HALO : Brutalist Architecture Part-2






Brutalism shares a visual identity with what's known as bunker architecture. (A bunker is a defensive military fortification designed to protect people and valued materials from falling bombs or other attacks. Bunkers are mostly underground, in contrast to blockhouses which are mostly above ground.)source Wikipedia
Like so many examples of brutalism, the structures are monolithic - it's difficult to imagine how such dense masses were ever constructed. As an architectural project, brutalism may be history.


Some of the Architectural buildings:

                   

Unité d'habitation buildings were designed by Swiss-French architect Le Corbusier

Chandigarh Capitol Complex, Chandigarh, India (is a government compound, Le Corbusier)

Geisel Library library building in California San Diego by architect William L. Pereira

Notre-Dame du Haut chapel by Le Corbusier 


Brutalism in Game Architecture(Halo: bungie & 343 Industries)

Human Architecture(In game)


Italian futurism (in particular Antonio Sant'Elia).

  


The design of skyscrapers in New Mombasa


New Alexandria shows the same lower finishing.



Interior Design of “ Pillar of Autumn” (Halo)



Interior of the Arc ship(rescue submarine from the movie 2012)


Forerunner Architecture(In game)

The scale of the Forerunner structures and the finishings of the surfaces are much more brutal in style(Assault on the control room)

Covenant Architecture(In-game)

In the game, halo covenant had more ships than buildings (found some of the interior spaces from Halo Reach)





It's easy to understand why brutalism has been such a potent source of architectural inspiration for games. HALO looks different now but maybe this is no surprise after all two different teams have developed this franchise and their choices and preferences in design have shaped the look and feel of the universe looking at the evolution of the design and architecture of the forerunners. comparing the design languages and choices used by Bungie and 343 industries as well as looking at their implications on HALO’s lore. Brutalism is a style of architecture and is highly relevant when looking at Bungie's vision of the forerunners Brutalism uses monumental sculptural shapes and raw molded concrete its influence then is obvious and forerunner architecture massive forerunner structures appear slightly worn yet impossibly ancient.



Some of the forerunner buildings form Halo


Their structure is familiar yet very alien feeling empty and almost uncomfortable embellishments come in the form of faint patterns akin(similar) to hieroglyphics(A hieroglyph (Greek for "sacred carvings'') was a character of the ancient Egyptian writing system. Logographic scripts that are pictographic in the form in a way reminiscent of ancient Egyptian are also sometimes called "hieroglyphs".) with the architecture appearing highly functional despite their functions being unknown and perhaps unfathomable, this is an aspect Bungie always emphasized believing that HALO is really the story between you in your environment it's bare or raw concrete and simple nature likely derived from the original Xboxes limitations and as a way to contrast against the very organic and alien appearance of the Covenant. This aesthetic was consistent throughout the entire original HALO trilogy(The HALO trilogy, original trilogy, or Bungie trilogy refers to the first three HALO games released by Bungie Studios. The series began with HALO: Combat Evolved, an original Xbox launch title in 2001. It was followed by the launch of HALO 2 in 2004 and then the release of HALO 3 in 2007 on the Xbox 360.)


with the changes made being more of an evolution of the same design theory this was the case up until ensembles HALO Wars where the architecture was no longer depicted as gray colored or textured and muted but instead looked more alive a neo-futuristic it was however generally accepted as being a stylistic choice rather than Canon(standard) instead, it was HALO 4 that would forever change the forerunner appearance HALO 4 was three for three's first HALO game developed alone they now had full control over the game's universe in their return of the forerunners video then art director Kenneth Scott said that anybody who plays HALO will say the forerunner is silvery angular stuff with the blue neon lights across it.


(Kenneth Scott is a Visual Design Consultant for 343 Industries and was formerly the company's Senior Art Director.

He is from Calgary, Alberta, received his education at The Alberta College of Arts + Design, and currently lives in Seattle, Washington. He is married to Corrinne Yu, who also formerly worked for 343 Industries as a programmer.

Before joining Microsoft Studios, Scott previously worked as a character artist at Ion Storm Inc. from 1996 to 1998 and as an art director at id Software from 1998-2008, contributing to such projects as Daikatana, Anachronox, Quake III Arena, Doom 3, and Quake 4. He joined Microsoft in 2008, helping to form 343 Industries' art department, where he served as Senior Art Director until 2014. As Senior Art Director, he helped to develop HALO 4 and worked on the initial stages of HALO 5: Guardians.

In addition, Scott wrote the forward to Awakening: The Art of HALO 4 and contributed artwork to HALO: Initiation, HALO: Escalation, and HALO Mythos. After leaving 343 Industries he continued to contribute in a consultant capacity; he also began working at Oculus VR as Art Director in 2014.)






And what makes Halo's interior environment of the "Pillar of Autumn" and the forerunner's buildings(in the game) look similar to the ark ship rescue submarine from the movie 2012 and the similar look material used in both of the designs.

Let me know what you think about the design environment and lighting.



Refer Full Article: ( Part 1 | Part 2 | Part 3)


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