Making the VFX for Halo Season 2

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Ian Dean is Editor, Digital Arts & 3D at Creativebloq, and the former editor of many leading magazines. These titles included ImagineFX, 3D World and leading video game title Official PlayStation Magazine. In his early career he wrote for music and film magazines including Uncut and SFX. Ian launched Xbox magazine X360 and edited PlayStation World.

Small-screen VFX is getting, well… big. Not long ago delivering a epic sci-fi show based on a huge video game, with a judgemental fan-base keen to see their hero ‘done properly’ would send shivers down the spines of many VFX supervisors.

Collaborating with Wojciech and Mike May, MPC's LA-based art department designed key characters such as the Sangheili warriors, Arbiter Var ‘Gatanai, Covenant priest Uto 'Mdama, and a revamped Cortana hologram.The creative team also envisioned the parasitic Flood in its various development stages and crafted concepts for environments such as Reach City, Visegrad Relay, and the iconic Halo ring itself, ensuring each design seamlessly integrated into the VFX blueprint.

MPC’s artists found Episode 4’s Bridge Battle sequence, depicting Reach City in flames, a challenge. The team’s Assets, DMP, and FX simulation artists undertook the task of demolishing city buildings, integrating smoke and rendering plasma fire to bring this complex scene to life and aid the storytelling.tool was developed and long simulations were meticulously adjusted per shot to maintain fire and smoke continuity.

Source: Entertainment Trends (entertainmenttrends.net)

 

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