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Halo: Campaign Evolved - Environment Concepts [Part 1]

Halo: Campaign Evolved Environments Concepts - Part 1: https://www.artstation.com/artwork/Wdmarv
Halo: Campaign Evolved Environments Concepts - Part 2: https://www.artstation.com/artwork/Z0ez51
Halo: Campaign Evolved Environments - Character Concepts: https://www.artstation.com/artwork/gw8gVE

During my time at HALO STUDIOS, I contributed to multiple projects, while also contributing ideas for how the aspects of the franchise’s art direction might evolve. I worked closely with the team’s 3D artists to help with the interpretation of the designs the concept team submitted.

The majority of my time went towards providing feedback/paintovers to the studio’s outsource partners for HALO: CAMPAIGN EVOLVED (2026). I also helped with marketing art and helped with creating style guides for internal/external usage.

I’m limited to how much of my artwork I can share at this time, as I don’t possess the files that I worked on. Hopefully I’ll be able to share more in the near future!

Shout out to:
Ajay Agrawal for his Covenant wisdom
https://www.artstation.com/agrawalaj

John Flath for working with me on some of the hero Forerunner architecture.
https://www.artstation.com/johnflath

Nate Castronovo, Chiyo Lai, Ned Gasornthip, and Ryan Kuehn for making The Silent Cartographer and The Maw look as awesome as it does!

https://www.artstation.com/natetheartist
https://www.artstation.com/chiyo
https://www.artstation.com/nedwork

One of my first tasks was to give an updated visual treatment to the Forerunner tower that you enter in The Silent Cartographer. I went through a series of variations and created callouts/paintovers as I collaborated with John Flath and the art department

One of my first tasks was to give an updated visual treatment to the Forerunner tower that you enter in The Silent Cartographer. I went through a series of variations and created callouts/paintovers as I collaborated with John Flath and the art department

I was also tasked with updating a lot of the interior of the aforementioned tower from The Silent Cartographer. This is one of many callouts that I provided for cinematic and gameplay use.

I was also tasked with updating a lot of the interior of the aforementioned tower from The Silent Cartographer. This is one of many callouts that I provided for cinematic and gameplay use.

The engine room from The Maw received an updated look. I adapted some of the design directives that were given to the other parts of the Pillar of Autumn ship, as that had been figured out earlier. We wanted to give it more unique industrial look.

The engine room from The Maw received an updated look. I adapted some of the design directives that were given to the other parts of the Pillar of Autumn ship, as that had been figured out earlier. We wanted to give it more unique industrial look.

Another view of the Engine Room after some of the assets I designed were proxied in. This view was mostly to help define the color-blocking for the rest of the room and also to help provide guidance for decals.

Another view of the Engine Room after some of the assets I designed were proxied in. This view was mostly to help define the color-blocking for the rest of the room and also to help provide guidance for decals.

These were Covenant buildings that I created for the bonus mission, The Most Dangerous Game built off of blockouts provided by the level design team.

These were Covenant buildings that I created for the bonus mission, The Most Dangerous Game built off of blockouts provided by the level design team.