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'Et Tu Brute' vidoc transcript *long post*
Posted By: RC MasterDate: 12/20/06 3:39 p.m.

Here it is:
.doc format (31K)
.txt format (5K)

And if you don't want to download anything:

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‘Et Tu Brute’ – Halo 3 Vidoc
Transcription

Shi Kai Wang:
Halo 3 is all about the things we wanted in Halo 1 and 2.
The Brutes were, they were added in a little too late I think.
And we didn’t have a chance to really flesh them out, and so, that’s what we’re doing for Halo 3!

Jaime Griesemer:
Nailing the flavour for a character is often very difficult.
You sorta have to feel it out as you go.
The Brutes in Halo 2 were meant to be more like, the barbarians in Rome.
We wanted the Brutes to typify that abusive, evil invader.

Chris Butcher:
Right from the start the design of the Brutes was not consistent about reinforcing that they were meant to be worthy adversaries for the player.

JG:
Now that the Elites have left the Covenant, it gave us a problem for Halo 3.

SKW:
For the Brutes to behave, kinda similar to the Elites they have to be totally re-done, because, they’re not interesting to fight.

Paul Bertone:
He was just a damage sponge.
There were no interesting reactions, there wasn’t an interesting death.

CB:
The only attack that the player has is just pump them full of lead until they fall down.

SKW:
It doesn’t really turn out to be really good gameplay.

Curtis Creamer:
Going back and trying to recreate a character like this is, one part art and one art science.
And the art part is very difficult to understand just exactly how long it’s gonna take.

Isaac Hannaford:
A concept artist tries to communicate through composition, what the idea is trying to get across.
A lot of time the direction just gets narrowed down to ‘can you just make it look cool?’
The Brutes, originally, looked a lot like Chewbacca. Like, they were just big, hairy guys with a bandolier.
I looked at a lot of animal reference; rhinoceros and some gorilla. Their natural body plating was brutish.
This was our way of kinda, pulling them into the fold of the Covenant.
They’ve got kinda ancient looking buckles and gauntlets, and leather straps holding all that stuff together.
Making them a little more, serious bad guy, I hope. *chuckles*

Nathan Walpole:
Everything the character does, whenever the character moves we’ve created an animation for it.

Bill O’Brien:
In which way that character moves, that kinda makes him unique.

John Butkus:
These days now we’ve got our animation reference area upstairs.
We just take it upon ourselves to go film us doing each individual motion and then work that into our animation.

NW:
If a Brute is punching the face off a marine, we’re gonna embellish that, we’re gonna make him punch the jaw off to.
We’re gonna make him just punch straight through that marine.

SKW:
God damn that looked like f****n real life.
I was just like, ****** Jesus c****t, that was awesome.

BO'B:
When I look over and see Jeremy doing something I’m like ‘oh that’s really cool.’
‘How can I work something like that into his move set?’

NW:
It’s exciting to see what Jeremy does tomorrow, and what Bill does the next day. Its always…

Jeremy:
Not John though…

NW:
No.

JB:
Not so much me.

NW:
Nobody likes John.

*laughs*

JG:
Players who are familiar with the Brutes from Halo 2, will notice that these Brutes are fully armed, fully equipped and are not gonna be push-overs.

SKW:
For the game to be interesting the guys you’re playing against have to be fun to play.
Does the profile of the character create an interesting look from afar?
Is it fun to shoot at him?
When he runs around do you see his limbs moving up and down because there’s things jutting out from the side?

CB:
Rather than make them look like big dumb apes we want to make them very brutal and pragmatic warriors.
And, that’s really informed a lot of the visual design.

PB:
Visually through the art we define the different classes.
The standard Brute has just his normal armour with a very standard helmet.
The Brute Captain has a much bigger head dress.
And then, the Brute Chieftains have very elaborate headdresses and very elaborate shoulder pads, and armour on them.
The interesting thing, was some of the ideas that we came up with, is that,
not only do we need to figure out how the brutes interact with the other Covenant, but also how Brutes interact with Brutes.
And we developed the idea of the ‘Brute pack’.

Damian Isla:
What makes it feel like two characters are aware of each other?
Deciding to do the same thing at the same time.

CC:
Maybe you’re kinda coming around the corner and you see them doing an activity that has nothing to do with fighting,
but its gonna give you sorta more insight into what the Brute-Pack mentality is like.

DI:
We have this really brutal behaviour now which is just, the Chieftain saying: ‘Everybody throw a grenade’ and as a result,
a second later you have grenades flying in your face.

CB:
That’s always gonna give the player a little bit of an adrenaline rush, that ‘OMG! Now this guy is right up in my face, I have to back out and hit him hard.’

PB:
When a player kills them they’re like ‘ah man I had to kill that guy.’ And then they go around a corner and there’s like,
four more of them standing there, right, and they’re like ‘S***!’

JG:
I think the Brutes bring out the indignant, self – righteous aspect of a lot of players,
so I’m hoping to hear a lot of ‘take that’ and ‘I can’t believe that you have invaded my planet and I’m gonna throw you off!’
and we hope to really bring people into the character and the drama of the situation, by putting them up against these really brutal characters.

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Replies:

'Et Tu Brute' vidoc transcript *long post*RC Master 12/20/06 3:39 p.m.
     Re: 'Et Tu Brute' vidoc transcript *long post*Nsane 12/23/06 3:04 a.m.



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