![]() Having a good grasp of the chronological order of these games makes it much easier to replay them accordingly before Halo Infinite drops, thus being ready to experience the story at its fullest. Some of these games don't even take place in a single moment in time, making it far more difficult to make the timeline clear, with the perfect example of this being Halo: Spartan Strike, which is set during Halo 2 in the first part and after Halo 4 in the second. Regardless, not all of the games are in chronological order, meaning they were released at different times, and the story takes place in various moments within the Halo timeline of events. There are currently twelve installments in the Halo franchise, and Halo Infinite is going to be the thirteenth, likely releasing this Holiday season or even on the saga's anniversary. Giving fans the unrestricted ability to choose, discover, and explore the abundance of options available to them across all progression and customization categories will provide fans with more opportunities to find the “what” and the “how” they would like to pursue regardless of the device in which they engage.There are very few franchises that have successfully been running for over a decade, and Bungie's Halo-which has been in the hands of 343 Industries for several years now-is fast approaching its twentieth anniversary this November. For the features we integrate, we want to pursue design parity as much as possible. Giving players the ability to manage the look and feel of their Spartans and equipment, manage their Battle Pass progress, and launch consumable items on the fly are just a few ways we are extending gameplay. But Reach was a prequel, in a way, so it makes sense. ![]() I mean it’s not like you could play any of the previous halos and fully understand the story either, without the context of the of the rest. ![]() We’ve been hard at work building cross-team partnerships to bring as much as we can from gameplay features like Customization & Progression into both our website refresh and companion app experience. I don’t know why anyone would be surprised by it. Speaking of gameplay features, I’ve had the recent opportunity of contributing design leadership not only to our companion app but also to the presentation and realization of Halo Infinite’s upcoming customization experience, so that feature is very near and dear to me. Players should find we’ll be keeping up with a great deal of their performance, but we’re also delving into surfacing gameplay features to both our Web & App platforms. That’s definitely still the case today, and for all those who are hopping back into MCC for the new seasonal content and to re-live their early Halo 2 glory days, we’ll be capturing that as well. I remember waiting up with my college friends, laughing at our past multiplayer shenanigans, and not feeling compelled to stare at my phone while doing so! Back then we weren’t quite so connected though-I think I had a flip phone and a Palm Pilot that only worked on Wi-Fi, but when we weren’t otherwise in classes or playing Halo in our dorm rooms, our multiplayer & campaign stats were super important to us. ![]() In fact, it’s the only game launch where I stayed up late to get in line for its midnight release. All that said, the process and tool improvements will help Halo Waypoint to support Halo for years to come.Įric Dies: Well, let me start by saying I have played Halo since the very beginning, and I’ve definitely played my fair share of Halo 2. It’s also a great tool that the Development Team can reference. ![]() Design systems save time and help us keep things like the navigation updates consistent throughout all the designs. If we change that button style in the design system, that change propagates to all the design files. Design systems allow designers to create single elements like a button – or a grouping of elements – that we can reuse in all our design files. Compared to the 2014 launch of Halo Waypoint, the use of design systems was a technical leap for the Halo Waypoint design process. We leveraged the collaborative design software, Figma, that that enabled our process and the creation of design systems (aka “design library”) for both website and app platforms. Tiana Los: Empowering “design thinking” was at the forefront of the Waypoint vNext journey – crafting experiences that we could empathize with, define, ideate, prototype, and test. ![]()
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