (and it’s not really a space station either…) A pinprick of light escapes Requiem as a portal opens to accept the uninvited visitors.
The sky leviathan was to be an ambient life-form in Halo 4. Sadly, it was cut. I really hope that in the next game, we get alien animal lifeforms. It doesn’t have to be a lot. Heck, Reach had the Moa and Guta. That was enough for me. Just something more to bring realism/life into a world.
I wonder what purpose is served by this Forerunner structure? The sides remind me of a ribcage. Curious? Would that make this the heart of Requiem?
The above concept is CLASSIC ‘Sparth’. Nicolas ‘Sparth’ Bouvier was one of the concept artists for Halo 4. He’s since been promoted. If you’ve never had a chance to watch one of his videos where he shows how he creates a concept, then you’re in for a treat! His mastery of digital programs for ‘painting’ something like this is nearly unparalleled.
The above concept should definitely look familiar. If I’m not mistaken, it was one of the first revealed for Halo 4.
Here is a rough concept of a coolant room. Even in it’s unfinished looking state, it still gives measure to the power of Forerunner technology.
The last five concepts are of sentinel factories within Requiem.
I like the above one for it’s warm colors. The light bouncing off the top of the factory adds to the realism of this concept.
Now I’m not sure why the above is called a sentinel factory. But I’m not about to argue that point. It’s perspective tells us this is a HUGE structure.
The above two show the progression of concept art. The top one is a sketch not showing as much detail, while the bottom one is much more fleshed out. Note the subtle changes in design as well. It’s clear they came from the same line of thinking though.
Have any favorites from this article? Let me know by replying below.
Tomorrow we have more than two dozen concepts of UNSC locations in Halo 4.
-Sal
My favorite Halo 4 concept art is one I don’t think you’ve shown yet: http://www.intothepixel.com/artwork-details/winner_details.asp?idArtwork=1710
Yes, that’s a great one. There are a few that I’ve held back for various reasons. This one is quite well known. I didn’t want to put too many of those in the articles, opting for mostly unseen or rarely see concept art when possible.
I see. Good work on doing these articles though 😀
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