The Tower and the initial high-fidelity block-in was created by Ryan Roth, RJ Ranola, Ryan Peterson, world designers and others on the campaign team. I had a chance to contribute to that phase of development shorty after my arrival to 343i by creating the roof and dynamic Landing Pad. The roof had some loose concept to define the larger shapes, but much of the detail came from my own design interpretation of the Banished art style. The Landing Pad was my own design. We didn’t have concept, but we knew we needed a large opening for Master Chief to escape from. I created the initial high-fidelity proxy model of the dynamic landing pad and designed the exposed façade the landing pad rests on. I wanted to give that façade a suggestion of additional floors and levels above the room you escape from and suggest functionality that the landing pad could rise to each floor for access. I created the skeleton which would be used throughout production and initial proxy animations for the opening sequence and the moving and locking of the clamps. When all design was finished, The Tower was then handed off to our internal environment content team to take to final in game completion.
In addition, I was responsible for mask painting surface detail onto The Tower legs and Gravity Lift under The Tower structure.
Thank you to Turner Sinopoli for translating the the model, skeleton and animation into an interactable dynamic asset.