![]() "That took a lot of time and sketches."Īgain, Garza would start by making a large number of sketches, which would be presented during meetings to other members of the team - from animators to designers. "We just had to take it in this new direction," says Garza. Because of this, quite a bit more work went into coming up with the designs. Unlike with the Chief, there was really no reference for the new Promethean characters, which are the game's main enemies: Halo 4 marked their game debut. "But the difficult part was the new characters - that was just hard, man." "The difficult part was the new characters - that was just hard, man." He was going to have armor in a green tint. "We knew he was going to have the visor, and that certain color. It was a lot of work involving plenty of sketches and drawings, but Master Chief wasn't the most challenging thing Garza worked on, largely because so much of the character's look was already in place. ![]() "Because those would be the ones that have the most interaction with the guns," he says, "I figured you want to have, I dunno, more mobility for them." This process would go back and forth several times until they had the main structure of the character down, and then Garza would get to work on the details.įor instance, in keeping with functional theme, he decided it might be better to make Master Chief's thumb and index finger a different material than the rest of the armor. Once he was able to check out the model he’d go back and do some more sketches to make adjustments. "Kenneth really wanted it to be a lot more functional looking, so I would get buzzwords like ‘heavy,’ ‘technological,’ ‘tank’ - those kinds of words will help me look for shades, forms, colors that I would use to make the design of the Master Chief." Garza would use these words to create sketches, which would then be turned into 3D models and viewed from every possible angle. Master Chief already had a well-defined look, so Garza needed to refine it in more subtle ways. The process of redesigning the character involved a lot of iteration. "It’s a huge character for everybody and it’s the face of the game. "If I had to pick something it would be the Chief," he says. And while he says it's hard to choose, his favorite thing he worked on in the game isn't all that surprising. He created designs for everything from iconic vehicles like the Warthog and the Pelican to new enemy creatures like the Promethean watcher and crawler. But for the new game he settled into the role of concept artist, where it was his job to create art that would help influence the look and feel of the game. ![]() Prior to Halo 4, he worked on a few Halo-related projects, including painting the cover for the short story collection Halo: Evolutions. Garza describes himself as a Halo fan - he'd played the games and followed the series' fiction closely - so the decision to join 343 was a pretty simple one. He met Kenneth Scott, 343's senior art director, at a conference in Dallas, and eventually was invited to come join a secret project in Kirkland, Washington. Halo 4 is the first original game to come out of 343, but Garza has actually worked at the company for around four years now. Not only was he responsible for creating the look for the game's new enemies, the Prometheans, but Garza was also tasked with redesigning the face of the series: Master Chief. But Garza's pressures were somewhat different compared to the rest of his co-workers. Like the rest of the team at Microsoft's 343 Industries, Garza was under quite a bit of pressure, working on the first game in the series not developed by Halo creators Bungie. "All of the games I worked on before they were video games, but they were not Halo," says Gabriel "Robogabo" Garza, who served as a concept artist on the just-released Halo 4. ![]()
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