Forward of the overall fit at as of late’s 2024 Halo Global Championship, we noticed an sudden video. It depicted landscapes chances are you’ll be expecting from the Halo sequence – Forerunner structure jutting from dramatic landscapes impressed via the Pacific Northwest, beautiful fields of ice, even a vista blighted and fed on via The Flood. We after all noticed glimpses of the Grasp Leader, and his iconic enemies, even a Banshee arcing previous the digital camera. However what we noticed wasn’t a glance again – this used to be one thing solely new.
We’re getting into a brand new crack of dawn for Halo. The ones new visuals have been created the use of Unreal Engine 5 – and we realized that every one long term Halo tasks will use the engine, and that more than one new video games the use of it are in construction. Along the engine trade, the studio is seeing adjustments in tradition, workflow, and the way its groups are arranged. To check that new way, franchise stewards 343 Industries are converting their identify – Halo Studios is right here.
Studio Head Pierre Hintze defines this much less like a blank ruin, and extra just like the turning of a web page:
“In the event you truly ruin Halo down, there were two very distinct chapters. Bankruptcy 1 – Bungie. Bankruptcy 2 – 343 Industries. Now, I feel we have now an target audience which is hungry for extra. So we’re now not simply going to take a look at strengthen the potency of construction, however trade the recipe of how we make Halo video games. So, we begin a brand new bankruptcy as of late.”
The First Step
Switching from the studio’s proprietary Slipspace Engine to Unreal is a key a part of that adjust. Up to now, 343 Industries wanted a big portion of its team of workers merely to expand and maintenance the engine its video games ran on. “We imagine that the intake behavior of avid gamers have modified – the expectancies of ways rapid their content material is to be had,” says Hintze. “On Halo Countless, we have been growing a tech stack that used to be intended to set us up for the long run, and video games on the similar time.”
As gaming evolves, and avid gamers increasingly more indicate how lengthy it takes to look new video games from their favourite sequence, the workforce at Halo Studios felt the want to react. As COO Elizabeth van Wyck places it:
“The way in which we made Halo video games sooner than doesn’t essentially paintings as smartly for the best way we need to make video games for the long run. So a part of the dialog we had used to be about how we assist the workforce focal point on making video games, as opposed to making the gear and the engines.”
Along the broader adjustments to how the studio is about up (which you’ll learn extra about under), adopting Unreal way Halo Studios is extra ready to create video games with a focal point that may fulfill enthusiasts – even putting in more than one groups to create other video games concurrently. However Unreal additionally comes with built in advantages that might have taken years of labor to duplicate with Slipspace:
“Respectfully, some parts of Slipspace are nearly 25 years previous,” explains Studio Artwork Director, Chris Matthews. “Even supposing 343 have been growing it often, there are facets of Unreal that Epic has been growing for a while, that are unavailable to us in Slipspace – and would have taken massive quantities of time and assets to take a look at and mirror.

“One of the vital number one issues we’re occupied with is rising and increasing our international so avid gamers have extra to engage with and extra to enjoy. Nanite and Lumen [Unreal’s rendering and lighting technologies] be offering us a chance to do this in some way that the {industry} hasn’t observed sooner than. As artists, it’s extremely thrilling to do this paintings.”
There’s any other built in receive advantages – Unreal is acquainted to very large portions of the broader gaming {industry}. The place builders must spend time finding out methods to use Slipspace when becoming a member of 343, Halo Studios’ adoption of the industry-leading engine makes it a a ways smoother procedure to herald new skill (and the studio is certainly hiring for its new tasks now):
“It’s now not with regards to how lengthy it takes to deliver a sport to marketplace, however how lengthy it takes for us to replace the sport, deliver new content material to avid gamers, adapt to what we’re seeing our avid gamers need,” says Van Wyck. “A part of this is [in how we build the game], however any other section is the recruiting. How lengthy does it take to ramp anyone up as a way to in reality create property that display up on your sport?”
With the transfer to Unreal, the on-ramp is shorter, the enjoy is there, and the sequence can develop way more briefly and organically than ever sooner than.
Forging Forward
In fact, Halo Studios had to be assured within the transfer to Unreal – this isn’t a choice taken flippantly. The workforce needed to make sure that the primary Halo video games to come back out of a non-Slipspace engine would appearance, really feel, and sound correct. The workforce started experimenting, and it led to a analysis undertaking referred to as Mission Foundry – the supply for all of the new clips we noticed as of late.
“After we made up our minds to do Foundry, it wasn’t, at that time, in our plan,” says Van Wyck. “However we had to pause and – ‘validate’ isn’t the best phrase, however train and perceive what {our capability} is, and assess it, so we in reality know we’re at the proper trail.
“We’ve deliberately been truly quiet up thus far, however I feel [today] is set simply sharing the place we’re, what our priorities are as a studio, and the place the workforce is. We’re truly happy with what got here out of Foundry.”

So what does Foundry constitute? The workforce is obvious that that is now not a brand new sport – however neither is it a standard tech demo. It isn’t simply an exploration of what’s conceivable with this engine – it’s a real mirrored image of what could be required for a brand new Halo sport the use of Unreal, and a coaching software for methods to get there. Foundry has been made with the similar rigor, procedure, and constancy as a shipped sport could be.
“The place this kind of paintings’s been executed traditionally, around the {industry}, it might include numerous smoke and mirrors,” explains Matthews. “It now and again leads avid gamers down paths the place they imagine it’s going to be something, after which one thing else occurs. The ethos of Foundry is vigorously the other of that.
“The whole thing we’ve made is constructed to the type of requirements that we want to construct for the way forward for our video games. We have been very intentional about now not getting into tech demo territory. We constructed issues that we really imagine in, and the content material that we’ve constructed – or no less than a just right share of it – may just commute anyplace inside of our video games at some point if we so want it.”
Hintze is going additional: “It’s truthful to mention that our intent is that almost all of what we showcased in Foundry is anticipated to be in tasks which we’re development, or long term tasks.”
And what we’ve observed of Foundry guarantees fantastic issues. Named after the Foundry inside of Halo’s lore – the central forge of the megastructure used to create the Halo Rings themselves – the undertaking noticed the workforce got down to create 3 distinct biomes within the taste of Halo. The objective used to be, as Matthews places it, to make one thing previous, one thing new, and one thing really alien.
For one thing previous, we see a biome impressed via the Pacific Northwest – a staple of the sequence – however in dramatic new shape. Waterfalls crash over mountains, a operating creek turns into the web page of a tableau pitching the Leader towards two Covenant Elites, and the workforce driven Unreal to incorporate as a lot foliage as technically conceivable.

For one thing new, we see the Coldlands location, a area locked in a deep freeze, with snowdrifts overlaying plateaus, and ice reflecting what’s above and refracting what’s under. And for one thing alien, we see the Blightlands, a brand spanking new tackle a Halo location – an international fed on via the parasitic Flood. The specific function of the Blightlands used to be to look how this new-look Halo workforce may just push the arena itself farther than earlier Halo video games – the consequences discuss for themselves.
Even the acquainted seems to be new in Foundry. The Leader’s armor has been modelled with excessive care, right down to particular person panels on his fight gloves. An Elite’s power sword now feels much less like a cast object and extra reflective of the identify – a crackling swoosh of bad power. The purpose wasn’t simply to push the studio, however the engine itself – Foundry is designed to do issues that we haven’t observed in video games the use of Unreal around the {industry}, Halo started its lifestyles as a graphical show off for the unique Xbox – the objective is to make that so once more.
Halo Studios has labored intently with Unreal’s creators, Epic Video games, to verify they are able to achieve that lofty objective.
“Halo is such an unbelievable franchise and it’s superior to look Halo Studios already pushing the limits of Unreal Engine 5,” stated Invoice Clifford, Vice President and Common Supervisor of Unreal Engine at Epic Video games. “We’re venerated to toughen the Halo workforce in figuring out their ingenious visions via Unreal Engine. Mission Foundry’s paintings demonstrates how they are able to deliver Halo to lifestyles with superbly detailed, uncompromised worlds.”
In fact, 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 guns, and the sense that you simply’re inhabiting the Grasp Leader’s armor. Whilst Foundry could also be a essentially visible undertaking, Halo Studios is deeply invested in preserving the essence of what avid gamers love about Halo:

“I feel it’s lovely widely known that [switching engine] has been an issue that the studio has considered for an extended, very long time,” says Van Wyck. “[The release of] Unreal Engine 5 used to be once we felt like shall we make Halo video games that admire and mirror the real soul of Halo whilst additionally having the ability to construct video games that may ship at the scale and ambition of content material that avid gamers need.”
“The spirit of Halo is extra than simply the visuals,” has the same opinion Matthews. “It’s the lore. It’s the physics. Enjoying because the Leader, you’re this massive tank of a soldier – it’s the best way that he strikes, he feels. We’re all truly obsessed about what our avid gamers love about Halo. We’re repeatedly paying attention to this comments – and that’s on the core of any initiative like Foundry, or any purpose that the studio has about how we transfer forwards.”
“We’re interested by the intangibles,” Hintze provides. “The interplay with the Grasp Leader, or your Spartan, or the enemies. We’re very cautious in regards to the selections we’re making in that area – right down to the precision and authenticity of the guns, the authenticity of the animations. There are an inventory of nuances which we use to make sure that we’re on target.”
Past the Visor
So, let’s discuss what’s coming past Foundry. As chances are you’ll be expecting, the workforce isn’t speaking about precisely what the ones new video games will likely be presently – we’re originally of this new bankruptcy, now not the overall levels, and it’s truthful to mention {that a} new Halo sport isn’t impending. Halo Countless will nonetheless be supported in the course of the Slipspace Engine – you’ll be expecting extra Operations, and updates to its Forge mode. In esports, 12 months 4 of the Halo Championship Collection, the use of Halo Countless, has simply been introduced. However within the background, the following steps for Halo will likely be taken.
The quietness is via design. Hintze makes transparent that the concern presently is on doing the paintings, now not merely speaking about it:
“One of the vital issues I truly sought after to escape from used to be the continuing teasing out of chances and ‘must-haves’. We must do extra and say much less. For me, I truly suppose it will be important that we proceed the posture which we have now presently in terms of our franchise – the extent of humility, the extent of servitude against Halo enthusiasts.
“We must discuss issues when we have now issues to speak about, at scale. Lately, it’s step one – we’re appearing Foundry as it feels proper to take action – we would like to give an explanation for our plans to Halo enthusiasts, and draw in new, passionate builders to our workforce. Your next step will likely be speaking in regards to the video games themselves.”

What is obvious is that, sure, it’s Halo video games – plural – in construction presently. The place Halo Countless noticed almost all of the studio considering a unmarried, evolving undertaking, Halo Studios has recalibrated:
“We had a disproportionate focal point on seeking to create the stipulations to achieve success in servicing Halo Countless,” says Hintze. “[But switching to Unreal] lets in us to place all the point of interest on making more than one new studies at the very best quality conceivable.”
A significant a part of this shift has been in reorganizing the construction of Halo Studios as an entire, with the intention to give construction groups what they want to make one thing new.
“On the finish of the day, if we construct the video games that our avid gamers need to play, that’s how we’ll achieve success,” explains Van Wyck. “That’s what must encourage what we construct. That’s additionally what this construction has executed – we would like the folk which might be day-in-day-out making the video games to be those to make the choices at the video games.”
The workforce can also be in quest of extra enter from outdoor the studio on the ones selections:
“We’re in quest of previous and previous, wider and wider comments from our avid gamers,” she continues. “We began that with The Grasp Leader Assortment, and carried that on with Halo Countless, and we need to do it much more for our subsequent tasks. On the finish of the day, it’s now not simply how do we review, it’s how do our avid gamers review it?”
343 Industries used to be based to create Halo video games however the affect I am getting is that, in its new incarnation as Halo Studios, the studio has been retooled to place the point of interest solely on that objective – with out distraction, with out obstacle, to create higher video games with avid gamers’ hopes and needs on the center of the undertaking.
“You requested why we imagine this as a brand new bankruptcy,” says Hintze. “We would like a novel focal point. Everyone seems to be on this position is right here to make the most productive conceivable Halo video games.”