Forward of the ultimate match at as we speak’s 2024 Halo World Championship, we noticed an sudden video. It depicted landscapes you would possibly anticipate from the Halo collection – Forerunner structure jutting from dramatic landscapes impressed by the Pacific Northwest, beautiful fields of ice, even a vista blighted and consumed by The Flood. We after all noticed glimpses of the Grasp Chief, and his iconic enemies, even a Banshee arcing previous the digicam. However what we noticed wasn’t a glance again – this was one thing totally new.
We’re getting into a brand new daybreak for Halo. These new visuals had been created utilizing Unreal Engine 5 – and we realized that every one future Halo initiatives will use the engine, and that a number of new video games utilizing it are in growth. Alongside the engine change, the studio is seeing adjustments in tradition, workflow, and the way its groups are organized. To match that new method, franchise stewards 343 Industries are altering their identify – Halo Studios is right here.
Studio Head Pierre Hintze defines this much less like a clear break, and extra just like the turning of a web page:
“Should you actually break Halo down, there have been two very distinct chapters. Chapter 1 – Bungie. Chapter 2 – 343 Industries. Now, I believe now we have an viewers which is hungry for extra. So we’re not simply going to attempt enhance the effectivity of growth, however change the recipe of how we make Halo video games. So, we begin a brand new chapter as we speak.”
The First Step
Switching from the studio’s proprietary Slipspace Engine to Unreal is a key a part of that change. Beforehand, 343 Industries wanted a big portion of its workers merely to develop and maintenance the engine its video games ran on. “We consider that the consumption habits of players have modified – the expectations of how briskly their content material is out there,” says Hintze. “On Halo Infinite, we had been growing a tech stack that was purported to set us up for the long run, and video games on the identical time.”
As gaming evolves, and gamers more and more level out how lengthy it takes to see new video games from their favourite collection, the workforce at Halo Studios felt the necessity to react. As COO Elizabeth van Wyck places it:
“The way in which we made Halo video games earlier than doesn’t essentially work as effectively for the best way we need to make video games for the long run. So a part of the dialog we had was about how we assist the workforce deal with making video games, versus making the instruments and the engines.”
Alongside the broader adjustments to how the studio is ready up (which you’ll be able to learn extra about beneath), adopting Unreal means Halo Studios is extra capable of create video games with a spotlight that may fulfill followers – even organising a number of groups to create totally different video games concurrently. However Unreal additionally comes with in-built advantages that may have taken years of labor to copy with Slipspace:
“Respectfully, some elements of Slipspace are nearly 25 years outdated,” explains Studio Artwork Director, Chris Matthews. “Though 343 had been growing it constantly, there are facets of Unreal that Epic has been growing for a while, that are unavailable to us in Slipspace – and would have taken large quantities of time and assets to attempt to replicate.

“One of many main issues we’re fascinated with is rising and increasing our world so gamers have extra to work together with and extra to expertise. Nanite and Lumen [Unreal’s rendering and lighting technologies] provide us a possibility to do this in a means that the {industry} hasn’t seen earlier than. As artists, it’s extremely thrilling to do this work.”
There’s one other in-built profit – Unreal is acquainted to very large elements of the broader gaming {industry}. The place builders must spend time studying find out how to use Slipspace when becoming a member of 343, Halo Studios’ adoption of the industry-leading engine makes it a far smoother course of to herald new expertise (and the studio is certainly hiring for its new initiatives now):
“It’s not nearly how lengthy it takes to carry a recreation to market, however how lengthy it takes for us to replace the sport, carry new content material to gamers, adapt to what we’re seeing our gamers need,” says Van Wyck. “A part of that’s [in how we build the game], however one other half is the recruiting. How lengthy does it take to ramp any individual up to have the ability to truly create property that present up in your recreation?”
With the transfer to Unreal, the on-ramp is shorter, the expertise is there, and the collection can develop way more shortly and organically than ever earlier than.
Forging Forward
After all, Halo Studios wanted to be assured within the change to Unreal – this isn’t a choice taken calmly. The workforce needed to ensure that the primary Halo video games to come back out of a non-Slipspace engine would look, really feel, and sound correct. The workforce started experimenting, and it resulted in a analysis venture referred to as Undertaking Foundry – the supply for all the brand new clips we noticed as we speak.
“Once we determined to do Foundry, it wasn’t, at that time, in our plan,” says Van Wyck. “However we would have liked to pause and – ‘validate’ will not be the best phrase, however educate and perceive what {our capability} is, and assess it, so we truly know we’re on the best path.
“We’ve deliberately been actually quiet up up to now, however I believe [today] is about simply sharing the place we’re, what our priorities are as a studio, and the place the workforce is. We’re actually pleased with what got here out of Foundry.”

So what does Foundry signify? The workforce is evident that that is not a brand new recreation – however neither is it a conventional tech demo. It isn’t simply an exploration of what’s attainable with this engine – it’s a real reflection of what can be required for a brand new Halo recreation utilizing Unreal, and a coaching instrument for find out how to get there. Foundry has been made with the identical rigor, course of, and constancy as a shipped recreation can be.
“The place this kind of work’s been performed traditionally, throughout the {industry}, it may comprise a variety of smoke and mirrors,” explains Matthews. “It typically leads gamers down paths the place they consider it’s going to be one factor, after which one thing else occurs. The ethos of Foundry is vigorously the other of that.
“The whole lot we’ve made is constructed to the type of requirements that we have to construct for the way forward for our video games. We had been very intentional about not getting into tech demo territory. We constructed issues that we actually consider in, and the content material that we’ve constructed – or not less than a superb proportion of it – may journey anyplace inside our video games sooner or later if we so want it.”
Hintze goes additional: “It’s honest to say that our intent is that almost all of what we showcased in Foundry is anticipated to be in initiatives which we’re constructing, or future initiatives.”
And what we’ve seen of Foundry guarantees unbelievable issues. Named after the Foundry inside Halo’s lore – the central forge of the megastructure used to create the Halo Rings themselves – the venture noticed the workforce got down to create three distinct biomes within the fashion of Halo. The aim was, as Matthews places it, to make one thing outdated, one thing new, and one thing actually alien.
For one thing outdated, we see a biome impressed by the Pacific Northwest – a staple of the collection – however in dramatic new type. Waterfalls crash over mountains, a operating creek turns into the positioning of a tableau pitching the Chief in opposition to two Covenant Elites, and the workforce pushed Unreal to incorporate as a lot foliage as technically attainable.

For one thing new, we see the Coldlands location, a area locked in a deep freeze, with snowdrifts masking plateaus, and ice reflecting what’s above and refracting what’s beneath. And for one thing alien, we see the Blightlands, a model new tackle a Halo location – a world consumed by the parasitic Flood. The categorical objective of the Blightlands was to see how this new-look Halo workforce may push the world itself farther than earlier Halo video games – the outcomes converse for themselves.
Even the acquainted seems to be new in Foundry. The Chief’s armor has been modelled with excessive care, all the way down to particular person panels on his fight gloves. An Elite’s vitality sword now feels much less like a strong object and extra reflective of the identify – a crackling swoosh of harmful vitality. The intention wasn’t simply to push the studio, however the engine itself – Foundry is designed to do issues that we haven’t seen in video games utilizing Unreal throughout the {industry}, Halo started its life as a graphical showcase for the unique Xbox – the aim is to make that so once more.
Halo Studios has labored carefully with Unreal’s creators, Epic Video games, to make sure they will attain that lofty aim.
“Halo is such an unbelievable franchise and it’s superior to see Halo Studios already pushing the boundaries of Unreal Engine 5,” stated Invoice Clifford, Vice President and Basic Supervisor of Unreal Engine at Epic Video games. “We’re honored to assist the Halo workforce in realizing their artistic visions by way of Unreal Engine. Undertaking Foundry’s work demonstrates how they will carry Halo to life with superbly detailed, uncompromised worlds.”
After all, the soul of Halo isn’t simply in the way it seems to be, however the way it feels – the intrinsic dance of its fight, the thud of the weapons, and the sense that you just’re inhabiting the Grasp Chief’s armor. Whereas Foundry could also be a primarily visible venture, Halo Studios is deeply invested in retaining the essence of what gamers love about Halo:

“I believe it’s fairly well-known that [switching engine] has been a subject that the studio has considered for an extended, very long time,” says Van Wyck. “[The release of] Unreal Engine 5 was after we felt like we may make Halo video games that respect and mirror the true soul of Halo whereas additionally with the ability to construct video games that may ship on the size and ambition of content material that gamers need.”
“The spirit of Halo is extra than simply the visuals,” agrees Matthews. “It’s the lore. It’s the physics. Taking part in because the Chief, you’re this large tank of a soldier – it’s the best way that he strikes, he feels. We’re all actually obsessed about what our gamers love about Halo. We’re continually listening to this suggestions – and that’s on the core of any initiative like Foundry, or any intention that the studio has about how we transfer forwards.”
“We’re fascinated about the intangibles,” Hintze provides. “The interplay with the Grasp Chief, or your Spartan, or the enemies. We’re very cautious concerning the selections we’re making in that house – all the way down to the precision and authenticity of the weapons, the authenticity of the animations. There are an inventory of nuances which we use to confirm that we’re on monitor.”
Past the Visor
So, let’s discuss what’s coming past Foundry. As you would possibly anticipate, the workforce isn’t speaking about precisely what these new video games might be proper now – we’re in the beginning of this new chapter, not the ultimate phases, and it’s honest to say {that a} new Halo recreation isn’t imminent. Halo Infinite will nonetheless be supported by way of the Slipspace Engine – you possibly can anticipate extra Operations, and updates to its Forge mode. In esports, 12 months 4 of the Halo Championship Collection, utilizing Halo Infinite, has simply been introduced. However within the background, the following steps for Halo might be taken.
The quietness is by design. Hintze makes clear that the precedence proper now could be on doing the work, not merely speaking about it:
“One of many issues I actually wished to get away from was the continued teasing out of potentialities and ‘must-haves’. We must always do extra and say much less. For me, I actually suppose it can be crucial that we proceed the posture which now we have proper now in terms of our franchise – the extent of humility, the extent of servitude in direction of Halo followers.
“We must always discuss issues when now we have issues to speak about, at scale. At present, it’s step one – we’re displaying Foundry as a result of it feels proper to take action – we need to clarify our plans to Halo followers, and appeal to new, passionate builders to our workforce. The subsequent step might be speaking concerning the video games themselves.”

What is evident is that, sure, it’s Halo video games – plural – in growth proper now. The place Halo Infinite noticed virtually the complete studio centered on a single, evolving venture, Halo Studios has recalibrated:
“We had a disproportionate deal with attempting to create the circumstances to achieve success in servicing Halo Infinite,” says Hintze. “[But switching to Unreal] permits us to place all of the deal with making a number of new experiences on the highest high quality attainable.”
A significant a part of this shift has been in reorganizing the construction of Halo Studios as an entire, with the intention to give growth groups what they should make one thing new.
“On the finish of the day, if we construct the video games that our gamers need to play, that’s how we’ll achieve success,” explains Van Wyck. “That’s what ought to inspire what we construct. That’s additionally what this construction has performed – we wish the individuals which are day-in-day-out making the video games to be those to make the selections on the video games.”
The workforce will even be looking for extra enter from exterior the studio on these selections:
“We’re looking for earlier and earlier, wider and wider suggestions from our gamers,” she continues. “We began that with The Grasp Chief Assortment, and carried that on with Halo Infinite, and we need to do it much more for our subsequent initiatives. On the finish of the day, it’s not simply how do we consider, it’s how do our gamers consider it?”
343 Industries was based to create Halo video games however the impression I get is that, in its new incarnation as Halo Studios, the studio has been retooled to place the main focus totally on that aim – with out distraction, with out obstacle, to create higher video games with gamers’ hopes and needs on the coronary heart of the endeavor.
“You requested why we think about this as a brand new chapter,” says Hintze. “We wish a singular focus. Everyone seems to be on this place is right here to make the very best Halo video games.”