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Posted on: May 21, 2009

The Halo You Never Knew

WORDS BY: Dan Amrich

Allen Murray, a three-year veteran producer at Bungie, presented “Building Your Airplane While Flying: Production at Bungie” at this year’s Game Developers Conference. His presentation was mainly for the edification of fellow game developers, to share the production processes that did and didn’t work over the course of Halo 3, in hopes that the entire development community can swap ideas and solutions — but it was chock full of insights us regular ol’ gamers would find interesting, too. Among the highlights:

Multiplayer Came First

When the Halo 3 team started, there were just three producers working with a team of 75 artists, designers, and programmers. With those resources, most of their energy was put into multiplayer modes, and the team couldn’t focus on more without growing. The game’s campaign became the focus midway through the development cycle, and the team grew to 110 and six producers. At the end of the ship cycle — and even today, as DLC continues to be developed — the Halo 3 team encompassed more than 150 people and 11 producers.

Saved Films Almost Weren't Saved

Late in the development cycle, it looked like the saved-fi lms feature was going to have to be cut for time. But two people “really, really believed in it and really changed the minds of the entire team,” said Murray. “I think Halo 3 would not be the game it is without it.”

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