Halo: Reach

Bungie, through Xversity, Kirkland, WA. January–May 2010.

Multiplayer medals, cinematic and in-game assets, 3D art bug fixing.

Halo: Reach

Bungie, through Xversity, Xbox 360, 2010

  • Medals
    • 69 multiplayer medals, redesigned as grungy, realistic 3D objects
    • Designs based on the franchise's 2D medals, approved by UI designer David Candland
    • Modeled and rendered in 3ds Max, textured in Photoshop
  • Assets. Cinematic and in-game props.
  • Bug fixing. 3D art bugs, fixed and tracked.

Hall of Medals

Room 1 Multi-kills

Room 2 Killing sprees

Room 3 Sprees

Room 4 Special

Medals property of Microsoft. Medal sheet, all 75 medals.

Assets

Traxus crane

  • Backdrop for New Alexandria, built from the level designer's footprint
  • Tiling textures shared with the level's props and environment

Data pad

  • Used in cutscenes
  • Modeled from concept art, with added detail on the back
  • 416 polygons
  • 512 × 512 diffuse and normal maps, 256 × 256 in game

Covenant portable shield

  • Cover in Campaign and Firefight
  • Rebuilt from the Halo: Combat Evolved footprint model, with a higher-resolution texture
  • Shield effects by Bungie's effects artists

Forge objects

  • Geometry sized to the footprint models
  • Textures shared across all Forge objects

Wooden crate