Halo Infinite screenshots captured in-game on High end PC from various game locations.
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RESPONSIBILITIES AT A GLANCE (Detailed descriptions and credits follow):
Rocks: Rock pipeline, surfacing, finalization, shaders.
Landscape: Terrain material behaviors, authored terrain asset rules/brush behavior/balancing, erosion, auto-masking, terrain asset auto-blending.
Assets: Authored Banished earthwork assets such as machine-carved cliff walls, soil piles, craters. Authored bioluminescent mushrooms, many small and midsize rocks, and various debris.
Texturework: Authored many ground, rock, moss, and other biome texture-sets. (See my other Halo Infinite Collection)
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DETAILS AND ADDITIONAL CREDITS:
Rocks: I was responsible for the surfacing and authoring pipeline across the games colossal rock and cliff assets. I was given base forms for many of our large rocks by Nicholas Bell and his team. At the time I received these assets, they were so large that current attempts at sculpt/bake detail were not sufficient for their massive size. I was tasked with finding a way to bring these titanic objects to life by creating and maintaining detail from inches away, to mid-read, to vista, all while running across all xbox and pc platforms at high frame-rate.
Credits to Evan Liaw and Chiyo Lai who worked with me in finalizing our biome shaders; Joshua Aoki, Forest Telford, and Stuart Cunningham, who worked with me to design and implement a semi-procedural authoring pipeline for these insanely massive assets; as well as Mattias Kylen and Rogelio Olguin for help conceptualizing our pipeline.
Landscape Surfacing and Auto-Decoration: I worked with Mikael Nellfors, using our custom tools to create terrain material blending rules, procedurally placed foliage across the landscape, and provide our world building team with brushes that allowed them to non-destructively edit the procedurally mixed results. Chiyo Lai and Evan Liaw also had a hand in tuning our landscape surfacing palette.
Terrain and Erosion: With help from Stuart Cunningham, I created our landscapes subtle erosion blends, and using his tool, was able to detect and simulate erosion around and incorporating assets (such as cliffs) placed by our worldbuilding team. We were able to combine this data with the terrain material blending data to create an automatically generated result which our worldbuilders could then build upon or change.
Shaders: I worked with Chiyo Lai and Evan Liaw to author our biome asset shaders, incorporating layering systems, seamless terrain blending, and multiple levels of Texel density to ensure detail at any read on supermassive organic objects.
Additional Credit:
343 Worldbuilding team was responsible for all of the world composition and assembly.
Liz Kirby, Steven Oberman, and TJ Halter authored majority of leafy foliage assets.
Please see the official Halo Infinite credits for further specifics.
Halo Infinite has been an incredible journey so far, and it's just getting started. My thanks and respect to the absolutely phenomenal team for finishing this fight.