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Ahead of the final match at today’s 2024 Halo World Championship, we saw an unexpected video. It depicted landscapes you might expect from the Halo series – Forerunner architecture jutting from dramatic landscapes inspired by the Pacific Northwest, gorgeous fields of ice, even a vista blighted and consumed by The Flood. We of course saw glimpses of the Master Chief, and his iconic enemies, even a Banshee arcing past the camera. But what we saw wasn’t a look back – this was something entirely new.
We’re entering a new dawn for Halo. Those new visuals were created using Unreal Engine 5 – and we learned that all future Halo projects will use the engine, and that multiple new games using it are in development. Alongside the engine change, the studio is seeing changes in culture, workflow, and how its teams are organized. To match that new approach, franchise stewards 343 Industries are changing their name – Halo Studios is here.
Studio Head Pierre Hintze defines this less like a clean break, and more like the turning of a page:
“If you really break Halo down, there have been two very distinct chapters. Chapter 1 – Bungie. Chapter 2 – 343 Industries. Now, I think we have an audience which is hungry for more. So we’re not just going to try improve the efficiency of development, but change the recipe of how we make Halo games. So, we start a new chapter today.”
As gaming evolves, and players increasingly point out how long it takes to see new games from their favorite series, the team at Halo Studios felt the need to react. As COO Elizabeth van Wyck puts it:
“The way we made Halo games before doesn’t necessarily work as well for the way we want to make games for the future. So part of the conversation we had was about how we help the team focus on making games, versus making the tools and the engines.”
Alongside the wider changes to how the studio is set up (which you can read more about below), adopting Unreal means Halo Studios is more able to create games with a focus that can satisfy fans – even setting up multiple teams to create different games simultaneously. But Unreal also comes with in-built benefits that would have taken years of work to replicate with Slipspace:
“Respectfully, some components of Slipspace are almost 25 years old,” explains Studio Art Director, Chris Matthews. “Although 343 were developing it continuously, there are aspects of Unreal that Epic has been developing for some time, which are unavailable to us in Slipspace – and would have taken huge amounts of time and resources to try and replicate.
“One of the primary things we’re interested in is growing and expanding our world so players have more to interact with and more to experience. Nanite and Lumen [Unreal’s rendering and lighting technologies] offer us an opportunity to do that in a way that the industry hasn’t seen before. As artists, it’s incredibly exciting to do that work.”
There’s another in-built benefit – Unreal is familiar to huge parts of the wider gaming industry. Where developers would have to spend time learning how to use Slipspace when joining 343, Halo Studios’ adoption of the industry-leading engine makes it a far smoother process to bring in new talent (and the studio is indeed hiring for its new projects now):
“It’s not just about how long it takes to bring a game to market, but how long it takes for us to update the game, bring new content to players, adapt to what we’re seeing our players want,” says Van Wyck. “Part of that is [in how we build the game], but another part is the recruiting. How long does it take to ramp somebody up to be able to actually create assets that show up in your game?”
With the move to Unreal, the on-ramp is shorter, the experience is there, and the series can grow far more quickly and organically than ever before.
“When we decided to do Foundry, it wasn’t, at that point, in our plan,” says Van Wyck. “But we needed to pause and – ‘validate’ is not the right word, but educate and understand what our capability is, and assess it, so we actually know we’re on the right path.
“We’ve intentionally been really quiet up to this point, but I think [today] is about just sharing where we are, what our priorities are as a studio, and where the team is. We’re really proud of what came out of Foundry.”
Ahead of the final match at today’s 2024 Halo World Championship, we saw an unexpected video. It depicted landscapes you might expect from the Halo series – Forerunner architecture jutting from dramatic landscapes inspired by the Pacific Northwest, gorgeous fields of ice, even a vista blighted and consumed by The Flood. We of course saw glimpses of the Master Chief, and his iconic enemies, even a Banshee arcing past the camera. But what we saw wasn’t a look back – this was something entirely new.
We’re entering a new dawn for Halo. Those new visuals were created using Unreal Engine 5 – and we learned that all future Halo projects will use the engine, and that multiple new games using it are in development. Alongside the engine change, the studio is seeing changes in culture, workflow, and how its teams are organized. To match that new approach, franchise stewards 343 Industries are changing their name – Halo Studios is here.
Studio Head Pierre Hintze defines this less like a clean break, and more like the turning of a page:
“If you really break Halo down, there have been two very distinct chapters. Chapter 1 – Bungie. Chapter 2 – 343 Industries. Now, I think we have an audience which is hungry for more. So we’re not just going to try improve the efficiency of development, but change the recipe of how we make Halo games. So, we start a new chapter today.”
The First Step
Switching from the studio’s proprietary Slipspace Engine to Unreal is a key part of that change. Previously, 343 Industries needed a large portion of its staff simply to develop and upkeep the engine its games ran on. “We believe that the consumption habits of gamers have changed – the expectations of how fast their content is available,” says Hintze. “On Halo Infinite, we were developing a tech stack that was supposed to set us up for the future, and games at the same time.”As gaming evolves, and players increasingly point out how long it takes to see new games from their favorite series, the team at Halo Studios felt the need to react. As COO Elizabeth van Wyck puts it:
“The way we made Halo games before doesn’t necessarily work as well for the way we want to make games for the future. So part of the conversation we had was about how we help the team focus on making games, versus making the tools and the engines.”
Alongside the wider changes to how the studio is set up (which you can read more about below), adopting Unreal means Halo Studios is more able to create games with a focus that can satisfy fans – even setting up multiple teams to create different games simultaneously. But Unreal also comes with in-built benefits that would have taken years of work to replicate with Slipspace:
“Respectfully, some components of Slipspace are almost 25 years old,” explains Studio Art Director, Chris Matthews. “Although 343 were developing it continuously, there are aspects of Unreal that Epic has been developing for some time, which are unavailable to us in Slipspace – and would have taken huge amounts of time and resources to try and replicate.
“One of the primary things we’re interested in is growing and expanding our world so players have more to interact with and more to experience. Nanite and Lumen [Unreal’s rendering and lighting technologies] offer us an opportunity to do that in a way that the industry hasn’t seen before. As artists, it’s incredibly exciting to do that work.”
There’s another in-built benefit – Unreal is familiar to huge parts of the wider gaming industry. Where developers would have to spend time learning how to use Slipspace when joining 343, Halo Studios’ adoption of the industry-leading engine makes it a far smoother process to bring in new talent (and the studio is indeed hiring for its new projects now):
“It’s not just about how long it takes to bring a game to market, but how long it takes for us to update the game, bring new content to players, adapt to what we’re seeing our players want,” says Van Wyck. “Part of that is [in how we build the game], but another part is the recruiting. How long does it take to ramp somebody up to be able to actually create assets that show up in your game?”
With the move to Unreal, the on-ramp is shorter, the experience is there, and the series can grow far more quickly and organically than ever before.
Forging Ahead
Of course, Halo Studios needed to be confident in the switch to Unreal – this isn’t a decision taken lightly. The team had to be sure that the first Halo games to come out of a non-Slipspace engine would look, feel, and sound right. The team began experimenting, and it resulted in a research project known as Project Foundry – the source for all the new clips we saw today.“When we decided to do Foundry, it wasn’t, at that point, in our plan,” says Van Wyck. “But we needed to pause and – ‘validate’ is not the right word, but educate and understand what our capability is, and assess it, so we actually know we’re on the right path.
“We’ve intentionally been really quiet up to this point, but I think [today] is about just sharing where we are, what our priorities are as a studio, and where the team is. We’re really proud of what came out of Foundry.”