Halo Infinite | Forerunner - Dungeons

After solidifying the Forerunner art style and workflow via the multiplayer "Behemoth" map, our focus turned to finalizing the art for the Forerunner dungeons. These dungeons would be used for integral storytelling beats in addition to open world gameplay loop break up.
As with all art creation for game development, these efforts were not a credit to one individual. Rather, it took the combined efforts of many individuals to pull this off:
Modeling Lead - John Flath
Additional Modeling - Sharlene Lin
Additional Modeling - Ji Hoon Kim
Additional Modeling - Zachary Suchlicki
Additional Modeling - Patrick Hammond
Additional Modeling - Thomas Cherry
Surfacing Lead - Rogelio Olguin
Surfacing - Chiyo Lai

I was exclusively responsible for the Grav Lift framework assets here. Surrounding walls by Patrick Hammond.

I was exclusively responsible for the Grav Lift framework assets here. Surrounding walls by Patrick Hammond.

I was exclusively responsible for the Grav Lift framework cap assets here. Surrounding walls by Patrick Hammond.

I was exclusively responsible for the Grav Lift framework cap assets here. Surrounding walls by Patrick Hammond.

Generator, back wall, and floors done by me. Side walls done by Thomas Cherry.

Generator, back wall, and floors done by me. Side walls done by Thomas Cherry.

Generator, back wall, and floors done by me. Side walls done by Thomas Cherry.

Generator, back wall, and floors done by me. Side walls done by Thomas Cherry.

Generator, back wall, and floors done by me. Side walls done by Thomas Cherry.

Generator, back wall, and floors done by me. Side walls done by Thomas Cherry.

Playspace floor done by me. Upper walls and overhanging pillars done by Thomas Cherry.

Playspace floor done by me. Upper walls and overhanging pillars done by Thomas Cherry.

Surrounding walls made by Thomas Cherry.

Surrounding walls made by Thomas Cherry.