Artists from the Halo Infinite team gave a thorough update on the current state of the game development, discussed the new graphics approach, the improvement of Craig and customization features, and talked about future plans.
Nicolas “Sparth” Bouvie, Neill Harrison, Ani Shastry, Ryan Paradis, Christopher Blohm joined Creative Director Joseph Staten and gave a detailed overview of the current production process, discussed the feedback from the first gameplay reveal in July 2020, and shared future plans on the game, including the new release date - Fall 2021.
The team, in particular, is focused on improving the visual style of the game, adding technical changes to the workflow, and bringing the visual fidelity to the game’s world.
Some of the key areas of progress include better quality of global illumination, ambient occlusion, shadows, volumetric lighting, sky, and atmosphere. We have also addressed issues with our GPU-driven rendering and texture streaming solution that should mitigate the LOD popping and texture quality issues that were prevalent in the July demo.
Ani Shastry, the Development Manager for the Graphics team
Firstly, there’s been a lot of work done re-tuning our dynamic lighting values to add more punch and contrast to the image. These included adjustments to our sun intensity, fog/atmosphere, and the addition of color grading which did not make it into the July gameplay demo.
We’ve improved some of our materials to get more specular response, more wear-and-tear on weapons/vehicles, more fidelity in our characters, and more macro breakup on large surfaces like rocks, terrain, and the hex walls.
Neill Harrison, the Director of Art Management at 343 Industries
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