Wednesday, February 20, 2013

Halo 4 Spartan Ops batch#3

All the episodes are out now so I can post the rest of the images from that project that I would like to share.

You can watch the episodes here:

Halo 4 Spartan Ops Ep6 from axisanimation on Vimeo.

And here's a funny little thing. The guy pointed by the red arrows is me ;) I had my head scanned and I appear as various background characters in several places along the season, but this is the only episode where my face is not out of focus. The helmet covers my beard and makes me look like if I had a fancy moustache... ;)


  1. Great colors and light!

    Worth mentioning that your character is so tought they had to kill him twice ;)

  2. hahaha... "my head scanned" very funny! And always great work! And how is going the sherlock project? I'm a fan of that project and your work. best.

  3. Mruk - Hehe, thanks man ;)

    Estevao- Thanks! I needed to take a break from the Sherlock project. I actually had sort of an artist's block with my personal work for a while, but I think it's over now and I'll be getting back to Sherlock soon. Hopefully with some fresh approach to it;)

  4. Superb Szymon. I couldn't help but notice that the lighting on the two aliens dragging the human character on the ground is quite different when compared with your concept. Was that input of the director or continuity issue? Trailer looks great!

  5. Joe - thanks man!

    Jacek - I don´t remember the exact comment for this image, but the director felt the lighting was inappropriate for what the scene was supposed to convey (I think it looked to him a bit too much like cavemen dragging a female into a cave, if you know what I mean ;) ). I´m not sure if what they ended up with is better or not, but since the lighting and colors in this environment were pretty much predetermined by the design from the game there was no point in spending too much time on this scene.
    Working on this project was a bit tricky and after trying to do actual color scripts for the whole episodes we had to switch to designing light and color per environment (in different conditions, that were going to appear through out the season) and then just place them in episodes. Only in the two last episodes there´s this sunset thing going on. This way of working was mostly determined by the fact that we had to stick to colors that were going to be in the game so that people could identify the places.