Re: Bungie stock symbol = IWHBYD posted by Narcogen at Wed, 13 Feb 2008 20:17:00
Re: Bungie stock symbol = IWHBYD posted by Narcogen at Wed, 13 Feb 2008 20:17:00
Re: Bungie stock symbol = IWHBYD posted by Narcogen at Wed, 13 Feb 2008 20:17:00
There will be prizes, oh yes, there will be prizes.
Re: Connections to the Aliens series. posted by Narcogen at Wed, 13 Feb 2008 03:53:00
Re: Connections to the Aliens series. posted by Narcogen at Tue, 12 Feb 2008 21:49:00
Chitting and chatting with the artist himself about the Mister Chief we're auctioning for charity.
For those who don't have Finale PrintMusic, I've added PDF and MIDI files to the entries for Covenant Dance, Follow Our Brothers, and To Kill A Demon.
If you want to work with the PrintMusic files you can use the free program Finale Notepad; check How To Open Sheet Music Files for details.
Hardy Lebel, the multiplayer designer of Halo 1 who also worked on Halo 2 and Oni, has set up a new games development studio in Seattle called Tyrant with Anders Hejdenberg, who worked on Battlefield 2 as its lead designer.
The seven-man studio currently has listed as its only project something identified only as "ESP".
Comic website Earth's Greatest interviewed Eric Trautmann about his comic Checkmate. Trautmann previously worked at Microsoft and was involved with Halo and the Halo novels written by Eric Nylund.
Asked about working on Halo, this is what he had to say:
Helping Eric Nylund craft "The Fall of Reach," the first HALO novel was a treat. Eric's a hell of a writer (and I actually was one of the people who more or less bullied Del Rey into using him in the first place) and a good friend, so that kind of contribution is effortless.
Working on the game itself, HALO: COMBAT EVOLVED, was a considerably less pleasant experience. The deadline pressure was enormous; my co-writer at the time, Brannon Boren, and I had just a couple days to bang out a massive amount of dialogue at the request of the game's designer, John Howard, and Bungie co-founder Jason Jones. Apparently, whoever had written the original in-mission dialogue had not done a job everyone was happy with, and they needed, essentially, a writer or writers who could work fast. We happened to be around and available, so we agreed to do it, but Bungie is VERY secretive, and, despite the fact that we operated under the same non-disclosure agreements THEY did, they can be quite mistrustful.
So, we had three days to bang out some ridiculous amount of dialogue, but they wouldn't actually let us LOOK at the game (which is why some of the dialogue doesn't make total sense; I conservatively estimate we got it about 80-90% right, which I think is an accomplishment given how blind we were flying).
THAT was no fun at all.
Deadlines are never fun. Check out the full interview for more information on some of the work Trautmann is doing for DC Comics and has done on Lucasarts properties in the past.
The Visual Effects Society named Halo 3 the recipient of its award for Best Real-Time Visuals in a Video Game. CJ Cowan, cinematics director on Halo 3 answers a few questions about his recent trip to the awards show.
Re: Covenant Religion posted by Narcogen at Mon, 11 Feb 2008 11:32:00