Fuck Yes, Video Game Architecture!

Halo 4 and Forerunner Architecture

"One of the design principles we wanted to implement for our Forerunner visuals was to always have a degree of accident in the shapes. It introduced an element of surprise through the design that stuck pretty well to the alien nature of the Forerunners. So, we have an assembly of smart geometric shapes all bound together with smaller and slicker surrounding structures, with surfaces that look and feel like metal, though they are not, and shapes that are solid, strong, and organised."
- Nicolas ‘Sparth’ Bouvier, 343 Industries.
Halo 4 and Forerunner Architecture

"One of the design principles we wanted to implement for our Forerunner visuals was to always have a degree of accident in the shapes. It introduced an element of surprise through the design that stuck pretty well to the alien nature of the Forerunners. So, we have an assembly of smart geometric shapes all bound together with smaller and slicker surrounding structures, with surfaces that look and feel like metal, though they are not, and shapes that are solid, strong, and organised."
- Nicolas ‘Sparth’ Bouvier, 343 Industries.
Halo 4 and Forerunner Architecture

"One of the design principles we wanted to implement for our Forerunner visuals was to always have a degree of accident in the shapes. It introduced an element of surprise through the design that stuck pretty well to the alien nature of the Forerunners. So, we have an assembly of smart geometric shapes all bound together with smaller and slicker surrounding structures, with surfaces that look and feel like metal, though they are not, and shapes that are solid, strong, and organised."
- Nicolas ‘Sparth’ Bouvier, 343 Industries.
Halo 4 and Forerunner Architecture

"One of the design principles we wanted to implement for our Forerunner visuals was to always have a degree of accident in the shapes. It introduced an element of surprise through the design that stuck pretty well to the alien nature of the Forerunners. So, we have an assembly of smart geometric shapes all bound together with smaller and slicker surrounding structures, with surfaces that look and feel like metal, though they are not, and shapes that are solid, strong, and organised."
- Nicolas ‘Sparth’ Bouvier, 343 Industries.
Halo 4 and Forerunner Architecture

"One of the design principles we wanted to implement for our Forerunner visuals was to always have a degree of accident in the shapes. It introduced an element of surprise through the design that stuck pretty well to the alien nature of the Forerunners. So, we have an assembly of smart geometric shapes all bound together with smaller and slicker surrounding structures, with surfaces that look and feel like metal, though they are not, and shapes that are solid, strong, and organised."
- Nicolas ‘Sparth’ Bouvier, 343 Industries.

Halo 4 and Forerunner Architecture

"One of the design principles we wanted to implement for our Forerunner visuals was to always have a degree of accident in the shapes. It introduced an element of surprise through the design that stuck pretty well to the alien nature of the Forerunners. So, we have an assembly of smart geometric shapes all bound together with smaller and slicker surrounding structures, with surfaces that look and feel like metal, though they are not, and shapes that are solid, strong, and organised."

- Nicolas ‘Sparth’ Bouvier, 343 Industries.

(Source: )



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    Beautiful :,-)
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    This is video game artwork. There is no doubt about it. Fuck everyone that says that video games are not a form of art....
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