Abandoned Colonies On Europa
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This shot of modern weaponry in an ancient tomb is an example of the combination of the two genres that Bungie is calling "mythic science fiction".
Eventually, the Destiny project turns back more towards science fiction and away from pure fantasy.
This migratiion makes some sense; Bungie made their series of medieval fantasy real time tactics games, Myth, after their sci fi shooter Marathon series, and what became Halo emerged out of a next-generation engine for Myth.
Art Director Christopher Barrett:
"If you take an image like this one, with ancient ruins up on a hill, kind of a classic fantasy scene, it asks the question, 'what's buried beneath those ruins?'"
Art Director Chris Barrett:
"Ancient swords with cool names; stuff that's really fun to create."
Another appearance of the "space tiger" that game Destiny its code name.
Castles in the clouds; tents and horses.
An early concept image from Destiny, back when it was a pure fantasy game.
Pillars of Destiny's World
Hopeful and inviting
Idealized reality
Filled with mystery and adventure
Where you can become a legend
Joe Staten and Christopher Barrett refer to each Halo game as similar to an Alaskan pipeline: a narrow slice through a large world, where art and other assets are used one time only, in linear sequence, with no reason to return.
Destiny, by contrast, will promote exploration, multiple visits, and change over time.
Bungie's latest Community Focus features the Guardians of Destiny, makers of the excellent Guardian Radio podcast.