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Posts tagged ‘Paul Jaquays’

29
Sep

Paul Jaquays completes his Halo Wars skirmish map blogs with Terminal Moraine, Repository, and Crevice

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Paul Jaquays now working at CCP North America as a Senior Level Designer has been blogging with Robot Entertainment Community Manager, Duncan Stanley to reveal some early developer screenshots and ideas which make up some of the Halo Wars portfolio of skirmish maps. Having already blogged about Pirth Outskirts attention has turned to his other map designs – Terminal Moraine, Repository and Crevice.

Terminal Moraine

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I started map development by literally copying and pasting a large chunk the Alpha Base ruins into one corner of the map. This established a particularly unique landmark in that corner. These large landmarks in skirmish maps help players immediately know where they are and and let them navigate from point to point by in-game visual references. Ideally, each “corner” of any skirmish map is visually unique, and this was my design goal with Terminal Moraine

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Repository

repositoryHi_final[1]

Early 2007 saw the first completed version of Repository (then called “the Halo map”). Primarily developed by Ensemble artist Patrick Thomas, this was a land of subtle terrain blending, muted colors, narrow paths, rough terrain, and the unrestricted placement of bases and other buildings. Players captured Forerunner power stations to earn resources. Very little of what can be seen in this map survived into the final game. The effects guys put a lot of effort into river that runs through the map, including the appearance of moving water, waterfalls, and spray. But the game was about to undergo an extensive refit, resulting in play much closer to the final version and the need to totally rework this map from the ground up. The river, sadly, became an early victim to those changes.

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Crevice

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During development, Crevice shifted from the inside of the Shield World to the outside. To achieve this, I painted over a screen capture of the current version of the map, sketching out ideas for details on notebook paper. The design rework of the map had turned the central platform into a big hole. I suggested changing this into a playable area, a partially buried circular Forerunner platform. One feature I wanted to play up was the “bouncy-ness” of the warthogs, so where possible, I sculpted in small steps and shelves into the terrain.

 

Check out more map blogs from other Ensemble artists on the HaloWars.com map page!

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5
Sep

Paul Jaquays blogs about Halo Wars map “Pirth Outskirts”

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Paul Jaquays former artist at Ensemble Studios has blogged on the Halo Wars website with some additional concept art from the map design of Pirth Outskirts, a 1v1 Halo Wars skirmish map.

I developed the area as a remote vacation destination with mysterious ancient ruins, modern hotels, and dramatically steep, mist-shrouded cliffs into which breathtaking waterfalls poured majestically. On top of this, I layered the planet’s recent, tragic history. Covenant bombs had cut the area off from the cities and turned the man-made structures into smoking rubble.

It is not unusual for map designs to go through various designs before the final choice. Here you can see one of the earlier concepts for the map. You can click the image below to find text commentary on the image.

Pirth_Outskirts_concept[1]

The end result of Pirth Outskirts appears below, quite a difference in terms of colour, waterfalls and buildings!

PirthLA_final[1]

Paul Jaquays since Ensemble has moved onto CCP North America as a Senior Level Designer. Clearly CCP recognised the talent of this excellent artist and CCP can now enjoy quality levels and maps just like the one above!

Check out the full blog on HaloWars.com where Duncan Stanley, Community Manager offers some top tips for the map!

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