Real Men of Halo

This parody was done about three years ago during HaloFest at Pax Prime 2011.

Pete Stacker who we all know as the voice of Sgt. Stacker, and some might not know is also the voice of Captain Keyes, is ALSO the voice of the “Real Men of Genius” commercials that ran a few years back.

I was rewatching some of the vids from Halofest last night and had forgotten about this one. When I watched it, I immediately laughed out loud and figured why not share this anew for those who may have never seen it at all.

So on behalf of Pete Stacked and Tim Dadabo (voice of Guilty Spark and the singer in the parody), here is ‘Real Men of Halo’

There is SO much more to the whole panel, though this is by far one of the funniest moments.

Heh, I think I need to make some more parodies of the “Real Men of Halo”. Anyone want to help out?

-Sal

Very cool Ascetic Elite concept

The following art was created by @TDSpiral aka Garrett Post.

Ascetic Elite concept

One can really appreciate the link from this to the Arbiter’s armor.

Here’s his more finished version:

Ascetic Elite renderThis is really impressive. Given that the Arbiter in the Halo Escalation comic book series also wears a cape, this rendering captures the similarities between him and his lieutenants.

In case you haven’t seen him, here’s the Arbiter from that comic book series in his new armor. (Whether or not it’s just ceremonial is still up for debate, attempting to get an answer from 343)

Arbiter's new armor HFFL wmAnd of course here’s the Arbiter we all know well from the games:

arbiter halo 3

So there are definitely some similarities.

Great work Garrett! I’d love to see your design become part of the official canon for Halo. be that in the comic books or a game.

-Sal

My NEW Pinterest Halo finds!

Every now and again, I scour Pinterest looking for Halo stuff I’ve not seen before. Below are a dozen illustrations I’ve repined on HFFLs Pinterest page. It’s a good mix of rough to finished artwork as well as various media used to create them. Not to mention, the subject matter covers a good range of things for Halo. Enjoy!

Red Fem SpartanBlue Fem Spartan

Okay,now where have THESE two Spartans been hiding out at? (Above)

CQB sword runningCortana up to something

Ah, Cortana. May she never be truly gone. I’m still bummed over what 343 did to/with her.

ODST rough

This is a very good rough of an ODST.

Noble Team illustration

Noble Six drawing

A couple of nice Reach illustrations (above).

Gravemind

Okay, remind me never to face a Gravemind, will ya?

Hunter vs ODST

For that matter, a Hunter too!

Cortana worried

She looks so helpless.

Chief vs Elite

Chief Magnum stickie

Chief knocking’ some heads!

If you’ve never check out HFFL’s Pinterest page, you can always link to it from the main page’s menu on the right. In the meantime, here’s a quick link to it. Have fun!

Let me know if you liked any of this pins. Also, have you visited the HFFL Pinterest page before now?

-Sal

Concept Art Director “Sparth” of 343 releases new concept art. Is it Halo related?

Sparth posted this on twitter today:

burnout theme

So it’s left to wonder, might this be Halo related? The ship looks vaguely similar in design to the ships seen on the cover of Primordium (see below):

Primordium

That doesn’t mean this is Forerunner. It might not even be Halo related at all. Imagine the possibilities if it were though? Who’s ship is that, where is it going? What is it’s purpose for going there? I’ve reached out to Sparth and asked if this is Halo related. No word yet from him.

Below is the link to his tweet of this.

https://twitter.com/nbsparth/status/473867106950197248

Even if it’s NOT Halo related, it’s still pretty damn cool.

-Sal

Halo Concept Art: Halo 4 Environments; part 5 of 5 The UNSC

Well folks, here we are at the last concept art article (for the time being). I’ve saved what I consider to be the best for last, that being the UNSC. Some of these you may have seen before, but I’m betting there are more than a few you haven’t. Read on and enjoy! (As always, click on pics to make bigger)

halo_4_-_pursuit_by_nicolas_bouvier
The concept above it titled “Pursuit.” It’s obviously a Broadsword, but what is it trying to escape from? Those do not look like Covenant vessels chasing it down. So they have to be Forerunner. Man, I’d have loved to have had a dogfight with Forerunner ships! This art is fantastic. My eye is immediately draw to the Broadsword, which of course is the focal point of the piece. The yellow glow on the ship from the glancing beam is an excellent touch and helps to sell the realism even more.halo_4_-_space_station_by_nicolas_bouvier
Another of Sparth’s amazing concepts. This is the Ivanoff Research station. More specifically the docking port. It’s amazing how much of this ended up in the game. I absolutely love this piece and would love to have it as a print. Man, why 343 hasn’t done this is beyond me. I think there’s a market for prints/posters of this stuff. WE mostly get the finished graphics as posters. Concepts like this are worth it to me. Heck, even MORE worth it, IMO. But then, you all know I love concept art.
halo_4_-_space_station_interior_by_nicolas_bouvier
One of Ivanoff’s corridors. Many similar details here exist in the final in-game version. This definitely feels like a space station to me. Alsmot along the lines of the Rebel corvette at the start of the original Star Wars. The orange lights as shape contrasts to the darkness of that portion of the hallway, while the lit portion is even more of a contrast. great design here!halo_4_aerial_ceremony_deck_sketch_1_revision1_jb_sized_by_jonathan_bach
A concept from a scene in the Web mini-series Forward Unto Dawn, here we have the ceremony deck that officially christens the UNSC Infinity into service. Very light and airy. I’m getting “Coruscant” (From Star Wars) vibes here!
halo_4_aerial_ceremony_sketch_sized_by_jonathan_bach
The UNSC Infinity flies above the ceremony of it’s christening. I love how it just DWARFS everything else. Continue to look at this a bit longer. You’ll notice much more detail in the ship than with a quick glance.
halo_4_concept_art_by_nicolas_bouvier_01
The Infinity launches it’s dropships to Requiem. With dropships the size of the Forward Unto Dawn, you know the Infinity is massive! We didn’t quite see this scene like this in Spartan Ops. Instead we saw many Pelicans and Broadswords depart of Requiem. We did however see these dropships launch from the Infinity in protection of her from the Covenant fleet already positioned at Requiem.
halo_4_concept_art_by_nicolas_bouvier_02
Might this be the Composer aboard the Infinity? Why yes, yes it is. Recall that during the campaign, Dr. Tilson tells Chief that it took the Infinity months to move this from Halo Installation 03. This one became an instant classic and was used in early marketing.halo_4_concept_art_by_nicolas_bouvier
Okay, I have to admit I LOLed when I first saw this. Why? Well, don’t those three sections with the three circles within look like the Phillips “Norelco” electric razor? Perhaps that too is a nod to Star Wars as The Pahntom Menace used a female razor as the base for the Jedi communicator prop as used by Qui-gon Jin and Obi-Wan Kenobi.
halo_4_concept_by_nicolas_bouvier_03
An unidentified UNSC ship outside of Requiem, while a (likely) Broadsword flies past. While there is no fire in space, I never mind the embellishment by artists to convey thrust in space, using fire.
halo_4_fud_room_02_by_josh_kao
One of the rooms in the Forward Unto Dawn. The dark blue/black hues give off an air of cold to the whole piece. That makes sense as she was drifted for 4 years, 7 months, and 10 days. Chief was literally frozen over as well.halo_4_fud_room_by_josh_kao
Another room within the Forward Unto Dawn. Again the same cold foreboding feel to this concept.
halo_4_hallway_clean_jb_sized_by_jonathan_bachhalo_4_hallway_jb_action_sized_by_jonathan_bach
The above two were used for a scene in the Forward Unto Dawn miniseries. This is aboard the UNSC Infinity. Basically the humans, debris and fire was layered over the previous one, while the base layer was recolorized. It’s a great technique to use in Photoshop without having to create a whole new piece of virtually the same thing.
halo_4_horseshoe_vista_by_john_liberto
Once again, Ivanoff station. Love those lights and casting shadows coming off the asteroids.halo_4_infinity_interior_concept_by_nicolas_bouvier
This is another of the classic concept pieces used early on in marketing. This interior bay is quite large. While a bit dark, the treys give off a very industrial feel to the whole piece.
halo_4_int_by_a.j._trahan
Originally this concept was to be somewhere within the Infinity. Technically that’s still true. I’ll explain. While we know this became the interior portion of the multiplayer map “Erosion”, we also know that War Games actually take place within the Infinity’s holodeck. So it is true, from a certain point of view. (Heh, lots of Star Wars references in this article.)
halo_4_john_m80_matrium_vista_05_by_john_liberto
The Didact’s ship Mantle’s Approach coming to collect the Composer from Ivanoff Station. While the station is big, its NOTHING compare to the immensity of the Didact’s ship. heck, even the Infinity is small when compared to the Mantle’s Approach.
halo_4_john_m80object_by_john_liberto
Here we see Chief as he is trying to complete his mission to stop the Didact. Much of this scene is very similar to the in-game version.halo_4_jwl_infinity_randominterior002_by_john_liberto
The above is a random interior shot of the Infinity. Man, why did we NOT see this in the game? Other than Episode 7 chapters 2-5 of Spartan Ops, we never got the chance to explore the Infinity. Yes, there were some cut scenes, but that’s not the same. I would have loved to have had the Infinity as a hub in the game that we could have interacted with. Hopefully the next game can bring something like that with it.halo_4_space_station_monolith_by_nicolas_bouvier
Once again Ivanoff. This design has always seemed a little strange to me.A station built AROUND asteroids? Heh, well, it IS sci-fii after all.halo_4_unsc_command_center_by_albert_ng
A greyscale sketch of the Infinity’s bridge. Even for a sketch, there is a lot of detail.

The next seven concepts are all differing viewpoints of the Infinity’s engine room.halo4_infinity_engine_01_by_goran_bukvic_additions_01halo4_infinity_engine_02_by_goran_bukvic_additions_01halo4_infinity_engine_03_by_goran_bukvic_additions_01halo4_infinity_engine_04_by_goran_bukvic_additions_01halo4_infinity_engine_05_by_goran_bukvic_additions_01halo4_infinity_engine_06_by_goran_bukvic_additions_01halo4_infinity_engine_07_by_goran_bukvic_additions_01It’s clear that in the concepts Forerunner tech was much more prevalent. In Spartan Ops, during the missions, we never really get a sense of that. We do just a little in the cutscenes, but it is very little.

Well folks, that wraps up the concept articles at present. As I find more, I’ll post future articles. I can’t wait to see what Halo 5 Guardians concept art looks like!

I hope you’ve enjoyed the past couple of week’s worth of articles on Halo concept art from Reach and Halo 4. Now, just because these articles are (temporarily) ending, doesn’t mean you shouldn’t come back to HFFL.

There’s going to be LOTS of Halo news in the coming weeks. E3, RTX, San Diego Comicon, PAX Prime and MORE are on the horizon!

If you’ve enjoy this or any of the other concept art articles, please let me know. I’d like to read your thoughts on these. Hopefully they were entertaining and maybe even a little informative.

-Sal

Halo Concept Art: Halo 4 Environments; Part 4 of 5 Forerunner locations

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.

halo_4_beamgenerator_by_john_liberto
The beam generator above has an almost skeletal carcass like feel to it.halo_4_bottomspire_03_by_john_liberto
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!halo_4_bridge_01_by_josh_kao
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.halo_4_bridge_02_by_josh_kao
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.halo_4_concept_art_by_nicolas_bouvier_05
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.halo_4_forerunner_hallway_by_josh_kao
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.halo_4_gen_by_a.j._trahan
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.halo_4_gen2_by_a.j._trahan
Another concept of the same structure. The red really commands your attention.Is that machine “glassing” that area? Hmmm….halo_4_gravitywellconcept
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.
halo_4_john_eye_jump_chief_by_john_liberto
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.halo_4_john_skydome001_by_john_liberto
Yet another of the sky spire concepts. Heh, I think someone just REALLY liked those things. halo_4_jwl_m60_cave_02_by_john_liberto
This is likely either an early concept for Erosion or Warrens (the Spartan Ops map). halo_4_jwl_pylon_underside_01_by_john_liberto
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!
halo_4_laserview02_flat_by_john_liberto
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.
halo_4_m5_forerunnerexplorationcombined_by_thomas_scholes
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.
halo_4_monolith_by_a.j._trahan
Here is a concept for the multiplayer maps ‘Monolith’. This memorial stays true to the design and scale of Forerunner architecture.halo_4_oceanview01_by_a.j._trahan
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.halo_4_outpost_by_nicolas_bouvier
Strangely enough this looks more like Reach multiplayer map, ‘Tempest’. Perhaps that’s the reason it wasn’t used?
halo_4_requiem_side_01_by_john_liberto
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.halo_4_requiem_sky_leviathan_by_paul_richards
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.halo_4_scifair_02_by_john_liberto
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?
halo_4_spherized_world_by_nicolas_bouvier
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.
halo_4_wallpaper2nauhnpbudq
The above concept should definitely look familiar. If I’m not mistaken, it was one of the first revealed for Halo 4.halo4_coolant_room_01_by_goran_bukvic_additions_01
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.halo4_sentinel_factory_01_by_goran_bukvic_additions_01halo4_sentinel_factory_02_by_goran_bukvic_additions_01
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.
halo4_sentinel_factory_03_by_goran_bukvic_additions_01
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.halo4_sentinel_factory_04_by_goran_bukvic_additions_01
halo4_sentinel_factory_05_by_goran_bukvic_additions_01
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

Halo Concept Art: Halo 4 Environments; Part 3 of 5; Multiplayer Maps

Well, after a quite busy Memorial Day, I’m finally able to post today’s concept art article. This one is focusing on several of the multiplayer maps in Halo 4.

So let’s take a tour of what the Infinity’s holodeck has in store for us in war game maps!

First up, Abandon.halo_4_abandon_by_jason_borne
Abandon looked very different in early stages. While still much overgrowth, it didn’t have as much of a canopy to it nor was as dark. Some of those formations in the concept above are quite alien. The two curving ones with spike coming out of them look like an alien creature, more than rock or foliage.halo_4_abandon_plants_by_jason_borne
Above it seems those curving elements might have been carnivorous plants. Now THAT would have been something pretty unique. An interactive element that will try to kill you if you get too close.
halo_4_early_abandon_by_jason_borne
Here we see Abandon with more of the canopy. Are those buggers in the sky? The lit alcove the Spartan is standing by look like Yoda’s hut from Star Wars. That would have been a nice nod to another sci-fii franchise.
halo_4_landfall_by_a.j._trahan
Here we see Landfall in black and white. There are certainly similar elements to this design when compared with the final version.Here though, there is much less of the pier area. Well, at least from what we can see of it.

Let’s move on to Exile.halo_4_camp_by_a.j._trahan
Exile is a colorful map. Between the grey remnants of the crashed ship, the browns of the dirt and rock and the plethora of greens for foliage, there is plenty to take in. This concept is a good reminder that you not only should have contrasting colors, as well as highlights and shadows, but textures as well.halo_4_camp3_by_a.j._trahan
Normally metal textures within a natural setting might not blend so well. However, given that this is a crash site and the human survivors have made due with what they had left of the ship, I think they blend together nicely. In the final version, I do not feel that the ship parts overpower the natural elements, which is a good thing.
halo_4_crashedship_by_a.j._trahan
Here we see the bulk of the ship’s aft engine section. Beautiful in it’s tragedy. I wish this part of the map was able to be explored as well.halo_4_vista_by_a.j._trahan
The last of the Exile concepts I have to show is from above. Here the rock outcroppings take on strange arching shapes. While arches do occur in nature, they are fairly rare and not so many in one place either. Those peaks seem very fragile.

This is no cave! (Or is it?)halo_4_cave2_by_a.j._trahan
Erosion is a map with lots of potential for forging on. The concept above brings together browns and aquamarine colors to highlight that this isn’t just an ordinary cave, but extraordinary. The piping at bottom left helps with scale.
halo_4_cave3_by_a.j._trahan
Now here we have a LOT of piping coming from some internal structure that we can not entirely see. I like the industrial feel of this concept and have to say that I’d MUCH more would have preferred this as the final map, so long as we could build at water’s edge. I imagine in this rendering that some of the map went into that back industrial area. One thing I like about this piece is how well the water was done. The rocks and pipes below the waterline look fantastic and believable.
halo_4_eroz_by_a.j._trahan
The above concept is very close to the final version. The main different is that the building seems to go up and form a portion of the roof of the map. That’s one thing I’m glad didn’t happen. Did you know you CAN build on the roof of the building in Erosion? It’s an excellent space. Go check out the pieces built on top of it.halo_4_eroz2_by_a.j._trahan
Another angle of nearly the same view, we see where water was to play a role in this map. Alas, that didn’t make the cut. While it wouldn’t have done much, it still would have been a nice aesthetic element. Perhaps it was cut due to time constraints?halo_4_mid_erosion_cave_frontbsml_by_a.j._trahan
Here we see a highly contrasted Erosion. If only we had the ability in forge to add that many lights to our maps… It appears as if this concept doe not have the large open area beyond the lighter portion. Rather it seems more “flat” by design. Honestly, I’d have liked that too.

So much of Erosion is unusable as a realistic map. Those greenish stalactites in the distance are just that, in the distance. You can’t build near all of them. I hope 343 takes more of that into account for the next game. If you’re going to make a massive map, make most of it useable. Please.

halo_4_complex_multiplayer_map_by_nicolas_bouvier
No, this isn’t the Composer you’re seeing. Though that is what many folks thought when they first saw this on Complex. It is surely Forerunner, though we do not know it’s use. This concept seems better than the map we got, well at least that portion of it. In the above, there are several floors, more aesthetic elements and such. In fact, this kind of reminds me of “Coutdown” from Reach. And that is perhaps why we didn’t get it as the final version.
halo_4_condemned_by_jason_borne
A very different looking Adrift. It seems we were to have more of a spaceship to play on that a simple platform. While I like Adrift, I hope we do get another derelict spaceship map in the next game. Hopefully one with a low gravity area on it too like Condemned from Halo Reach. Perhaps because this concept was named for the former, 343 decided to go a different direction from it. It’s a shame how many of the Bungie things are shunned by 343. where it not for Bungie, there would be no Halo.halo_4_ravine01_by_a.j._trahan
You may have seen this concept before.It’s Ravine. Much of the map looks similar to the final. Personally, I’d rather have this version with the central platform bridges and beam of light.halo_4_ravine02_by_a.j._trahan
Here we see that the Forerunner half of the map was to be much more like a coliseum than the more trapezoidal shape we got. Again, I’d have preferred this instead. Heh, It’s really strange how much I prefer many of the concept versions over the actual maps we got in the game. One thing that really stands out above is the heavy blue light.halo_4_ravine03_by_a.j._trahan
Ravine, though not at all how we know it by today. I like the far off ground structures here.
halo_4_ravine04web_by_a.j._trahan
The above is a much more majestic form of Ravine. That Forerunner structure is MASSIVE. Again we have the central platform, now with a sphere included.The bridge in the foreground is more symmetrical than the similar structure of the final version. Yep…I’d have preferred this over the in-game one as well.
halo_4_ravine05_by_a.j._trahan
Now this version of Ravine is my favorite of the Ravine concepts. It reminds me both of Forge World from Halo Reach as well as a portion of Halo CE. I hope that 343 and/or Certain Affinity will create maps at water level with this kind of detail. Water seemed like a weak spot in Halo 4. The lone being walking the beach gives us the immense sense of scale that the Forerunner structures have to them.
halo_4_skyline_vista_by_a.j._trahanFinally, we have Skyline. A rare urban environment. This concept is nothing like the final version. With many large buildings in the background, a more wide open map (I’m assuming the right area is the playable area here), this concept shows the Skyline we could have got. Don’t get me wrong, I really like the in-game version. The Paris streets in the background of the map (yes, that is what they are), added to it’s realism. But this concept says “Skyline” more to me than the actual one does. I hope this concept is revisited for a potential map in Halo 5 Guardians.

We’ve still got 2 more parts of the Halo 4 Environmental Concept Art articles to go. Tune in tomorrow for Part 4 Forerunner Environments.

Did you like today’s concept art article? If so, what about it did you like? Have any favorites in this article? If so, what about it/them make it a favorite?

Reply below. You know I’m always curious to know what you folks think of these as well.

-Sal

Halo Concept Art: Halo 4 Environments Part 2 of 5 FUD crash site, Meltdown and more

I didn’t get to yesterday’s concept art article due to my family being in from out of town for the weekend. It’s now just before 7am and none else is awake. So I’m going to get one to you now and hopefully another to catch up.

First off we have some art from Certain Affinity, makers of the multiplayer map, Meltdown.

halo_4_warm_cave_meltdown_by_jason_borne
In this image we have a Forerunner structure within one of the caves on Meltdown. This didn’t make it into the map, unfortunately. It would have been good to have this in, especially if it was interactive in some way. I like the scale of the cave in relationship to the spartan.halo_4_meltdown_ice_caves_by_jason_borne
This concept shows us a similar cave, with a much colder theme than the previous. This one is more reflective of what we got in the final version. I like the overall use of blue hues to really bring out the cold and ice. It’s a well done concept, IMO.halo_4_meltdown_garage_by_jason_borne
Here we are at the front of one of the Forerunner garages. Heh, I didn’t know they had a need for garages… Anyway, this evokes Forerunner architecture quite nicely.The final version changed slightly. Use of shadow and light is decent, with the blue light at the background of the concept drawing your eye toward it.halo_4_meltdown_frozen_side_by_jason_borne
One of the portions of the figure eight styled paths, this of course on the frozen side. There is a high amount of detail in this piece for being a concept. I’d like to have this as a print.
halo_4_meltdown_by_jason_borneAnd here we have a slight transition to the “melted” side of the map. The Forerunner structure top left is going into meltdown, hence the map name. Again, the amount of detail in this is impressive. Why we don’t have an all concept or a concept to creation book that includes this kind of stuff amazes me. Yes, I know we had a concept book. But for me as a HUGE fan of concept art, it just wasn’t enough. Beyond that, I think there is money to be made from these pieces. Something I’d think 343 would be interested in.

Now let’s move on to the Forward Unto Dawn’s crash site on Requiem.
halo_4_7
The crash site of the Forward unto Dawn (FUD) was used heavily in the ad campaign for Halo 4. The piece above should look fairly familiar to you. It’s another very well done concept with plenty of detail. What really makes this stand out is the contrast between the bright light shining through at top, down through the wreckage to the fires burning below. halo_4_7849-b849e
This may or may not be the FUD. If it isn’t, then it’s the Infinity. Either way, the dark blue hues mixed in with greens make this almost moody, but for the contrasting light on the left of the piece.halo_4_crash_moodpaint_crop_by_a.j._trahan
Master Chief walks among the smoldering remains of the FUD. Here, even in rough texturing, we can see the separation of foliage from wreckage, burning embers to twisted metal. Take a CLOSE look at this piece (click to make bigger), and you’ll see how color was layered on the concept. It’s quite a work of art.
halo_4_crash_site_by_nicolas_bouvier
Strangely enough when I downloaded this, this is exactly how it appeared. I think it was reversed somewhere along the way. You can tell by the UNSC logo on the upper portion of the wreckage being backwards. Regardless of that, the many shades of grey tell the tale of the armored remains of the FUD. A once proud ship in service to the UNSC, reduced to scrap.halo_4_john_m20_04_by_john_liberto
Here is an even earlier concept similar to the first FUD piece seen above. While not as detailed, it helps the person making the decision on which way to take this piece a good visual representation of the scene. I sure wouldn’t want to breathe that air!

halo_4_jwl_john_debris3_by_john_liberto
Now this piece looks pretty similar to the art used of the cover of Halo 4. Huge chunks of falling debris entering Requiem’s inner levels. Scale is a little difficult to measure here with your eye. However, I believe that wasn’t the intention of this piece, but rather to show the remnants of the FUD as the fell. The mostly centered light shines brightly on those pieces towards the center and dissipates as it flows towards to outer edges of the concept. Quite believable.halo_4_mid_mp5_02_recentcrash_sml_by_a.j._trahan
Here is another example of a sophisticated concept. Many things happening at one. The burning of the large engines, Chief walking away, small fires on the ground and the piercing light from the clouds make this piece visually exciting and hard to look away from after a few seconds. I’ve looked at this piece many times and still manage to find something different that I hadn’t noticed previously.

Let’s have a look at some miscellaneous concepts from Halo 4.
halo_4_above_the_line_boards_by_kory_lynn_hubbell
Not really a concept in the sense of how the others in this article are portrayed, this storyboard of Chief’s rescue is a good representation of the scene in just a few panels without having to tell the whole story.
halo_4_bonz_by_a.j._trahanhalo_4_bonz2_by_a.j._trahanhalo_4_bonz3_by_a.j._trahan
The above three I’m a little perplexed by. Is it the destruction of Requiem? The first of the three says no. So what is this then? A planet being ripped apart by Requiem? This is something I’m going to have to get to the bottom of. The progression of destruction between the second and third of these is quite dramatic. With the large chunks off to the side barely moving between the two pieces, the two together say that this disaster was sudden and immediate.halo_4_camp2_by_a.j._trahan
What I like about the concept above are the techniques employed throughout to show various elements. The metal isn’t quite finished in rendering, yet easily discernible as metal. The foliage in many spots look like quick brush strokes, yet perfectly blend in with the rest of the piece.halo_4_cavecrop_by_a.j._trahan
This is another concept that I’m not entirely sure where it’s supposed to be. To me it seems this should be part of the Infinity, yet the title of the art does not convey that.  What is interesting about the art is the contrast between the dark foreground and light mid- and background. As well, the spotlight in the upper right corner draw my eye there, though I’m not sure what the artist wants me to see. The almost iridescent colors throughout say that this is industrial by nature.
halo_4_jwl_trunk2_by_john_liberto
You may have seen the above concept before. Once again there are several things going on in the piece that keep your attention. Chief in the foreground for one. But how about those tangling above ground roots of the trees? Not to mention the flying squid in the background. We didn’t get to see those animals, in-game. The trees themselves were much more dense in the game than they are here. Shame as I would have loved to have explored this area.halo_4_thicket_001_by_john_liberto
And finally for this article, we have a mysterious Forerunner structure right in the middle of the jungle/forest. This actually reminds me much more of something from halo CE, than Halo 4. Perhaps that was what was trying to be mimicked here. Would this have been another portal to another place in the campaign? Deeper into Requiem? It’s rich dark colors make this piece rather foreboding. I wouldn’t want to go in, but as Chief, well, he isn’t afraid of anything.

In the next Concept Art article, we’ll take a look at some other multiplayer maps in Halo 4.

So did you see any concept art new to you in this article? Any ones you really like? Let me know by replying below!

-Sal

Halo Concept Art: Halo 4 Environments Part 1 of 5 – rough concepts

Today there are three DOZEN concepts to show in the rough concept stage. I’m breaking from the normal format and am going to post a gallery instead of each individual pic. As such, you’ll have to click on whichever thumbnail to view the whole pic. (If I didn’t do it this way, this article would be MASSIVE.)

There is so much goodness in these thumbnails. Have fun exploring the gallery. Feel free to download. If you repost any, let people know that you found them here on HaloFanForLife.com

What do you think of this format, versus me explaining each pic? Let me know, reply below. If you’re not registered with the blog, it’s free to do so. Click HERE to find out how to register.

-Sal