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  1. Newest Vidoc from Bungie released today! Discuss, drool, and Enjoy! http://www.youtube.com/watch?feature=player_embedded&v=eAbpZfqE8r4
  2. Newest Vidoc from Bungie released today! Discuss, drool, and Enjoy! http://www.youtube.com/watch?feature=player_embedded&v=eAbpZfqE8r4 This post has been promoted to an article
  3. Newest Vidoc from Bungie released today! Discuss, drool, and Enjoy! http://www.youtube.com/watch?feature=player_embedded&v=eAbpZfqE8r4 View full article
  4. Bungie has released a video thanking the destiny community for being supportive about their new game that is launching next year. In the video Bungie has provided multiple new bits of gameplay footage from destiny from past video game events that has never been seen by the wider public. Also is that a marathon reference at 0:31? Enjoy. This post has been promoted to an article
  5. Bungie has released a video thanking the destiny community for being supportive about their new game that is launching next year. In the video Bungie has provided multiple new bits of gameplay footage from destiny from past video game events that has never been seen by the wider public. Also is that a marathon reference at 0:31? Enjoy. View full article
  6. As I watched the latest Destiny vidoc, Something caught my attention. Items or "loot" found throughout the Destiny universe appears to be classified by three unique "ratings" and a numerical value showing armor combat level rating and weapon level rating. These items will be available to EVERY character regardless of race or class you choose to play as which is great news knowing that items are not class or race specific. The breakdown is as follows... "Common Items" - Common items will be easy-to-find items hidden randomly throughout the world of Destiny. These will be the items with the least amount of value. *Note the background color of the description is green in color. ------------------------------------------------------------------------------------------------- "Superior Items" - Superior items will be items hidden a little deeper throughout the world of Destiny. This appears to be the middle ground of both value and effectiveness having slightly higher value than common items. *Note the background color of the description is purple in color. ------------------------------------------------------------------------------------------------------ "Exotic Items" - Exotic items will be items scarcely hidden throughout the world of Destiny. This appears to be the items of highest effectiveness having much higher value than Superior items. *Note the background color of the description is gold in color. Destiny is a "work in progress" and is currently in a "pre-alpha" stage of development. This is based off of currently revealed material and is subject to change, be modified or cut from the current Destiny build.
  7. IGN caught up with Bungie's community Deej to get a quick interview with him about destiny from gamescom, he gives a quick briefing about features, types of weapons and classes So here is the interview.
  8. Weapons are placed in the world of Destiny for you to find while exploring the unknown areas of Earth and other planets. Some will be common while others are what Bungie is calling "exotic". In a previous story, I brought you "Red_Death", an exotic assault rifle with unrelenting power and a paint scheme to match it's name. The next exotic weapon revealed and explored by Bungie is what they are calling "Gjallarhorn". This exotic rocket launcher has been seen in action during the PS4 E3 reveal and in Destiny's most recent Vidoc "Out Here In The Wild". Bungie's Art Lead Tom Doyle explains, “This is Hulk Hogan’s belt in weaponized form. This is the gilded weapon of a City Champion. It’s a very decorated Guardian weapon to say the least. Feared and revered, with no attempt to be stealthy, it loudly announces its presence with a howl.” Concept: Adrian Majkrzak 3D Model: Mark Van Haitsma “The initial block model for Gjallarhorn was cool looking, but it was missing some detail that would make it shine in first person view. Mark just kept adding a wolf every day that he was working on the high resolution model.” “This Rocket launcher has the highest WPG count of any Bungie weapon ever. WPG, of course, is the ‘Wolves Per Gun’ statistic. I thought this concept said a lot about the world we are making, mainly the mythic elements of its fiction.” Gjallarhorn will be "buried silently in the rubble" awaiting it's next 'Master of Arms' to wield it. Will your senses be acute enough to locate it and if you do, will you have the strength "to tame it"??
  9. IGN caught up with Bungie's community Deej to get a quick interview with him about destiny from gamescom, he gives a quick briefing about features, types of weapons and classes So here is the interview. View full article
  10. (image courtesy of Bungie.net) As the dust settles from events at E3, gamers anticipate additional information drops and little tidbits of any new revelations of Bungie's upcoming title Destiny!! This information includes audio played at Blizzard's massive multimedia main stage. Bungie referred to the stage as the Ronut! (see video below) http://www.youtube.com/watch?feature=player_detailpage&v=yuRyrlQDkBM Now sit back, relax and listen to new audio found in Destiny by Martin O'Donnell and Michael Salvatori! Program Notes by Marty O'Donnell: Repeating patterns and signals enfold us day and night and in all ages. Unmoved mover that moves all others. Inclining from heaven towards the Seven. New music heard so deeply that it is not heard at all. Enjoy the concert!! http://www.bungie.net/pubassets/1455/Awakening.mp3
  11. We are a military based UNSC clan and we are looking for quality, skillful, fun and individuals who can take leadership upon theirself when under pressure, we formed on Halo 2 and we are very expierienced players we want played aged 11-17 years old who play regularly and are willing to take part in clan meetings and training sessions/bootcamps on a regular basis, WE ARE LOOKING FOR A CO LEADER A HIGHLY RANKED INDEPENDENT AND SKILLED CO LEADER THIS IS A VERY IMPORTANT ROLE IN THE CLAN SO PLEASE TAKE IT SERIOUSLY OUR WEBSITE IS http://117gaming.webs.com IF YOU WISH TO APPLY FOR THE CLAN ON THE WEBSITE PLEASE DO SO BUT IF NOT TO SIMPLY MESSAGE TanglerDangler ON XBOX LIVE AND ILL INVITE YOU TO A PRIVATE CHAT AND INTERVIEW YOU, THANKS
  12. If you're like me, then you've probably watched the PS4 Destiny reveal video a hundred times, looking for any detail you may have missed the first time you watched. Watch AGAIN as 3 of Bungie's artist add their commentary to the video as it progresses. Commentary by: Ryan Ellis, Technical Art Director Marke Pedersen, Environment Art Lead Michael Zak, Senior Art Lead http://www.youtube.com/watch?feature=player_embedded&v=h3G3V5PCJbk (video courtesy of Bungie.net)
  13. If you're like me, then you've probably watched the PS4 Destiny reveal video a hundred times, looking for any detail you may have missed the first time you watched. Watch AGAIN as 3 of Bungie's artist add their commentary to the video as it progresses. Commentary by: Ryan Ellis, Technical Art Director Marke Pedersen, Environment Art Lead Michael Zak, Senior Art Lead http://www.youtube.com/watch?feature=player_embedded&v=h3G3V5PCJbk (video courtesy of Bungie.net)
  14. (image courtesy of Bungie.net) As the dust settles from events at E3, gamers anticipate additional information drops and little tidbits of any new revelations of Bungie's upcoming title Destiny!! This information includes audio played at Blizzard's massive multimedia main stage. Bungie referred to the stage as the Ronut! (see video below) http://www.youtube.com/watch?feature=player_detailpage&v=yuRyrlQDkBM Now sit back, relax and listen to new audio found in Destiny by Martin O'Donnell and Michael Salvatori! Program Notes by Marty O'Donnell: Repeating patterns and signals enfold us day and night and in all ages. Unmoved mover that moves all others. Inclining from heaven towards the Seven. New music heard so deeply that it is not heard at all. Enjoy the concert!! http://www.bungie.net/pubassets/1455/Awakening.mp3 View full article
  15. This was Bungies first E3 presentation in 3 years and we finally got to see some destiny gameplay. Below are videos of gamelay, trailers and interviews. Destiny E3 Trailer [uK] Destiny E3 Demo + Interview with Deej Game Informer interview with Harold Ryan Destiny Gameplay walkthrough Adam Sessler and Bungies Joes Staten Deej's E3 Video Blogs This post has been promoted to an article
  16. This was Bungies first E3 presentation in 3 years and we finally got to see some destiny gameplay. Below are videos of gamelay, trailers and interviews. Destiny E3 Trailer [uK] Destiny E3 Demo + Interview with Deej Game Informer interview with Harold Ryan Destiny Gameplay walkthrough Adam Sessler and Bungies Joes Staten Deej's E3 Video Blogs
  17. An Interesting part from the destiny presentation at GDC was that the player will be able to choose from different races. Besides being a human there are 2 others that are selectable when customizing your character they are "Awoken and "Exo. Bungie describes the awoken as exotic, beautiful and mysterious beings and they said they look to ghosts, angels and vampires to capture the feel of this race. the Exo, which bungies describes as sinister, powerful, and tireless beings they said the looked to famous characters such as the terminator, the undead and their very own master chief to capure the feel of the Exo race. Here is a picture of the races. As the humans have different classes (hunter, titan and warlock) I'm pretty sure the awoken and exo will each feature their own classes to choose from. So from the pictures and the descriptions bungie gave which race do you like best at the moment? This post has been promoted to an article
  18. A tweet from Destiny's twitter page confirms that a live action trailer will be shown this Thursday, no specific time or place has been told where to view the trailer yet but we might get an update on that pretty soon. The link in that comment brings us to this image, it could possibly be a script or a document that explains how the trailer will play out. You can see the words "Law Of The Jungle" printed, this could tell us that the trailer will be set in a jungle area on Earth or on of the planets in out solar system? Update Law of the jungle is a term that means every man for himself, dog eat dog, survival of the fittest etc. This may be a clue to what the theme or plot of the trailer may be about. Possibly it could be about a stranded guardian being persued or hunted down by an enemy or maybe showing how humanity is on the edge of extinction and we see humans doing everything they can to survive. What ever happens, the feeling of a gritty and dark feel seems to be hanging over this trailer. This post has been promoted to an article
  19. A tweet from Destiny's twitter page confirms that a live action trailer will be shown this Thursday, no specific time or place has been told where to view the trailer yet but we might get an update on that pretty soon. The link in that comment brings us to this image, it could possibly be a script or a document that tell explains how the trailer will play out. You can see the words "Law Of The Jungle" printed, this could tell us that the trailer will be set in a jungle area on Earth or on of the planets in out solar system. View full article
  20. In an act to relive some of the glories days from back when Halo 2 controlled our lives, I'm here to spread word of the largest Halo 2 Throwback Tournament coming June 8th, 2013. Ready for the Largest Halo 2 LAN since MLG?! On June 8th, 2013 Howie’s Game Shack® in Mission Viejo, CA is hosting a Halo 2 Throwback Tournament – both 4v4 and FFA. Sponsored by Bungie and our partners MadCatz and Monster Energy, this upcoming tournament will feature over 90+ Xbox 360 stations loaded with Halo 2 for an All-Day-Event of action and fun! Details outlining the Event are as follows: What: Halo 2 Throwback Tournament – Biggest LAN since MLG. When: Saturday – June 8th, 2013 Where: Howie’s Game Shack, 27741 Crown Valley Pwky, Mission Viejo, CA 92691 LIVE Streaming will be available the day of the event here: Live Stream – http://www.twitch.tv/howiesgameshack Prize Pool can be viewed here: http://howies.com/pdf/HALO_2_PRIZE_POOL.pdf Rules can be viewed here: http://howies.com/pdf/HALO_2_RULES.pdf Pre-registration is available online by purchasing any of the following: FFA Pass, 4v4 Event Pass, or Combo Event Pass. This includes the ability to participate in our tournament and game with your friends for the entire day until our store closes at 2am Sunday morning. (4v4 Event Pass & Combo Event Pass only; the FFA Pass only permits play for the Free-for-all) By Pre-registering online, you are reserving your seat at the event. Due to limited stations at our venue, we can only satisfy as many registrants that there are Xbox’s available. Controllers and Headsets are provided at each station; however, it is RECOMMENDED you bring your own controller. Sign-ups for participants who have not pre-registered will start at 10am Saturday – June 8th, 2013 at our Mission Viejo, CA location, and ends at 1:30pm. FFA Tournament Starts at 2pm. The 4v4 Tournament is scheduled to start at 4pm, but will commerce at the conclusion of the FFA Tournament should that Tournament run longer. If you’re between the ages of 13-17 you’ll need written consent from a parent or guardian to participate in the Halo 2 Throwback Tournament. If you are under 13 years of age, you are not eligible to participate. Its REQUIRED that each participant fill-out and turn-in our Release Form the day of the event. This form can be found here: Release Form: http://howies.com/pdf/Tournament%20Release%20Form.pdf @HowiesGameShack
  21. From playstations latest issue of their magazine we get to know a little more about bungie and their approach to their new universe. With over half of the team that worked on Halo: Combat Evolved they are still here today helping to bring us a brand new universe. This article is from The Official Playstation Magazine If we’ve looked at any developer with green eyes here in the realm of PlayStation gaming, it’s Bungie. A studio that defined the first-person console shooter formula with its pioneering two-weapon, recharging health mechanics in Halo and went on to make that formula so effective that gamers spent a collective 235,000 years playing the series. A studio that created one of the most iconic player characters in history, and a multiplayer experience that’s hosted over two billion games since Halo 2’s release in 2004. These numbers aren’t intended to sting your eyes, nor should they. Bungie’s new project Destiny, a persistent shared-world FPS, is heading to both PS3 and PS4 – and with platform-exclusive content to boot. It brings not only the Halo studio’s undeniable shooter mastery, but one of the most ambitious visions we’ve ever heard. And it’s all funded by Activision, creator of enormous, world-stomping franchises. If any partnership can make such an ambitious game as Destiny actually work, it’s this one. So now we can finally acknowledge Bungie, and it feels great. But who exactly is this studio? A collective of savant coders in green spacesuits that stomped DualShocks on sight until its split from Microsoft in 2007? Do the staff bounce around the office on space hoppers, extolling the merits of a Valve-esque ‘flat hierarchy’ and taking bi-hourly group hug breaks? To crack into the Bungie psyche, we explore its Seattle headquarters – a converted cinema. “This mezzanine is where the projectors used to be,” says COO Pete Parsons, guiding us through an impressive open space littered with awards gongs, life-sized Master Chiefs and wide-eyed journos. Sure enough, there’s a touch of the unorthodox to Bungie: a ten-foot climbing wall where most offices would have a couple of sofas, an absence of individual offices, masking-tape marks on the floor where a kind of knighting ceremony for new employees and five-, ten- and 20-year veterans took place several weeks back, and an ever-shifting desk arrangement. “Over half the team that created Halo: Combat Evolved back in 2001 is still here today, working on Destiny” “Back in 2005 we decided to put everybody’s desks on wheels,” says Parsons. “We probably do ten to 15 desk moves every week.” These are the affectations of a studio that’s earned the right to hang a little loose by its body of work. You could walk through the doors in foot gloves and a propeller hat if you had a particular predilection for it… so long as you helped make one of the biggest shooter series of all time. And there’s more to that knighting ceremony than fistbumps and bro-ing out – over half the team that created Halo: Combat Evolved back in 2001 is still here today, working on Destiny. An increasing rarity in game studios that’s well worth celebrating. And arguably for the first time since 2001, the studio’s truly out of its comfort zone. Destiny is a rather nebulous project at the moment: it’s a persistent online world, but not an MMO. It’s a first-person shooter, but bears glaring RPG elements that include loot, character upgrades and stat progression. One thing’s crystal clear, though: this isn’t a rebranded Halo for multi-platform release. As Activision CEO Eric Hirshberg describes it: “I think what Bungie has created is the world’s first shared-world shooter. It’s a game that’s always evolving, with persistent progression for your character.” Bungie’s approach? Build an awesome world (these guys love the word awesome), and you’ve already won half the battle. It’s even one of the seven ‘pillars’ of design that creative director and co-founder Jason Jones describes: “A world you want to be in… This pillar was a big influence early in development. It let us create a world that was hopeful, that was full of mystery, a world you wanted to be part of and to explore.” You can throw in all the brutal melee takedowns and slo-mo ‘mark for death’ mechanics you like, but if your world is as fun to inhabit as an Aldi car park, your game’s going to fail This post has been promoted to an article
  22. From playstations latest issue of their magazine we get to know a little more about bungie and their approach to their new universe. With over half of the team that worked on Halo: Combat Evolved they are still here today helping to bring us a brand new universe. This article is from The Official Playstation Magazine If we’ve looked at any developer with green eyes here in the realm of PlayStation gaming, it’s Bungie. A studio that defined the first-person console shooter formula with its pioneering two-weapon, recharging health mechanics in Halo and went on to make that formula so effective that gamers spent a collective 235,000 years playing the series. A studio that created one of the most iconic player characters in history, and a multiplayer experience that’s hosted over two billion games since Halo 2’s release in 2004. These numbers aren’t intended to sting your eyes, nor should they. Bungie’s new project Destiny, a persistent shared-world FPS, is heading to both PS3 and PS4 – and with platform-exclusive content to boot. It brings not only the Halo studio’s undeniable shooter mastery, but one of the most ambitious visions we’ve ever heard. And it’s all funded by Activision, creator of enormous, world-stomping franchises. If any partnership can make such an ambitious game as Destiny actually work, it’s this one. So now we can finally acknowledge Bungie, and it feels great. But who exactly is this studio? A collective of savant coders in green spacesuits that stomped DualShocks on sight until its split from Microsoft in 2007? Do the staff bounce around the office on space hoppers, extolling the merits of a Valve-esque ‘flat hierarchy’ and taking bi-hourly group hug breaks? To crack into the Bungie psyche, we explore its Seattle headquarters – a converted cinema. “This mezzanine is where the projectors used to be,” says COO Pete Parsons, guiding us through an impressive open space littered with awards gongs, life-sized Master Chiefs and wide-eyed journos. Sure enough, there’s a touch of the unorthodox to Bungie: a ten-foot climbing wall where most offices would have a couple of sofas, an absence of individual offices, masking-tape marks on the floor where a kind of knighting ceremony for new employees and five-, ten- and 20-year veterans took place several weeks back, and an ever-shifting desk arrangement. “Over half the team that created Halo: Combat Evolved back in 2001 is still here today, working on Destiny” “Back in 2005 we decided to put everybody’s desks on wheels,” says Parsons. “We probably do ten to 15 desk moves every week.” These are the affectations of a studio that’s earned the right to hang a little loose by its body of work. You could walk through the doors in foot gloves and a propeller hat if you had a particular predilection for it… so long as you helped make one of the biggest shooter series of all time. And there’s more to that knighting ceremony than fistbumps and bro-ing out – over half the team that created Halo: Combat Evolved back in 2001 is still here today, working on Destiny. An increasing rarity in game studios that’s well worth celebrating. And arguably for the first time since 2001, the studio’s truly out of its comfort zone. Destiny is a rather nebulous project at the moment: it’s a persistent online world, but not an MMO. It’s a first-person shooter, but bears glaring RPG elements that include loot, character upgrades and stat progression. One thing’s crystal clear, though: this isn’t a rebranded Halo for multi-platform release. As Activision CEO Eric Hirshberg describes it: “I think what Bungie has created is the world’s first shared-world shooter. It’s a game that’s always evolving, with persistent progression for your character.” Bungie’s approach? Build an awesome world (these guys love the word awesome), and you’ve already won half the battle. It’s even one of the seven ‘pillars’ of design that creative director and co-founder Jason Jones describes: “A world you want to be in… This pillar was a big influence early in development. It let us create a world that was hopeful, that was full of mystery, a world you wanted to be part of and to explore.” You can throw in all the brutal melee takedowns and slo-mo ‘mark for death’ mechanics you like, but if your world is as fun to inhabit as an Aldi car park, your game’s going to fail View full article
  23. Here's a funny side to Bungie as they explain why "Tigerman" just didn't fit in Destiny! Rather entertaining! Rest in peace "Tigerman"! Tigerman was wise. Tigerman was bestial. Tigerman was wise. http://www.youtube.com/watch?v=XxJVDZpUEHI&feature=player_embedded Could have made for an interesting character, especially dressed in a suit, lol!
  24. Want to know the answers to the community's questions straight from the creators themselves?? Hand-picked questions that are answered by Bungie. Be brave...read on! Image and content courtesy of Bungie.net. "The Mail Sack of Love" Bungie's Mailsack - April 5, 2013 SonOfTheShire - If we ask questions about Destiny, will we actually get proper answers, or are you still not allowed to talk about most of it yet? Are we there yet? We’ve only begun to introduce you to our brave new world. There’s a lot more to discover, and we’ll continue to lead the expedition here on Bungie.net over the next few weeks. While we’re no longer dark, it can’t exactly be said that we’re burning bright. Our hands are on that dimmer switch, though, and we’ll be turning up the heat slowly but surely over the coming months. What was it that Joe Staten said to bring our GDC talk to a close? Ah, yes. Here it is: “See you at E3!” In the meantime, we’ll have to do the old metaphorical dance. Old Monarch - What meal would you use to describe Destiny? A knuckle sandwich. Elliott Gray, Graphic Designer Medium-rare filet mignon, but with marshmallows on top. Leland Dantzler, Tester Macaroni and cheese with gold leaf foil. Mat Noguchi, Programmer* A three gravy poutine flight, with watermelon lemonade and Snow Phoenix Scotch on the side. In other words: Savory, bright, and intoxicating. Troy McFarland, Motion Capture Lead Destiny is like having catering delivered from your favorite restaurant. The table is set before you with a ton of different entrée options, and you can have whatever you’re in the mood for at that particular moment. Josh Eash, Release Manager From my wife’s repertoire: Fried Rabbit. It’s the new black. CJ Cowan, Story Design Lead Dim Sum. You never know what to expect and it just keeps coming. Jake Lauer, Web Development Engineer Christmas Dinner with the whole family, there is so much to choose from, everything is delicious and there are presents to boot. Luke Ledwich, Test Engineer An all you can eat wedding buffet. Jonty Barnes, Production Director A seven-course meal with portions of awesome, camaraderie, and victory. David Johnson, Engineer Hive Central - What can you tell us about the Hive? Are they an organized hierarchy? How did they establish themselves as a threat in the universe of Destiny? Are they Zombies? Cyborgs? Zombie-borgs? These are all great questions. And we will answer them, but not in the Mail Sack. By the way, Zombie-borgs? C’mon, man. That’s just silly. And I’m being sincere when I say that. I’m not saying it in an ironic way, like “Zombie-borgs confirmed for Destiny.” ibex1001 - How much of an affect do new scientific discoveries have an effect on your games? For example what would happen if they found fish on Europa? We would attempt no landing there. As for scientific discoveries, Bungie has an interplanetary scientist on speed-dial who is sworn to alert us as soon as new discoveries come to light. In all fairness, his Non-Disclosure Agreement is probably thicker than ours, so all we really do is swap snarky emails with each other. xgeua - How much work do you do from home? Only when I do the mocap laundry. Troy McFarland, Motion Capture Lead Does waking up count? That’s sometimes hard work. Leland Dantzler, Tester None. Except for those ideas that manifest into being in that weird place between being awake and asleep that make me excited to go back to work and put them in to action. Kurt Nellis, Technical Cinematic Lead Regularly. I typically bring my laptop home, turn on some smooth jazz, and work from my kitchen table in my underwear. Drew Smith, Producer I own several services that require occasional after hours attention, but the work is usually monitoring and minor bug fixes. I heartily prefer doing real work at the office, so I come in for anything major. Luke Ledwich, Test Engineer When we were supporting the Halo back-end, I worked from home quite a bit to help keep things stable. Michael Williams, Senior Engineer I find that I’m often thinking about how to solve difficult problems even while away from our pristine towers. David Johnson, Engineer Enrathe - When Destiny comes out, will we encounter Bungie Employees while we are adventuring like you? Most certainly. Have you ever heard that we make games that we want to play? Destiny is being designed to deliver chance encounters on the road to adventure, so you can expect that some of our encounters will be with you. GREEDY39 - Is the "competitive" side of destiny getting as much work put into it as the campaign/live world? Or is it more of an afterthought? Destiny will provide you with activities for every mood. Sometimes, you’ll want to form up a fireteam to rout the Cabal from the Buried City on Mars. Other times, you’ll want to battle against your fellow players to see who’s the fairest Guardian of them all. That mood gets ahold of us on a regular basis in the studio. Justrec - During your after-work-Destiny-parties, who usually does the most trash talking? I’ve seen Jon Weisnewski bring a grown man to tears with his vitriolic spew. Leland Dantzler, Tester From what I’ve heard and seen, Nate Hawbaker. But he usually plays well, so maybe it’s deserved. Jake Lauer, Web Development Engineer Luke Smith. David Johnson, Engineer Mat Noguchi. Not limited to after-work, either. Elliott Gray, Graphic Designer Luke Smith is the champion, but Mat Noguchi is louder. Michael Williams, Senior Engineer Bolt Ons23 - I want to buy the PS4 now that Bungie makes games for PlayStation. But I am worried that it will effectively mean I am starting with a blank slate. How will this affect everything I have achieved with Halo? With the rebuild of Bungie.net, we’ve sort of wiped that slate clean for you. Destiny (and the online experiences that will support it) will provide brand new opportunities for you to distinguish yourself as a rare and unique snowflake who kicks ass in a living world. The great feats you achieved in Halo may yet impact your legacy as a player of Bungie games. We still have a database with billions of rows of player data, and we’re not afraid to use it. Player3Thomas - What is love? Love is feeling a little bit guilty when the landscape is littered with the corpses of your enemies. Leland Dantzler, Tester Love is taking a brief detour from your objective to help out a fellow Guardian in battle. Josh Eash, Release Manager Love is a night on the Moon – the ultimate date destination. Jake Lauer, Web Development Engineer Love is ignoring the tantalizing prospect of new loot to go save your mate. Luke Ledwich, Test Engineer Love is fulfilling a mission on Mars as I softly whisper, “I’ll be back soon. Promise.” David Johnson, Engineer Love is stumbling into a massive squad of enemies, only to be saved by a stranger on the ridgeline. Michael Williams, Senior Engineer Modernarcher - How big will the destiny art book be? You assume too much. However, were we to publish a book of all the art we’ve created to help us realize this brave new world; it would be heavier than all of our previous publications combined. player 900709 - Should the less awesomely talented community members (this guy) feel intimidated and not share their creative Destiny-related works? Not at all. We only learn when we try. There are some amazing illustrators who are flexing their creative muscles in Art and Stuff, and their appreciation society is shaping up to be a great place to have your work critiqued by your peers. Mfish125 - Does Bungie use 3ds Max or Maya? Both. And Motion Builder. Troy McFarland, Motion Capture Lead Max is typically – although not exclusively – used for environment creation and hard surface creation while Maya is typically used for character creation and animation. We also use software programs like Zbrush, Mudbox, and a variety of highly specialized software. And of course we have our own proprietary tools that our artists use. Dave Dunn, Head of Art EZcompany2ndsqd - What does it take to become a community manager or assistant community manager? Practice, baby. Practice! Bungie likes to hire people who have already demonstrated an ability to tackle the work that we need done. In the absence of professional experience, personal projects are a great way to demonstrate that you pack the gear to serve on our team. I won’t speak for how my predecessors prepared themselves to man this station, but I was managing a community (a smaller, more intimate alliance of online warriors) before I was drafted into the service of the Seventh Column. As a recruit from the community, I’m not alone at Bungie. Our games provide gamers with a lot ways to express themselves, and those expressions tend to prepare them for the craziness that cultivates in our studio every day. LordMonkey - What is your spirit animal? This could have been an interesting exploration of our various internal expressions of power, but it’s a safe bet that everyone would have just said “Tiger.” Hylebos - Human, Awoken, or Exo, and why? Human! Cause we awesome! Awoken. Cause blue! Exo. Cause robots! Francisco Cruz, Artist Awoken, because getting destroyed by a female Edward Cullen is great bragging rights. Leland Dantzler, Tester Human: I love the raw passion and heroism that humans bring to the table. Michael Williams, Senior Engineer Exo Warlock! An ancient rusted war machine in a tattered robe who wields unknown powers and carries a shotgun? Does it really need any explanation? Christopher Barrett, Art Director korokva117 - What are the fates of the Giant Frogs, Grub Lords, and Giant Rat Piranha Fish? You could only have learned of those lost visions from our GDC talk. They’ve been committed to a crate, and stored in a warehouse right next to the Ark of the Covenant (no, not that Covenant). Along with the Tiger Man, they are casualties in the battle for the best idea. It’s a war that we love to wage at Bungie, but it leaves a lot of blood on the field. It should be said that good ideas die hard at Bungie. You never know when inspiration will strike, and we start busting open those old and dusty crates. Progo - What is most important at Bungie, being able to self-manage or to be able to work in large teams? At Bungie those two are inseparable; the work you do on your own self-motivation and management directly affects your [large] team. Leland Dantzler, Tester Well, if you can't self-manage you can't really be effective with a large team. We are a large team. Therefore, by modus tollens, you must be able to self-manage. Mat Noguchi, Programmer* By being able to self-manage, you come prepared and ready to work in a large collaborative team environment. People know you’ve got your end covered and can count on you to deliver. Troy McFarland, Motion Capture Lead The most important thing is being able to work in a SMALL team, the ability to help your pod kick ass. Everything else flows out of that. Elliott Gray, Graphic Designer While we do work in teams, and that is important, I’ve found that striking out and finding your own plot of soil and fertilizing that over time is the path to success. David Johnson, Engineer At Bungie and in life; both are of equal import. Who will build a shelter for you while you hunt? Joe Spataro, Senior Technical Designer Social intelligence and the ability to collaborate are more important than both those things. Jonty Barnes, Production Director Jjswanson24 - Can we get a picture of DeeJ in a MoCap suit? Never. There are few promises that I dare make to the Bungie Community, but staying as far away from full-spectrum spandex is one of them. I like you people too much to subject you to that. Jakaii - Are you going to show a new trailer at E3, or at least more game footage? You’re going to have to wait for E3 to see what we have planned. All we can tell you is that it’s a show you won’t want to miss. The Mail Sack is now empty. We’ve committed to your screen all the community love that is fit to pixelate. As we make our way into a restful weekend, we must take a moment for one final expression of solidarity. This week, Bungie learned of a kindred soul in need of some strength in the face of great adversity. Joe Staten, as he is known to do on many an occasion, will do the best job of speaking for us. Bring it home, Joe: Friends, we learned some very sad news this week. Iain Banks, a tremendously inspirational author for many of us at Bungie, has been diagnosed with terminal cancer. His open letter about his condition was clever and courageous, just what you would expect from the man who gave us the Culture series of books and so many other wonderful stories. If you haven’t ever read a book by Banks, or if you haven’t recently re-read your favorite, might we suggest: now would be a great time. And then, if you feel inspired, why not leave a message on his guestbook? Many of us at Bungie certainly will, offering thanks for all the joy he’s given us—and hope and comfort for his days ahead. Be Brave, Iain. Love, Bungie. - Dee J More Bungie Mailsack to come...
  25. Contrary to the leaked contract we saw last May, it appears as though, via the Character Development GDC piece, Destiny will be intended for a mature audience. This may seem fairly obvious but it hints at a larger scope of possible changes made to the leaked contract, all of which it seems are unknown at this time. This next development is also somewhat vague and quite old. Bungie filed for five trademarks on March 11th: 'Glimmer', 'Fallen', 'Hive', 'Cabal', and 'Vex'. The trademarks cover a number of uses from Halloween costumes to ringtones. All of these trademarks have been used as enemy alien titles except 'Glimmer'. - ------------------------------------------------------------------------------------------------------------------------------------------------ - I also wanted to add this in but I felt it would be a little too strong on the speculation; first, at 24 minutes, when discussing their second World Pillar ("Idealized Reality") they mentioned these "Giant Onyx Pyramid Ships". After noting that a good game needs them, Christopher Barrett also told us this: "I really love this one but I'm not allowed to talk about those yet, maybe someday down the road." Literally directly after this they moved their presentation on to Destiny World Pillar Three "Mystery and Adventure" during which they talked about populating these worlds with enemies. At 31:09 they showed us this. An early moodboard of five alien race concepts, the far right section depicting pyramids, perhaps indicating the unannounced fifth race left out of the discussion for later. (pure speculation, from left to right: 'Vex', 'Fallen', 'Cabal', 'Hive', 'Glimmer') EDIT (6/17/13): "Glimmer" is all but confirmed as the in-game currency of Destiny. Only time will tell what other uses for Glimmer there are, and whether there is any connection to the fifth alien race at all. As evidenced by this 'enhanced' view of a screengrab from the gameplay demo; "Glimmer" appears to be involved in the upgrading of at least weapons. Other components of weapon upgrading seem to be concepts called "weapon kits" and "talent points". GDC Concept Art
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