Maurice Camps

HALO SPARTAN STRIKE

RELEASE: April 16, 2015
PLATFORM: IOS, Windows, Windows Phone, Xbox One, Xbox 360, Steam
FUNCTION: Lead Artist

After the success of Halo Spartan Assault it became clear that there was appetite for more and thus Halo Spartan Strike was born. Originally, the Halo Spartan series were developed to be included on Windows phones and tablets only, but it was later also ported to XBOX 360 and XBOX ONE. It was a huge challenge to get everything running smoothly on all platforms, most specifically on Windows phone 8. We took our learnings from the Halo Spartan Assault and created a very worthy successor.

TEAM SIZE: ~65 total, 10 Artists
ENGINE: Proprietary Blue engine

STORE LINK: Steam

MY CONTRIBUTIONS:
  • Accountable for all direction & direct communication with the art team (except concept art)
  • Art direction of all levels, menu, VFX, characters, assets, etc.
  • Prioritization, planning, and distribution of tasks for all artists
  • Modular asset & level setup
  • Solutions for creative reuse of levels, without feeling too repetitive
  • Microsoft / 343 asset reuse assessment
  • Hands-on work on finding solutions for technical and creative challenges
INTERESTS & CHALLENGES:
  • With this being the second spartan title, we had some advantages of course: we knew what we were going to build, we had most things in place tech-wise and we could reuse some assets from Spartan Assault. On the flipside there was an ambitious plan for pushing out a lot of levels within a limited timeframe on all new locations. Our main challenge here was to create the content within the timeframe and with the manpower that we had. Basically, we had to come up with some creative solutions regarding reuse of both assets and levels without people noticing.
  • Another challenge, like with spartan assault was that everything needed to perform stellar on low-end mobile devices.

Launch Trailer

GAMEPLAY VIDEO