Halo 3 Xbox Release Date: Why Halo Outpost Discovery Disappointed Many Fans and 's Response Jul 12, - An overview of the attractions, why fans are disappointed, what is doing about it, and how you can save time and Game Details. Halo 3. Published by: Microsoft. Developed by: Bungie Software. We use cookies and other tracking technologies to improve your browsing experience on our site, show personalized content and targeted ads, analyze site traffic, and understand where our audiences come from.
To learn more or opt-out, read our Cookie Policy. The story behind the epic advertising campaign, as told by the creatives who made it. Halo 2 , released in for the original Xbox, helped Microsoft to consolidate its reputation as both a world class hardware manufacturer and a video game publisher. When rolled around, executives saw an even bigger opportunity in the release of Halo 3. The franchise had already captured the attention of an entire generation of early adopters.
The third game in the series was therefore seen as an opportunity to push gaming even further into the mainstream. The strategy? An epic advertising campaign the scale of which fans had never seen before. With Halo 3 , we were building off the success of Halo 1 and Halo 2 , and there was this hype of how big gaming was getting and how much of the fandom already existed for Halo. I want in on this, because this is a story and something that I could get excited by.
The solution, Duchon said, was to wrap the Halo 3 marketing campaign itself into the fiction of the universe that the team at Bungie had already created. They would make a museum-quality miniature display, depicting a fictional battle scene from the Halo universe, and use it as the fulcrum for a whole series of ads.
We have to all kind of lock hands on this, and if we do then we will make everyone else believe that this is how important gaming is. The crucial step was finding a team of model makers that could help to bring that vision to life. Gratzner says that Stan Winston Studios, now known as Legacy Effects , had already started working on the detailed human and alien figures that would be required. A director, Rupert Sanders who would later go on to direct Ghost in the Shell with Scarlett Johansson , was already lined up, and casting had already begun for the various actors.
Now it was a footrace to construct the set itself. It all has to do with the size of those Stan Winston figures, and the amount of detail required for the close-up photography that McCann had dreamed up. With each model standing roughly six inches tall , that meant creating a set that was far larger than anyone had originally conceived.
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