Pointless.Aren't they supposedly doing a Halo 3 remaster?
MCC uses unreal engine in the reach customization options when it shows your character
I assume this actually means they are porting Infinite to UE5 and that "New game" Halo: Endless Will just be a major DLC for Infinite.Halo’s developer is reportedly switching to Unreal Engine | VGC
Halo Infinite has suffered numerous delays and cuts, which are potentially partly due to its…www.videogameschronicle.com
Maybe, maybe the current version of SlipSpace will be considered a loss and they could recoup something from it that way…. I dono. Honestly I feel they should just make a new engine that’s dedicated to series x and s. But then unreal engine has a longer history of flexibility and it’s proven (to an extent on console).I assume this actually means they are porting Infinite to UE5 and that "New game" Halo: Endless Will just be a major DLC for Infinite.
Moving to UE makes a lot of sense. The Coalition are well versed in UE. Ninja Theory are going UE5, as are several others. It would make cross studio collaboration far easier, much like we see between Playground Games and Turn 10 with the Forza and now Fable engine.Maybe, maybe the current version of SlipSpace will be considered a loss and they could recoup something from it that way…. I dono. Honestly I feel they should just make a new engine that’s dedicated to series x and s. But then unreal engine has a longer history of flexibility and it’s proven (to an extent on console).
The other thing is moving to UE5 would help with the revolving contractor issue. You can actually bring in new people already familiar with the engine and tools. With Slipspace any new contractor has to spend time just learning the basic toolset, which apparently wasn't user friendly.Moving to UE makes a lot of sense. The Coalition are well versed in UE. Ninja Theory are going UE5, as are several others. It would make cross studio collaboration far easier, much like we see between Playground Games and Turn 10 with the Forza and now Fable engine.
I mean 343i committed to Infinite for 10 years I believe. So I can't see them dropping the game.
Rare is using UE, and their SoTs water/surface tech was first used in other games like PUBG and Forza Horizon 3. So there may be some cross engine pollinisation flexibility.Moving to UE makes a lot of sense. The Coalition are well versed in UE. Ninja Theory are going UE5, as are several others. It would make cross studio collaboration far easier, much like we see between Playground Games and Turn 10 with the Forza and now Fable engine.
I mean 343i committed to Infinite for 10 years I believe. So I can't see them dropping the game.
I should’ve posted it when I first saw it…. a contract worker posted on Twitter that the tools used to make levels in forge are much better than the ones he used to make a mp map. But he failed to mention who how old the tools/tech/engine and what map, I didn’t go down that rabbit holeThe other thing is moving to UE5 would help with the revolving contractor issue. You can actually bring in new people already familiar with the engine and tools. With Slipspace any new contractor has to spend time just learning the basic toolset, which apparently wasn't user friendly.
I'm sure he's under an NDA, but it would be awesome to hear from the lead of the Slipspace engine who recently left 343. I'm sure he has some stories to tell.Rare is using UE, and their SoTs water/surface tech was first used in other games like PUBG and Forza Horizon 3. So there may be some cross engine pollinisation flexibility.
I wonder if part of those 10 years they’ll include the six they took to make it. I still wanna see what they can do with it.
They should get Corine Yu back, she was the engine lead for halo 4, and then left after release, I think for nasaI'm sure he's under an NDA, but it would be awesome to hear from the lead of the Slipspace engine who recently left 343. I'm sure he has some stories to tell.
Currently VP of Engineering at GM.They should get Corine Yu back, she was the engine lead for halo 4, and then left after release, I think for nasa
Guess she still loves cars, her husband works at turn 10, he was a former racer tooCurrently VP of Engineering at GM.
You're not wrong, but they could have done that regardless of the engine. The hiring issue is a management issue.The other thing is moving to UE5 would help with the revolving contractor issue. You can actually bring in new people already familiar with the engine and tools. With Slipspace any new contractor has to spend time just learning the basic toolset, which apparently wasn't user friendly.
Lol. I assume those 10 years are from release.Rare is using UE, and their SoTs water/surface tech was first used in other games like PUBG and Forza Horizon 3. So there may be some cross engine pollinisation flexibility.
I wonder if part of those 10 years they’ll include the six they took to make it. I still wanna see what they can do with it.
No fresh faces would know Slipspace starting out and the revolving 18 month changeout for contractors is an MS policy out of 343's hands.You're not wrong, but they could have done that regardless of the engine. The hiring issue is a management issue.
Wouldn't them actually building the engine also impact the time it took to make the game?No fresh faces would know Slipspace starting out and the revolving 18 month changeout for contractors is an MS policy out of 343's hands.
Sauce:
https://www.tweaktown.com/news/83247/halo-infinites-issues-due-to-mismanagement-microsoft-policies/index.html#:~:text=Unlike other companies, Microsoft has a strict policy,other problems like mismanagement, scope creep, and COVID-19.
"Unlike other companies, Microsoft has a strict policy that says contractors can only work for 18 months. After that time they have to rotate out. This constant movement of talent and workers interrupted Halo Infinite's 6-year development cycle on many occasions and amplified other problems like mismanagement, scope creep, and COVID-19.
Read more: https://www.tweaktown.com/news/8324...o-mismanagement-microsoft-policies/index.html"
I'm sure.Wouldn't them actually building the engine also impact the time it took to make the game?
No they wouldn't, but it was still an issue that could have been fixed or at least made less severe by growing the studio like MS have done with nearly all their dev studios.No fresh faces would know Slipspace starting out and the revolving 18 month changeout for contractors is an MS policy out of 343's hands.
Sauce:
https://www.tweaktown.com/news/83247/halo-infinites-issues-due-to-mismanagement-microsoft-policies/index.html#:~:text=Unlike other companies, Microsoft has a strict policy,other problems like mismanagement, scope creep, and COVID-19.
"Unlike other companies, Microsoft has a strict policy that says contractors can only work for 18 months. After that time they have to rotate out. This constant movement of talent and workers interrupted Halo Infinite's 6-year development cycle on many occasions and amplified other problems like mismanagement, scope creep, and COVID-19.
Read more: https://www.tweaktown.com/news/8324...o-mismanagement-microsoft-policies/index.html"
I heard that the 18 month policy is because contractors sued MS because they were being expected to work as fulltime employees for extended periods without receiving standard benefits (or something along those lines). Regardless, I agree they should fix it.No they wouldn't, but it was still an issue that could have been fixed or at least made less severe by growing the studio like MS have done with nearly all their dev studios.
Yes. A engine typically takes around 4 years going by what other devs have said in the past. Assuming they started when Halo 5 released, the engine should have been done in 2019Wouldn't them actually building the engine also impact the time it took to make the game?
When did this happen? I thought MS used a third party agency to supply them with said contractors. It might be listed on their jobs/career page, I’m too lazy to look atm.I heard that the 18 month policy is because contractors sued MS because they were being expected to work as fulltime employees for extended periods without receiving standard benefits (or something along those lines). Regardless, I agree they should fix it.
I think it started back in 2014.When did this happen? I thought MS used a third party agency to supply them with said contractors. It might be listed on their jobs/career page, I’m too lazy to look atm.
Did Bungie work under such policies when under their umbrella?
This could just be total mismanagement and or miscommunication between the studio, ms and agencies (if there’s any). You’d think other devs like the coalition (maybe not cos Canada) and turn 10.
Cross-gen is the reason.Halo’s developer is reportedly switching to Unreal Engine | VGC
Halo Infinite has suffered numerous delays and cuts, which are potentially partly due to its…www.videogameschronicle.com