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Halo: Campaign Evolved - Environment Concepts [Part 2]

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 many paintovers to help provide some solutions on how to sell scale/detail and exploring material treatment. Initial model by John Flath.

One of many paintovers to help provide some solutions on how to sell scale/detail and exploring material treatment. Initial model by John Flath.

Another view of the same tower basewith the same objectives.

Another view of the same tower basewith the same objectives.

Late in production paintover to help finetune some Forerunner structures.

Late in production paintover to help finetune some Forerunner structures.

Paintover on top of a Plasticity model (once again, by John Flath). We wanted to try using more modular arrays to detail the area with some bespoke pieces to frame it.

Paintover on top of a Plasticity model (once again, by John Flath). We wanted to try using more modular arrays to detail the area with some bespoke pieces to frame it.

This is a companion concept to the pit concept in Part 1.

This is a companion concept to the pit concept in Part 1.

Doing some design-work on top of John Flath's blockout model.

Doing some design-work on top of John Flath's blockout model.

I got to do some concept modeling, too! This was for The Maw's Engine Room from Part 1.

I got to do some concept modeling, too! This was for The Maw's Engine Room from Part 1.

Another view from The Maw's Engine Room. Decals were provided by the UI team.

Another view from The Maw's Engine Room. Decals were provided by the UI team.

Some quick ideations for the Seraph's shield effect. This was a really quick turnaround, but really fun!

Some quick ideations for the Seraph's shield effect. This was a really quick turnaround, but really fun!

Another quick turnaround assignment for the lighting team. I believe the glyphs in the center were established from a previous piece of Halo media.

Another quick turnaround assignment for the lighting team. I believe the glyphs in the center were established from a previous piece of Halo media.