343 Industries at GDC 2013 – Panel Schedule

gdc2013Bringing the Game to Life – Halo 4: Forward Unto Dawn Postmortem
SPEAKER/S: Kevin Grace, Frank O’Connor, Kiki Wolfkill and Matt McCloskey
DAY / TIME / LOCATION: Tuesday 10:00-11:00 Room 2018, West Hall
TRACK / DURATION / FORMAT / AUDIENCE LEVEL: Game Narrative Summit / 60-Minute / Lecture / All
DESCRIPTION: 343 Industries faced many challenges when they took on the 10-year-old Halo universe, and all the fan expectations that accompanied that universe. One of the most daunting tasks was determining how to introduce such an established fiction to potential brand-new fans, while simultaneously rewarding those who have played every game and read every book in the sizable, extended Halo fiction collection. Responding to fan appreciation of previous live-action marketing campaigns, Halo 4: Forward Unto Dawn was born. In this talk, 343 Industries will do a postmortem of the creation of the groundbreaking web series, and what lessons were learned. The talk will cover everything from developing partnerships in Hollywood, adapting game content for different media, and how to coordinate fiction between the very different schedules of movies and game creation.

The Design of New Enemies for Halo 4
SPEAKER/S: Scott Warner
DAY / TIME / LOCATION: Wednesday 11:00-12:00 Room 134, North Hall
TRACK / DURATION / FORMAT / AUDIENCE LEVEL: Design / 60-Minute / Lecture / All
DESCRIPTION: Halo 4 was a massive undertaking by a brand new studio (343 Industries) to carry on the legacy of the legendary shooter franchise. Scott Warner, project lead designer on Halo 4, will take you through the design and development of a critical component of the game: the brand new Promethean enemies. You will learn, from content to ship, about every key moment in the creation of these characters, including videos and concepts showing the iterative progress along the way.

Static Lighting Tricks in Halo 4
SPEAKER/S: Mike Boulton
DAY / TIME / LOCATION: Wednesday 11:35-12:00 Room 307, South Hall
TRACK / DURATION / FORMAT / AUDIENCE LEVEL: Programming / 25-Minute / Lecture / Advanced
DESCRIPTION: In this 25-minute lecture the speaker gives a brief overview of the static lighting approach used in Halo 4. He then zooms into three topics: the pros and cons of using a GPU light mapper, the details of a very fast and efficient new texture packing algorithm, and the details of a novel refinement technique used to dramatically improve light map resolution

Into the Crucible: Forging a Triple-A Game and a Triple-A Studio Simultaneously
SPEAKER/S: Kiki Wolfkill
DAY / TIME / LOCATION: Thursday 11:30-12:30 Room 3001, West Hall
TRACK / DURATION / FORMAT / AUDIENCE LEVEL: Production / 60-Minute / Lecture
DESCRIPTION: In 2008 Microsoft formed 343 Industries, a 12-person startup within Microsoft Game Studios chartered with taking on the formidable task of building the next Halo game as well as defining the future of this beloved IP and franchise. Taking over one of the most successful gaming franchises in history is one thing, but building a team from scratch to create a world-beating sequel at the same time, is quite another. Revealing the brutal challenges and surprising opportunities of the intense four year journey to build Halo 4 and the 343 Industries team, this talk is both a cautionary tale and the feel-good movie of the year… wait, what?

Relighting Forge in Halo 4: Just-In-Time Lighting of User Generated Content
SPEAKER/S: Adam Gold
DAY / TIME / LOCATION: Thursday 5:30- 6:30 Room 304, South Hall
TRACK / DURATION / FORMAT / AUDIENCE LEVEL: Programming , Visual Arts / 60-Minute / Lecture / Intermediate
DESCRIPTION: Graphics engineers from the Halo 4 team discuss the problem of generating and rendering high quality lighting from user-generated content (UGC). Visual features such as hemispherical occlusion and full-scene directional shadows (which may be too costly to generate in real-time) can be generated and compressed into lightmaps on the fly by utilizing UV space GPU rasterization. This talk will provide a general overview of the challenges that can be solved with just-in-time lighting, as well as a detailed explanation of how it was applied to Halo’s map editor, Forge.

Halo Reborn: A Postmortem on the Creation of Halo 4
SPEAKER/S: Josh Holmes
DAY / TIME / LOCATION: Friday 2:30- 3:30 Room 134, North Hall
TRACK / DURATION / FORMAT / AUDIENCE LEVEL: Design , Production / 60-Minute / Lecture / Intermediate
DESCRIPTION: 343 Industries was formed with a monumental task: to build a new studio from scratch and take over a much beloved universe from legendary developer Bungie. Their first internally developed title, Halo 4, was released on November 6, 2012 to widespread critical acclaim. In this session, franchise creative director Josh Holmes will discuss how the studio managed to overcome the overwhelming odds and many challenges involved with assembling a brand new team to deliver a game worthy of the Halo franchise legacy.

343 Spotlight: Vic DeLeon, Lead Mission Artist

Vic Deleon is a Lead Mission Artist with 343. 
Vic Deleon

If you’ve been a fan of the Halo franchise for awhile, then you know who Vic Deleon is. He is a former Bungie employee having worked on Halo starting with Halo 2 on forward. While at Bungie, Vic was also known as “VJ.”

Vic grew up in Culver City, Calif. He wanted to go to art school, while his family wanted him to go to med school. He studied biology at Florida Atlantic University before majoring in Fine Art with a minor in Computer Science, eventually earning a Master of Fine Arts.

During school he worked at a small studio making games. A few years later he would go on to found the studio “Digitalo,” with two of his friends. At the time Vic was working on 3-D simulation stuff with Performer, VRML, Quake and Unreal. He worked on several RPG games as well. After six years, Digitalo went under and Vic was looking for work. Then Bungie happened.

After several rounds of interviews, Bungie hired him. He and his expectant wife moved to Redmond, with Vic starting work on Halo 2 three weeks before it’s launch. He’s said of working for Bungie, “I hate to sound like a fan boy, but it’s even better than I expected. I love it. I could go on and on. It’s like working in a high school locker room without the smells. No, I take that back, there are smells. It’s just crazy, like one big zoo. There are times here when the whole office is just laughing. Just busting-up-rolling-on-the-floor laughing.”

Vic may be most well known as the Artist behind the Halo 3 multiplayer map “Valhalla” and it’s Halo 4 remake “Ragnarok“. He’s also a bit known for not being good at playing Halo…LOL. I have gamed with him a a few occasions and can sadly back up that claim. Though, he is quite a nice guy.  Vic DeLeon also spent six months of pre-production time refining the Flood’s fleshy aesthetic and designing the organic interiors of Flood-infested space ships for Halo 3.

Some time after 343 was formed, Vic left Bungie to join the new developer. He enjoys the position of Lead Mission Artist. Vic also is an avid Tweeter where he’s tweeted all things “Weird Fish” and “UnZen.”

-Sal
Some text above is paraphrased from the Halo.wiki page of Vic where you can find more info about him.

The Halo Bulletin 3-20-2013 discussion

halobulletinheader_3-20-13Points discussed in the bulletin are:
PAX East
Matchmaking Playlist update
Title Update
Screenshot Spotlight

PAX East
• BS Angel announces the contest winners who get a ticket to an exclusive pre-PAX party.
• There will be a Halo 4 multiplayer panel: Past, Present, and Future that will take place Friday, 5-6PM.
• PAX East floor experience Friday-Sunday 10am-6pm.
-This allows folks to play on the soon to be released Castle map pack. The first several hundred people will receive some swag. T
-There will be a Majestic themed FFA competition. Last person standing will get a  GAEMS Halo UNSC Vanguard Personal Gaming Environment. (How cool is THAT!) There will actually be three given away, one each day.
-If you can’t make it to PAX, follow HaloWaypoint on Twitter and Facebook. They’ll be giving away a GAEMS case for their “Free Stuff Friday.”
-Along with that possibly posting vids on the official HaloWaypoint YouTube channel.

Matchmaking Playlist update
Bravo let’s us know that the Majestic FFA playlist will be replaced by a temporary “Community Forge FFA” playlist. The maps featured are the finalists from the Halo 4 Forge Contest. They are as follows (which you can download early and check out for yourself!):

Black Site by The Fated Fire
Bloodthirst by iiHopp
Edifice by Redemption1272
Malice by AgentPaperCraft
Opus by SHIFTY time
Plaza by Smexi Bilzo
Assault by NLTROOO
Serenity by DG Intensity

Be sure to head to the War Games Feedback section to let 343 know how you feel about these maps. After a short time this playlist will be replaced by another FFA playlist that will include regular maps, Majestic DLC and possibly one or more of the maps above.

There is a large update for “Team Throwdown.” (Too much to repost so check the link at the end to the full bulletin for all the specific details.)

Title Update
Here is a list given by Bravo of the updates:
• Enabled “X-Markers” on the HUD to designate when and where teammates are killed.
• Updated Active Camo to fully reveal players when they fire all weapons.
• Reduced the auto aim, magnetism and damage on the Gauss Warthog.
• Fixed an issue in which some players at SR-130 did not see their Specialization on their in-game Player Card.
• Fixed various issues with ordnance navigation markers.
• Fixed various join-in-progress issues with Flood.
• Added the ability to make weapon adjustments via backend tuning.

(I’m VERY happy the “X” is making a comeback. This is SO vital when calling out tactics in-game.) Camo users get nerfed! YEAH! I’m glad they are fully revealed when shooting. It’s a pain in the arse being shot from who knows where and not having much of a chance to retaliate. Thanks for fixing that 343. The last bullet point, Bravo says will come in handy in the future, should 343 want to make subtle changes on the fly without having to have a full-on title update.

Screenshot Spotlight
Various fan made screen shots are given a chance to shine in the bulletin. Check out the link below to the full bulletin to see them all.

With that, BS ANgel wraps things up and is headed to PAX East.

-Sal

Halo Red and Blue Spartans in Minecraft!

I rarely post about other games here on HFFL. However, when another game has a solid Halo reference, I need to post it. In this case, it’s quite a step further. The popular game Minecraft now has Spartan Skins available for download.

Minecarft spartan skins

The pack is available for 160MSP and can be found on XBOX marketplace. That pack also includes skins from other games. Waypoint is giving away free codes for the DLC pack via their Twitter account. So go follow them! Waypoint onTwitter

-Sal

343 Spotlight: Jessica Shea, Community Manager (aka BS Angel)

This is the first of a possible new series of articles featuring employees and personalities of 343 Industries. First up is the ever popular Jessica Shea, aka BS Angel, Community Manager. I say possible because I’m going to gauge responses to this article to see if I will continue the series.

The following is a repost of an interview done of “Jess” on comicsbulletin.com. (I want to preface this by saying that I chose the color Pink for Jessica’s name in the article as an homage to her former blog.)

Jessica Shea: More Than Just a Hawty in the Halo Fan Community

A game interview article by: Laura Akers

In 2009, after an extended bout of unemployment, something wonderful happened to me. I was hired to work on Halo Waypoint as their editor. It was the strangest interview of my life. From the team leader’s incredibly laidback style and the fact that everyone wore jeans, a t-shirt, and a hoodie to being asked to play Halo 3: ODST in front of them (during which I spent most of my time running like hell from a Hunter—oh, the shame!), you’d think I should have had some insight into what this job would be like.  

But nothing prepares you for working at 343 Industries. Nothing. 
There’re the full-size Spartan statues everywhere. The guys who turned their work space into a machine-gun bunker, complete with camo-netting and machine-gun turret (plastic full-size gun attached to a file cabinet). The unbelievably intense arguments over every geek show/comic/movie/book/meme/etc. out there. The way homemade food left in the kitchen unleashes a Flood-like frenzy (hardly surprising considering the sheer number of young, unmarried men at 343 who, apparently, can’t cook). And you’re working on Halo. There is nothing better.
 
But the best part of all of this is the people. When I started at Halo Waypoint, there were just a handful of us. There had never been anything like Waypoint (a website-like presence on a console), and none of us really had much experience creating daily content. But there was a love, a drive, a work ethic unlike anything I’ve ever seen. It was like being constantly in battle-mode in the war of fun. Long nights and living in each other’s laps, trying to get content out to the world at midnight every night: we were manic, stressed, and having the time of our lives.  
Working together like that reveals a lot about those involved. And the one thing we all had in common was passion. Some of us were fans who were excited about working on Halo in any capacity. For others, it was, and continues to be, the culmination of years of devotion and hard work. Over the next few days, I am sharing interviews with three of those superfans who helped to build Halo Waypoint. Two have moved on to other important positions at 343. One has stayed precisely where she belongs. All are my friends, my fellow soldiers and Spartans, and people whose love of and passion for Halo still takes my breath away. And I wanted to share them with you. 

Jessica Shea, Halo Waypoint’s Community Manager, is the conduit between fans and the franchise. She works tirelessly (often 10-12 hours a day) to make sure that fans don’t merely feel heard, but are heard. While everyone at 343 cares about what the fans want, she is the one who listens most carefully and gives them voice in the studio.  

Laura Akers for Comics Bulletin: What did you do as aHalo fan before coming to 343? 
Jessica Shea: Before I came to 343, I started (playing) the franchise in the days of CE, although I only played Campaign back then. When Halo 2launched, I started playing it on LIVE. I got really into it. Around the launch of Halo 3, I got so into it that I started two websites: a fan-site and a screenshot site. I did both of those for about three to four years. The main one was more of a personal video game blog, and while I covered all video games, I ended up having somewhere around 1,300 Haloposts, which was approximately 60% of my content. That’s not counting the screenshot site, too.
CB: And you were known as? 
Jessica: I was known as “Hawty McBloggy”, which I should mention I did not come up with that name!
CB: I think it’s the best name ever. Who came up with it? 
Jessica: My husband came up with the name. One afternoon I said, “I want to start a blog. What should I name it?” and his response was, “Hawty McBloggy, that’d be so funny!” I thought to myself, “That is the stupidest thing I’ve ever heard.” And then, an hour or two later, I sat down, opened up WordPress to start my blog, and the very first field you have to enter is the name. You can’t even get past that screen without entering a name, so I literally spent two hours staring at a blank computer screen. Then I typed in “Hawty McBloggy”, and off I went. Haven’t looked back since.
CB: So you did screenshots. You did blog posts. What is it about games that really got that much interest from you? What’s your attraction to games? 
Jessica: I think for me, I really like Halo, and on top of that, I really like what people do–above and beyond the game–with Halo. So I loved when people cared so much about the franchise that they got a tattoo, or they made a cake, or they made a video, or they wrote a song. I just really like that above and beyond, because it’s that above and beyond that really shows just how passionate you are and how it’s more than just a video game to you. So I think that drove the vast majority of the content…just being attracted to the passion behind it, and all the different ways people express that. It’s so fascinating seeing people’s hobbies and how they morph Halo into them. I have always been impressed with that.
CB: So how has it been being a very public female in a really male world? The really maleHalo fan community?  
Jessica: I try to not focus on that as much as possible. I try to pull gender out as much as I can, and really focus on the people because, quite honestly, I don’t see how gender is relevant to playing a video game. It doesn’t make me get more headshots; it doesn’t make me get less headshots. It doesn’t make me play smarter; it doesn’t make me play dumber. I’m going to play how I play because of who I am and that’s not related to my gender.
CB: So that’s what you do.  
Jessica: That’s what I do.
CB: What has been your experience, you know, in terms of how you get treated as a woman when you play or go to cons? 
Jessica: That is an incredibly complicated question.
CB: Yeah, but if I asked it when I interviewed Jacob [Benton; interviewed here], it wouldn’t have made any sense.  
Jessica: [laughs] Yeah, yeah. I would say sometimes I probably get treated differently. Sometimes it’s in a good way, and sometimes it’s in a bad way. So I do believe that it all evens out.
CB: So what was your reaction when you were first approached by 343? You’d already been working with Waypoint, for quite some time [High-profile fans and fan groups are occasionally approached to contribute fan content to Waypoint. Jessica had been working with Waypoint in this capacity for months before she was hired], but when they said “Hey! Come on in an interview,” what was that like? 
Jessica: It was exciting, and it was frightening, and I wasn’t sure it was something I wanted to do and take on for a job. It’s completely different than when you have it as a hobby, and I had lovedHalo for eight or nine years before I had it as a job. So part of me, that instant it was offered, was all “Oh my god, yes. Best dream job ever!” The realistic part of me really had to sit down and think, though, was this something I wanted? I never had any aspirations to be in the video game industry, so it’s not as if it was something that I’ve always been working toward. It was something that just happened. Now that I’ve done it, it’s crazy. I compare it to a roller coaster: it’s this insanely awesome ride, and I’m just going to ride it for as long as it’ll have me. That’s been my philosophy the whole time. Didn’t expect to get on this ride, don’t know when I’ll get off, but here I am, enjoying every second of it.
CB: So what were your first impressions of life at 343?  
Jessica: My very first day…I started on the day that Reach launched. So of course, I came in and there were tons of launch events, both internal and external. I spent my first week doing nothing but launch parties. I found myself thinking, “Wow, this is pretty much the greatest job ever! Party, party, party!” Another thing that happened was when I started, nothing game-wise had been announced. All that was known was Reach.
So I came in, and the first thing I heard about was Anniversary. I about pooped my pants. The next thing I heard about was Halo 4, and so then, of course, I definitely pooped my pants. My head exploded so many times on that first day!
As far as the studio goes, I think what was apparent in the early days was just how much everybody loves Halo, and I think that’s one of the coolest things about 343.  Bungie created Halo. They created this legacy, and they did such an incredible job, and we got the honor of continuing it. So when people come here, they’ve come here to work on Halo. They haven’t accidentally stumbled upon it. Everybody that’s come here, this is what they want to do. They want to do Halo, so I think it’s very unique in that regard where the passion runs incredibly high for what everybody’s working on.
CB: So you’re a very public part of Halo, but people’s perceptions based on your public persona, it’s not really an accurate reflection of what it is you do here. So what is your job title, and what do you do in any given week? 
Jessica: My job title is Community Manager, and if you ask the community what I do every week, they will tell you I have a five-minute work-week, four minutes of it spent looking at cat pictures, and one minute of it spent posting on Twitter.
 While I do probably spend four minutes looking at cat pictures, I spend much more time posting on Twitter (LOL). I also manage anything having to do with the community and everything that it entails. So that’s everything from social media, to blog posts, to the content on Halo Waypoint, to all of the behind-the-scenes stuff. I go to meetings about the website, where we discuss everything from how it’s being redesigned to if it’s having issues, and how to fix those issues. The website, the forums, the console app, the game–for every experience a community member has, I am in the relevant meetings. I am a part of those decisions, and my job is to represent the community. I tell various teams what the community thinks, what they want, what’s okay, what’s not okay, and basically fight for them when needed. That involves a whole lot of fun stuff, and then that also involves more of the daily grind.
CB: So what have been some of the challenges from somebody in your position, in these months leading up to the release of the new game, 343’s first entirely original creation? 
Jessica: My biggest personal challenge was when we made the very first Halo 4 announcement at E3 (in 2010), and then how long we waited before we shared any information about it. It’s really hard to stay quiet about something, especially when the fans are clamoring for new information, and then not being about to give it to them because there’s a greater plan in place.
There were numerous dates set up for all the various announcements, we had very special things planned, and we had a very special cadence to make the biggest impression possible on everybody, and to just give them this really great experience. Of course, when you’re on the other side, when you’re a fan, you don’t know any of that is going on. When you want more information, that’s all you want. You don’t care about the rest. So it’s really hard being that middle person, and me knowing all the great things that are coming, them not knowing all the great things that are happening and will happen, and trying to balance that.
As a studio, I think our biggest challenge has been following in Bungie’s footsteps. They are, in my eyes, one of the most beloved developers out there, and I know millions of people that feel the same way. So trying to follow them is a very big challenge. I’ve been very proud of 343, as far as how far we’ve kept the very core of Halo intact. At the same time, we haven’t been scared to take it to the places that we believe it should go.
CB: How is being a wife and a mother impact what you do, and how does this job impact you being a wife and mother?  
Jessica: That’s a big, loaded question. I would say being a mother has been a big benefit to this job, because I kind of see our community as this great collective being that I just want to take into my arms, hold them close, and take care of them. So it’s very much a nurturing thing for me. I care about what they think, and I want to take care of them, and I want them to be happy. So I imagine those two roles are really similar. [I can testify to the truth of this. Jessica has been a passionate and very successful advocate for the fanbase. She goes to amazing lengths to take care of them and represent their concerns and desires, and she does it out of love.]
CB: And you occasionally have to discipline.  
Jessica: [laughs] Occasionally. Maybe.
As far as the other side goes, I think if there were awards for being the coolest mom ever, my children would probably grant me a few of them. They are very excited to see me do something that I’m so passionate about. How many people get to do a job that they love, that is pretty much their dream thing? I understand that every day, and I wake up every day, knowing that, and knowing, walking through these doors, that I’m very, very blessed.
CB: What are you most excited about in relation to the game or the launch or both? 
Jessica: I am most excited to be able to play the game with my friends that I’ve had for years. It’s a blast playing with people in the studio. We have play tests all the time, we trash talk, we have a great time, and we also work, of course. [laughs] I should probably say that we work.
But I’ve been on Xbox LIVE for six years now, and I’ve had the same people on my friends list since Halo 2. So I cannot wait for the day that I can go play it with them. So I’m very excited about my own personal social aspect, and being able to play this game with the community, the very people that have been waiting so long to play this game.
CB: So can you tell us about a fan moment that has really impacted you?  
Jessica: I’ve had numerous incredible experiences with our fans. Halo is very blessed with its community. It’s so big, it’s so passionate, it’s so vocal, it’s so talented. Some of my most special moments have been with the Make A Wish kiddos that we work with. We work with them a lot, and that’s always difficult, but incredibly special. Kind of like how things are with life in general. I think the most special things are often times the most difficult.
Then I also have just super great moments with specific fans. There is this one person who I’ve come to know over all of the conventions, and every time I see him now, he brings me a bag of chocolate-covered espresso beans. Just because I’m always talking about how much I love when they fill up our food troughs–I get so excited when they give us chocolate-covered espresso beans. So every time they do it, I go on Twitter and say, “Oh my god! I have chocolate-covered espresso beans! I just ate ten of them!” and I’m all hyper and excited.
It’s the little things like that where I feel like I’m not just a person in a job, but I feel like people really take the time to get to know me as a person and the things that I like outside of Halo, and I think that’s when I’m touched the most. And it goes both ways: I enjoy when I get to know people the same way. When I see someone and I can say, “Hey, how’s school going?” “Did you get that promotion you wanted?” “How’s the wife and kids?” That’s what I really like.
I love getting to know everybody on a real level outside of Halo. ‘Cause we’re all people. Everybody that’s behind a controller is an actual person, and I want to get to know every single one of them.
/End Copy/Paste
This next part is from Jessica’s own blog. It’s her final post and it relates to her position with 343.

The Future of Hawty McBloggy: A Website Announcement

september 9, 2010 by  460 comments

Over three years ago, on one particularly fateful day, I started this crazy, little website. I’ve always loved video games as well as the written word, so the melding of the two was a very natural progression. Because I’m frequently traversing the virtual world of the internet, I’ve happily shared numerous fan-made projects, entertaining videos, hilarious pictures, and pretty much anything video game-related that’s worthy of your time. I’m immensely proud of not only what I created but also the fact that I’ve always stayed true to my one main passion: Halo. It’s because of that love that I’ve decided to venture down a new path, one where my dedication to all things Master Chief will reign supreme. I’ve accepted a position with 343 Industries, and thus Hawty McBloggy, my baby that I will always hold near and dear to my heart, is officially closing its doors. I’m thrilled to be joining the likes of Frank O’Connor, Alison Stroll, Cocopjojo, Vociferous, David Ellis, and numerous others whom share my passion for the constantly-expanding Halo universe, and I’m beyond excited that my focus will be solely on community management. I adore each and every one of you, and you will continue to be my number one priority.

Some things are changing, and other things are not, so let’s start by addressing both.

Things that are changing

  • I currently work with my ass firmly planted on my couch. I was told, in my new job, that I will be sharing an office with Master Chief. That’s why I accepted anyways, so fingers crossed!
  • I have to be nice now. They put it my job description. I have a lawyer looking into potential loopholes, but none have been found thus far. I also think the F-Bomb is off limits. Fudge. x 2.
  • In the near future, I no longer will be rubbing Frankie’s head for free. That’s right, soon I will be getting paid for it! It’s in the form of Mister Chief pictures, but payment is payment, right?

Things that aren’t changing

  • If our paths cross in the vast world of matchmaking, I will still probably stick a plasma grenade directly upon your back. Last I heard, they don’t have any magic buttons to push that will improve my Halo skills. That will be my first request, however.
  • I will still be spreading my inane drivel to anybody who will listen. I will still spread it to those I can successfully corner as well.
  • My message, the one I’ve been passionately preaching for the last 40 months, is not changing. I have always loved Halo, and I will always love Halo. Until the Covenant get me anyways.

Whether you’ve been with me since the very beginning or you just found me last week, I’d like to thank you for spending part of your day with me. I’m so very honored you’ve found my content worthy of your time. The support many of you have given me means the world to me, and it’s something I will never forget. Thank you. From the bottom of my heart.

I’d also like to thank Bungie for creating the very thing that drives my passion each and every day. The love and dedication you’ve poured into your product has been felt by many and appreciated by all. I’ve been tickled pink whenever you’ve carried one of my articles, deemed me worthy of being an official affiliate, or invited me to various amazing events. I look forward to working with you in a new capacity and carrying on your incredible legacy.

The transition will be a slow one, so for now you can still look forward to updates here. In the near future though, you’ll be able to find me exclusively on Halo Waypoint (and even before that, at the Seattle EMP launch party!). Please know that while I am switching locations, I am not leaving. You didn’t think you could get rid of me that easily, did you? 😉

/End Copy/Paste

So, I’m sure some of you are wondering why I chose Jessica over others at 343. Well, for one, she’s the voice of the Halo community at 343. She represents the go-between of 343 and Halo fans. She also by virtue of her position with 343 is one of the more well known personalities there.

I’ve had the pleasure to game with her twice. Both on Waypoint community playdates. I didn’t know much about her at first. At first I wasn’t a fan of her writing style. But then it dawned on me that I was pre-judging her based on my own style of writing. Once I allowed myself to be free of that way of thinking, I came to enjoy her musings and now look forward to them. She’s obviously a fan who is passionate about Halo and a person I’ve come to respect. Not just for her position with 343, but with the Halo community as a whole. She and the rest of the Waypoint team work hard to bring news and additional content to the HaloWaypoint Web site.

All too often fans and forum posters give her and her crew flak for what they feel is wrong with Halo 4. What I think many fans are not realizing is that she’s a tireless advocate for us all. She, Rukizzel (Rukari Austin) and now Bravo (Andy Dudynsky), among others behind the scenes put in many hours to ensure great content on Halo Waypoint as well as bringing the fans desires for matchmaking to the forefront of discussion in meetings at 343 that we fans are not privy to.

I applaud Jess in her efforts over the years, both before her time at 343 and now presently with them. I could only hope to follow in her foot steps in some capacity.

-Sal

The Halo Bulletin 3-13-13 (via Halo Waypoint)

halobulletinheader_13_13_3

Castle Map Pack news abounds in the first section of the bulletin.

“To make sure you are fully exposed to the Castle Map Pack before its April 8th release, we will be spreading our coverage out over the next four weeks. The week of 3/18, our studio visitors will be releasing gameplay videos and flythroughs of each map. The weekend of 3/22, the Castle Map Pack will be featured in a panel and playable on the floor at PAX East. The week of 4/1, we will be featuring strategy videos, the full list of achievements and a special pre-launch live stream.”

Three new screenshots are shown. Here are the links to each at 1920X1080 size:
Daybreak 1920×1080
Outcast 1920×1080
Peridtion 1920×1080

Next up is info about PAX East.

bulletinthing

One of the not so cryptic news points is about “great anvils.” Which of course must mean FORGE, right??? Let’s hope so!!

Next is the Matchmaking Playlist Update.
More gametypes to come within Action Sack starting March 25.
Bravo (Andy Dudynsky) chimes in with some important matchmaking news.

“In the coming weeks, you’ll see some sizable updates to many of our existing playlists as we prepare to launch CSR next month. We are also in the process of finalizing the design of our FFA playlist and nailing down a plan on how to best bring objective game types to larger parties. There are a lot of decisions to be made for both of these, and they’re both on the way. Additionally, as mentioned above, the Multiplayer team is investigating how to best improve the various playlists. If you aren’t already doing so, now is absolutely the best time to post in the War Games Feedback section. While you’re there, be on the lookout for new weapon-specific threads, where you’ll be able to leave feedback on Halo 4’s weapons and sandbox. These threads will be posted in the War Games Feedback section tomorrow. As always, we look forward to reviewing your constructive feedback. 

After the release of the last TU, we acknowledged there was more balancing to be done and more issues to address, and that we were actively working with the Halo 4 game team to investigate the feasibility of additional fixes. We can now announce that various teams across the studio have indeed been hard at work on an additional title update.”

As well he points out that the red “X” will be returning to matchmaking! HURRAY. One-Shot on my “X is BACK!!!

Finally BS Angel is back with an all new gallery of user created screenshots. These glorifying the Sniper rifle. To see them as well as the FULL bulletin follow this LINK.

-Sal

The Halo Bulletin 3-6-13

halobulletinheader_3-6-13

This week’s bulletin is a doozy. Not only are there some cool new graphics (check out that cool masthead above), there is also news of some fun new gametypes to come! Each subsection of the article is posted here, with my breakdown of them after each section.

—-
First up in the bulletin is an interview with Greg Bear, Author of the Forerunner Saga of books: Cryptum, Promordium, and Silentium…

BS Angel: When I string words together, the end result is typically an awkwardly-phrased pile of text that traumatizes anybody who has the misfortune of stumbling upon it. Acclaimed author Greg Bear, on the other hand, is truly gifted when it comes to the art of writing. Tasked with composing a three-book arc set in the era of the Forerunners, the final installment of that saga is slated to hit a shelf near you on March 19, 2013.

Here to talk about the fiction of Halo, along with all three of his Forerunner books – Cryptum, Primordium and the soon-to-be-released Silentium – is none other than Greg Bear.

Greg Bear and the Forerunner Saga 

Thanks for joining us today, Greg. Your trilogy provides incredible insight into the Forerunner race. Do you see their civilization as grand? Tragic? Admirable? Evil?

Greg Bear: All civilizations, all extended cultural groupings, are predatory and self-involved. The Forerunners have had a very long run as the dominant race and dominant culture in our galaxy. But over that period of time, they’ve become both inner-directed and self-satisfied, something which irritates the Librarian no end. She understands the ebbs and flows of living history better than most Forerunners, and sees their larger-scale blindnesses as both unnecessary and counterproductive – and in the end, fatal.

What kinds of inspiration did you look to when you were imagining Forerunner society and their amazing technological and architectural abilities?

Greg Bear: Looking at the Forerunner environments and designs gamers have experienced, it became obvious that Builder/contractors would be very important. And looking at the destructive power of the Halos and the history of the Flood, it was equally obvious that we are dealing with a warrior civilization near the end of its history and power. The contrast between the warrior Didact and the gentler Librarian, savior of humanity and other species, gave me the remaining clues I needed to begin filling in their social structure and relationship. Science fiction pioneers such as Edward E. “Doc” Smith and his Lensman series, Olaf Stapledon’s vast future histories, Arthur C. Clarke’s expansive City and the Stars and Childhood’s End, and the extraordinary works of Asimov and Heinlein, as well as the wonderful technologies and aliens imagined by Larry Niven and Iain Banks, helped shape my own fictional universes over the last forty years, and no doubt helped me imagine the Forerunners as well.

Can you describe your process for conceptualizing amazing worlds like Charum Hakkor or the Capital on paper?

Greg Bear: It’s a kind of waking dream, I think, wherein I mix and match archaeology, technology, cutting-edge science, extreme architecture – and the requirements of the story. Nothing the Forerunners come up with can really surprise me anymore! But there were many moments in Halo 4 that knocked my socks off. It’s one thing to imagine and describe in words, quite another to see those visions come roaring to vibrant life.

m30_didactgif2

How do you feel about the way the Didact is portrayed between book and game?

Greg Bear: The fierceness of the original Didact is absolutely appropriate to Halo 4. Halo: Silentium documents the reasons both historical and immediate for his transformation.

Totally related, who would win in a fight: Bornstellar Didact or Ur-Didact?

Greg Bear: Remember, Bornstellar is much younger… But the question must be, with or without armor? Bare-knuckle? Blasters at ten paces? Using ancillas as seconds? And would the Librarian step in and break them up?

Clearly I didn’t think that question all the way through. While I battle the specifics, let’s chat about Riser. Since he’s quite different than a lot of the characters we have in the Halo universe, how did the extraordinary and clever Riser come into being?

Greg Bear: Riser was inspired by the discovery of the so-called “Hobbits” on Flores Island in Indonesia. These diminutive humans – apparently related to Homo erectus – were about three feet high, made tools and apparently hunted small elephants and other game. As well, they may have survived until comparatively recent times – eighteen thousand years ago, perhaps later. My supposition is that they are the foundation beneath reports of many small races reported on the Pacific islands and perhaps elsewhere. As well, I bring in other recent anthropological discoveries, such as the Denisovans. It’s an incredible time in modern anthropology.

What was your favorite event during the course of the trilogy (outside of Silentium, so we don’t spoil it for anyone!) and why is it your favorite?

Greg Bear: I think the interaction of our feisty humans with Bornstellar and the Ur-Didact remains one of my personal highlights. It was painful to remove them from their homes and sweep them off to high adventure and ultimately tragic transformations… But a few at least come to a good end. And about that, no more – until Silentium is published and the easter eggs are solved!

Speaking of Bornstellar, how did you want to resolve his arc when you first started the trilogy, and did that change in the process?

Greg Bear: Bornstellar was always a poor fit for the Didact’s imprint. That said, he does become the Didact, feels both the Didact’s history and his emotions – understands his mentor better than any other Forerunner – and yet remains his own individual. He could be considered the Didact’s imago, as the Didact himself might have been, minus the extraordinary stresses of Forerunner history.

Now that the final book of the trilogy is almost here, what can fans expect from Silentium?

Greg Bear: A real roller-coaster ride! Revelations abound as we fill in the history of the Precursors, the preparations made for the final solution of the Halos, and the conflict and contrast between the Ur-Didact and his imprint, the Bornstellar Didact. As well, I introduce a new class of Forerunners – the chroniclers and legal investigators known collectively as Catalog. Humans, both ancient ancestors and in their Forerunner-recovered forms, also play key roles. And there’s a surprise reprise of one of our favorite characters – but that’s telling too much! Suffice it to say there’s a kind of easter egg in Silentium waiting to be discovered and opened.

And we can’t wait to do just that! Before you go, tell me one more thing: What’s it been like interacting with Halo fans and how do you feel Halo fans compare to other sci-fi fans you’ve encountered over the years?

Greg Bear: Halo fans are terrific. The science fiction readers I’ve met over the decades are similar in many respects to Halo fans – the groups definitely intersect – but the youth, enthusiasm and attention to detail of Halo fans is amazing. It’s been a privilege to work in their shared universe!

I’m pretty sure the community has enjoyed it just as much as you have, Greg. Thank you so much for chatting with us today, and we’ll see you (or Silentium, at least!) on March 19.

HFFL’s breakdown: It’s clear Mr. Bear is passionate about writing science fiction. His own history as a writer as described in this article show that. I for one am extremely excited to see what Silentium will show to us!

Next up is next week’s Matchmaking Playlist update. This is where we get into the meat of the play experience in the bulletin.

We have been adding a plethora of playlists to the Halo 4 Matchmaking experience over the past several weeks (Extraction and Team Throwdown and Majestic! Oh my!). While the number of additions will soon slow down so we can focus on improving and freshening up the existing playlists, the augmentation tradition continues for at least another week with Action Sack. Check out Bravo’s update below for more information about that and the other things that are coming on Monday.

Week of 3.11:
Bravo here with the Matchmaking update! On Monday, Spartan Ops continues with an encore presentation of episode 7. In War Games, we’ll be premiering the Team Action Sack playlist. This 4 vs. 4 playlist is guaranteed to bring explosions, laughs and just the right amount of chaos with non-traditional starting weapons and pre-set game loadouts. We have been building a number of these game types over the past few months and will be adding new variants on a regular basis. While we haven’t locked down what the playlist will launch with, here are some of the game modes you can expect in the near future:

Binary Slayer
As IGN showed off in December, Binary Slayer features decreased gravity, increased speed, sniping and lots and lots of thrusting [bs angel note: You had me at thrusting.]. Check out the link above to learn how to build this game type through custom game options and play with your friends before the playlist goes live next week.

Lightning CTF
Your starting weapon is the LightRifle and one shot – anywhere – kills. With a 5-second respawn, touch Flag return and no motion sensor, Lightning CTF brings an entirely new Capture the Flag experience to Action Sack and Halo 4. Also, the Flag carrier keeps the LightRifle out when running the Flag!

Rockets & Rails
This new game mode features 3 things: Rocket Launchers, Railguns and Jet Packs. Oh, and it also has lots of explosions.

Team Fiesta
Everyone loves parties – especially big parties with lots of random weapons. Fiesta is back, so you can now kill and be killed by the entire Halo 4 sandbox in one single game.

We’re currently building many more Action Sack game modes, some of which will launch with the playlist on Monday, and others that will be introduced in upcoming weeks. Be on the lookout for the final Matchmaking update on Monday, which will detail all of the playlist’s modes and maps.

We know many of you have been excitedly awaiting this playlist, and we look forward to not only hearing your feedback, but also your suggestions for crazy and new Action Sack-ish game types. Head to the War Games feedback section and let us know what you think next week.

We are also in the process of finalizing our FFA playlist, which will feature both Infinity Rumble and Rumble Pro on a wide variety of maps, including specifically tuned on-disc and Majestic DLC map variants. We’ll post additional details closer to the playlist’s launch.

If there’s no Matchmaking Update next week, it’s because I’m at home playing Action Sack. But seriously, I’m going to be at home playing Action Sack.

HFFL’s breakdown: OMG! Finally an Action Sack playlist! This is going to be SO much fun. As well, for any of you who like to complete commendations (I raise my hand up high!), this playlist is going to be great for that. Binary Slayer sounds like a ton of fun. I can just imagine the skies being filled with red laser lines of disaster! Lightning CTF just sounds amazing! Whew, a touch return….that is going to make capping the flag tough, not to mention a one-shot kill anywhere. And WTH? We get to carry the LightRifle when carrying the flag? That is freakin’ COOL! Rockets and Rails is going to power weapon madness! I wonder if the blast radius for the Railgun will be expanded a bit? Right now you have to be fairly precise with it, not like the Rocket Launcher.  Still, I’m VERY much looking forward to playing this gametype. I’m already going to coin the term, “Time for some R and R in Halo!” Not Rest and Relaxation, but Rockets and Rails! Team Fiesta…Okay, if you love the randomness of different weapons when spawning and trying your luck and skill, then this game type is for you. I usually get stuck with a plasma pistol. But then again, used correctly, it can be deadly.

I’m so VERY happy for this playlist! Thanks 343!!!

After this is a “Fan question of the week.”

From Dr Dorado: When do we get some info regarding BTB Objective? My clan has been waiting since launch! Please! Some info!

We are currently brainstorming different ways of bringing a large party-friendly playlist option for objective-based game types into Halo 4 Matchmaking. It’s not coming immediately; however it is something we’re actively working on and looking forward to implementing when officially ready.

Also, please tell your clan, and your dad, I said hello.

HFFL’s breakdown: I know this is being requested a lot on the HaloWaypoint forums. I hope it gets implemented soon. Personally, I LOVED objective based BTB games. I can recall some epic CTF games on Avalanche in Halo 3 for instance.

And finally Halo 4 Screenshot Spotlight – Armor Abilities.

Last week we shined the spotlight on community screenshots that doubled perfectly as wallpapers. This week we’re going with an Armor Ability theme. Take a gander at the gorgeous shots below (see link at bottom of article for gallery), then capture your own for your shot at being featured in next week’s Bulletin.

For your chance at being in next week’s spotlight, take a sniper-themed screenshot. Then tag it with “Sniper” and “Halo Waypoint”, and maybe, just maybe, yours will be featured in the next Halo Bulletin!

For the full article and gallery of Screenshots, go to HaloWaypoint.com.

Wow, just a VERY good bulletin this week. Hmm, time to go take some sniper screenshots!
-Sal

THE HALO BULLETIN: 2.20.13

Lots of Halo goodness coming from this week’s bulletin.

The Halo Bulletin 2.20.13

It starts with a big article on the Majestic Map pack. Loads of info. Some we’ve already seen the past few days, and lots more to come. There is a schedule of this info at the link above. As well you can download several hi-res images from the Majestic map pack.

Next is the secretive “Section 3” portion of the bulletin where fans can try to unlock a secret code/message, etc.

From there we jump into next week’s matchmaking updates. Spartan Ops missions will be these for next week:

Spartan Ops Designer’s Choice: David Ellis and Greg Murphy
Episode 3 Mission 4 – Shootout in Valhalla
Episode 10 Mission 3 – Seize the Power
Episode 10 Mission 5 – One Last Time
Episode 4 Mission 3 – Random Transport
Episode 5 Mission 4 – The Cauldron Base

Here’s how the Majestic map pack will play into matchmaking starting Monday:

To start, here’s how these maps will be integrated into existing playlists at launch.

Landfall Infinity Slayer
SWAT
Team Doubles
Monolith Infinity Slayer
Capture the Flag
SWAT
Regicide
Team Doubles
Skyline Infinity Slayer
Capture the Flag
SWAT
Regicide
Team Doubles

The Majestic Map Pack will also be featured in two brand new playlists: Majestic FFA and Majestic Team DLC. Here are the game types that will be featured in each playlist:

Majestic Team DLC 4 vs. 4
Landfall Infinity Slayer
Extraction
Monolith Infinity Slayer
Team Regicide
King of the Hill
Skyline Infinity Slayer
Capture the Flag
SWAT

 

Majestic FFA DLC 8 player Free-for-All
Landfall Infinity Rumble
Rumble Pro
Monolith Infinity Rumble
Rumble Pro
Regicide
Skyline Infinity Rumble
Rumble Pro
Regicide

Speaking of FFA and Rumble Pro, here are those details:

Mode Infinity Rumble
Players 8
Score to Win 250 (25 Kills)
Loadouts Custom
Instant Respawn Disabled
Death Cam Enabled
Motion Tracker Enabled
Personal Ordnance Enabled
Ordnance Drops Enabled
Time Limit 15 Minutes

Rumble Pro is another brand new mode that offers an FFA experience based on the Doubles Pro settings. Here are the details below:

Mode Rumble Pro
Players 8
Score to Win 250 (25 Kills)
Loadouts Game Loadouts (see below)
Instant Respawn Disabled
Death Cam Disabled
Motion Tracker Enabled
Personal Ordnance Disabled
Ordnance Drops Enabled
Time Limit 12 Minutes

Rumble Pro Game Loadouts:

Loadout 1
Starting Weapon DMR
Secondary Weapon Magnum
Armor Abilities None
Tactical Mod Resupply
Support Mod Explosives

 

Loadout 2
Starting Weapon Battle Rifle
Secondary Weapon Magnum
Armor Abilities None
Tactical Mod Resupply
Support Mod Explosives

 

Loadout 3
Starting Weapon LightRifle
Secondary Weapon Magnum
Armor Abilities None
Tactical Mod Resupply
Support Mod Explosives

 

Loadout 4
Starting Weapon Carbine
Secondary Weapon Magnum
Armor Abilities None
Tactical Mod Resupply
Support Mod Explosives

Now here’s the most important part of the bulletin: Title Update info!!!

Title Update… Update?

The next Halo 4 Title Update is slated to go live sometime this week. While we’d love to give you the specific date and time you’ll be prompted to download this update, unfortunately we’re only given an ambiguous window in which it will release, not a hard date. So you’ll know as soon as we know… or something like that, anyway.

While this update tackles a significant amount of bugs, glitches and issues we’re happy to soon call resolved, there’s more balancing to be done and more matters of contention to address, and we are actively working with the Halo 4 game team to investigate the feasibility of additional fixes. For now, here is a breakdown of what will be included in this particular title update.

Gameplay

• Reduced the range of the Boltshot’s damage scaling over distance. The previous effective range for 1-hit kills was around 20-25′. The range has been reduced to 15′.
• Fixed an issue where modified loadouts were not being saved correctly.
• Fixed an issue where attempting to sprint while crouching using “hold to crouch” would cause players to be unable to shoot for 1-1.5 seconds.
• Fixed an issue where some players were not able to get into matches on new map/game variants after playlist updates.
• Fixed a DLC-related Join-in-Progress issue that kicked players back to the title screen.
• Fixed various issues regarding glitched Autosentry deployment.
• Fixed an issue where one player per session was unable to stay scoped with the Flagnum.
• Fixed an issue where clients playing multi-round matches were not propelled by Man Cannons after the first round on Wreckage.
• Fixed an issue for players who had licensed content for the specialization offer, and had the free Map Pack content, but did not have the Map Pass or Map Pack license by displaying a new error message: “You have Map Pack content that requires a license. Please purchase the War Games Map Pass, purchase the Map Pack individually, or delete the Map Pack content from your console.”

Vehicles

• Fixed issues with friendly fire against vehicles. If FF is disabled, damage/EMPs from friendly sources will no longer damage vehicles that are fully controlled by your team.
• Fixed an issue with where the Wraith secondary turret became disabled when shot with a Plasma Pistol. The feature has been updated to be consistent with previous Halo titles.
• Fixed a Mantis functionality exploit that allowed pilots to survive planted grenades.

Specific Game Modes

• Friendly fire turned off in Flood to prevent exploits.
• Fixed Flood character models to allow for Warthog and Mongoose use.
• Fixed an inconsistency with King of the Hill deathcam.
• Fixed an issue where the Grifball would get stuck in geometry and never respawn.
• Fixed the issue for Extraction where players did not regain full control of their character for extended periods of time after interacting with a site.
• Fixed multiple Extraction scoring issues, including an overtime fix that ensures that a victory will not be awarded to a team who is controlling the go-ahead extraction point when the game ends.

Custom Games

• Fixed an issue that did not allow players to create respawn timers or disable instant respawn in custom games.
• Fixed an issue on Shatter where players couldn’t start a custom Dominion game.
• Fixed an issue where the Ordnance game options reset when scrolling up or down in custom games.
• Fixed an issue where custom game descriptions did not appear in the “Settings” preview screen.
• Fixed inconsistencies and bugs in the final death cam for custom games.

Spartan Ops

• Fixed an issue where the “Dedicated to Crimson” Achievement could not be unlocked.
• Fixed an issue where players in Spartan Ops Episode 6 Mission 1 were able to look around before the vignette.

Miscellaneous

• Fixed a selection of issues where theater clips were missing map-specific audio, including ambient noise and announcer voice.
• Fixed File Share preview images for films and map variants.
• Fixed issues with in-game translations.
• Fixed title screen camera clipping.
• Fixed an issue with Forge pieces and the shadows they create.
• Fixed aliasing split screen HUD issues.
• Fixed an issue where some saved films of Forge games featured no Forge lighting.
• Fixed incorrect “change description” text in File Browser.
• Fixed assorted crashes.

 Whew, that’s a lot to take in for next week. Suffice to say we’re in for a good week in Halo gaming starting Monday!
-Sal