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Re: weekly update HOT SEAT Q&A | |
Posted By: ArteenEsben | Date: 7/8/10 1:22 p.m. |
In Response To: weekly update HOT SEAT Q&A (sketchfactor) How has the workflow and planning of the campaign changed from Halo 3? Since multiplayer and firefight levels come straight from the campaign, how do the campaign and multiplayer teams coordinate with each other? How do you go about making a map work in both campaign and mutiplayer? Can you talk about how Brutes have changed from their Halo 2 and Halo 3 counterparts? Halo CE's campaign had a few levels, especially Silent Cartographer the second half of Halo, which were somewhat nonlinear in structure. Have these, or other levels in the previous campaigns, influenced the design of Reach's campaign? Reach may be full of humans, but it's still an alien planet. How does Reach differ from Earth? How much control, if any, will players have over armor abilities? How do armor abilities affect both the design of the environment or enemy encounters? Seriously, what's up with the jackals? They're right-handed now! What sort of thing does a campaign design lead do? Who do you boss around and who bosses around you? What Halo 3 missions did you work on, and what were your goals for each mission? What's your favorite level in the whole series?
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