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M. Noah Ward | Page 1 of 3
Before we begin, we would like to extend a warm thanks to Michelle Lai of MSImpact, a Microsoft-funded Carnegie Mellon University student organization that hosted this Halo 2 presentation, for allowing us to print this story for you. The presentation's speaker was Adrian Perez, a Bungie gameplay and graphics programmer currently focused on the highly anticipated sequel, and the following is a summary of his remarks.
Surely, the smaller pool of employees and the tight, if not rushed, delivery schedule detrimentally affected Halo 1. For one thing, it caused the game world to appear slightly monotonous in design. In fact, the level "Silent Cartographer" wasn't even supposed to be in the game-- it was merely a testing area filled with varied environments that ended up being decent enough that the storyline was altered to squeeze it in and offer a little more game length. Yet for all that was squeezed into Halo 1, much had to be left out. Everything from weapons to levels were cut to meet the Xbox launch delivery date. Character models featured only 1,000 - 3,000 polygons each, with only four texture layers. An attempt to use the maximum potential of the Xbox's native Nvidia GPU-- the only launch title to do so-- even ended up falling short. In fact, the major rasterizer for the game's graphic engine-- a module that adds special effects such as bumps and shading to an in-game object-- was developed not only under truncated schedules but lack of final specs on or development libraries for Xbox. The development libraries used weren't even strong enough to take full use of the Nvidia GPU, but rest assured the APIs behind Halo 2 will. To provide some perspective, Tecmo's game designer cum Xbox evangelist Itagaki's Dead or Alive 3 used the same APIs as Halo 1, and the Tecmo title is often referred to as the graphics pinnacle from Xbox's launch-- next to Halo 1, of course. After seeing the amazing advancements in Halo 2's superior Master Chief model, which has advanced bump mapping and actually fewer polygons, we can only imagine what Itagaki will do with his next Xbox-exclusive titles. Inevitably, Xbox owners are assured amazing looking games from Bungie and Tecmo alike. Proceed to Page 2
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