Halo Legends Development


Halo Legends Development

To oversee development of the entire Halo franchise, Microsoft created an internal division, 343 Industries, to manage the Halo brand. Frank O'Connor, 343's creative director, said that such a move was vital: "If you look at how George Lucas held on to Star Wars, not just to make money from action figures but to control the direction the universe went in, you can see why we think it's pretty vital."

Halo Legends had origins in the 2006 Marvel Comics tie-in, The Halo Graphic Novel; O'Connor said that the idea of an anime compilation existed for years before there was momentum for the project.[2] Wanting to tell smaller stories in a different format than video games and novels and in different art styles, O'Connor said that anime was a natural fit. An additional consideration was that 343 Industries felt that the Japanese style of narrative fit the stories well.[4] Most of the animation studios Microsoft approached were available for the project. Most studios were "afraid" of creating their own stories, even if they were familiar with the series, so O'Connor sent them possible story treatments. Microsoft was deeply involved in making sure story details were correct and writing the scripts for the stories—O'Connor estimated that 50% of the dialogue in the final products were verbatim from the original scripts.[2] While all the stories save one are considered canon, O'Connor noted that some discrepancies were the cause of artistic interpretation.

The animation studios were given wide latitude in their presentation.[1] "We realized very early on [that Halo] could take interpretation," said O'Connor, saying that the look-and-feel of the universe persisted even through differing artistic styles. In developing their stories and styles, the anime studios were supplied with access to Halo's story bible and art assets.

One of the artistic styles that is the most radical departure from traditional animation styles is in "The Duel", which employs a filter that makes every cell look as though it was hand painted by watercolors. His goal that he was aiming for in this project was, "to make audiences understand there should be other styles of animation beyond the existing two primary kinds of animation presented – precisely cel-drawing 2D style and CG 3D style. I wanted to show that creators are not limited, that they have many options for different (animation) styles to create stories.