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Halo Waypoint

Halo Waypoint was more than just an application; it was the essential digital hub for millions of Halo fans on Xbox 360.Launched by Microsoft and 343 Industries, this standalone application provided a centralized platform for players to delve deeper into the Halo universe, track their in-game stats, explore lore, watch videos, and engage with the vibrant Halo community. Unlike a game, Waypoint served as a dynamic companion experience, designed to enrich and extend the Halo journey beyond traditional gameplay. Our team at Behaviour Interactive was tasked with significantly enhancing the user experience and visual appeal of this critical platform across two major iterations in 2011 (supporting Halo: Reachand Halo: Combat Evolved Anniversary) and 2012 (supporting Halo 4).

Client:
343i / Behaviour Interactive
Year:
2011-2012
Role:
UI Art Director
Timeline:
8 mnds
Tools:

Adobe Photoshop
Adobe After Effects
3DS max

My Role

As the UI Art Director, I was the sole visual designer responsible for defining, creating, and directing all visual aspects and animatics for both iterations of the Halo Waypoint application on Xbox 360. This encompassed:

  • Visual Strategy & Direction: Leading the artistic vision, from conceptualization to final implementation, to deliver a truly immersive and iconic Halo interface.
  • Concept & Prototyping: Developing and presenting an innovative 3D interface concept through an After Effects animatic, which became the foundation of the new Waypoint experience.
  • Visual Asset Creation: Producing all necessary visual assets and ensuring their seamless handoff to the engineering team.
  • Collaboration & Guidelines: Working in close partnership with 343i/Microsoft's UX designers on user flows and content, and collaborating extensively with engineers to bring complex 3D elements to life. I also established visual design guidelines for Microsoft's supporting UX/UI team and content integration specialists.
  • Tooling & Technical Adaptation: Learning and leveraging Microsoft's proprietary internal UI tool, including undergoing on-site training in Seattle, to ensure precise visual implementation despite the tool's inherent complexities.
  • Kinect Integration (2012): Spearheading the visual design and animatics for the second iteration's innovative Kinect integration, including the subtle user reflection and motion gesture interactions, specifically in anticipation of Halo 4.

Challenge and Goals

The initial design provided by 343i/Microsoft, while a starting point, presented an opportunity for significant enhancement. Our primary goal was to elevate the application's visual fidelity and user engagement to match the high standards of the Halo franchise itself. Key challenges included:

  • Transforming a "Good" Design into "Great": Improving upon an existing agency-developed design to create a more compelling and intuitive visual experience.
  • Technical Constraints: Working within the limitations of the Xbox 360 hardware and a somewhat challenging internal Microsoft UI tool, which required creative problem-solving during asset integration and animation.
  • Aspect Ratio Adaptability: A significant challenge was ensuring all designs and layouts functioned flawlessly across varying television aspect ratios, specifically accommodating both traditional 4:3 and the emerging widescreen (16:9) formats. Widescreen TVs were not yet universally common, demanding a flexible and robust design approach for all UI elements and compositions.
  • Maintaining Brand Authenticity: Ensuring the new visual direction remained deeply rooted in the iconic Halo aesthetic while pushing boundaries for an application experience.
  • Innovating with New Technology (Kinect): For the 2012 iteration, the challenge was to seamlessly integrate Kinect's motion and depth-sensing capabilities into the UI in a meaningful and enjoyable way, without feeling like a gimmick, particularly for the upcoming Halo 4 experience.

Discovery and Research

While direct "research" in the traditional sense might have been limited by the project's nature and the client-provided initial designs, my approach involved a deep dive into the Halo universe and user expectations:

  • Halo IP Immersion: Understanding the visual language, themes, and fan expectations of the Halo franchise was paramount. This involved internalizing the lore, art style, and overall atmosphere to ensure the UI felt authentic and supported the experiences of Halo: Reach, Halo: Combat Evolved Anniversary, and Halo 4.
  • Competitive Analysis (Informal): Observing other console applications and their strengths/weaknesses, particularly in how they presented information and engaged users, provided informal benchmarks.
  • Technical Exploration: Investigating the capabilities of the Xbox 360 and the proprietary UI tool to understand what was visually feasible and how to push those boundaries.
  • Kinect Possibilities (2012): Extensive experimentation and collaboration with engineers to understand the true potential and limitations of Kinect for UI interaction, leading to the innovative reflective and gesture-based features for Halo 4.

In the image below on the left, the foundational design delivered by 343 Industries. On the right, my refined visual concept, transforming the interface into a more engaging and visually rich 3D environment, which ultimately became the basis for the application."

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Design Approach

My design approach for Halo Waypoint was driven by a vision to create a dynamic, living interface that felt integral to the Halo universe.

  • 3D Interface Vision: Inspired by elements of the initial mock-up, I envisioned a multi-layered 3D interface where information panels would dynamically interact within a visually rich environment. This concept was first brought to life through a compelling After Effects animatic.
  • Adaptive Layouts: A key consideration was designing all UI elements and compositions to be inherently flexible. This involved creating layouts that could scale gracefully and maintain legibility and visual integrity across both 4:3 and 16:9 aspect ratios, ensuring a consistent user experience regardless of the television.
  • Iterative Prototyping (Animatics): The animatic served as a high-fidelity prototype, communicating the fluidity, depth, and responsiveness of the proposed UI. This proved instrumental in gaining buy-in from 343i/Microsoft, allowing for a more ambitious visual direction.
  • Close Collaboration: Maintaining a constant dialogue with Microsoft's UX designers ensured that visual innovation aligned with functional requirements and user flows. Similarly, tight collaboration with our engineering team and a dedicated 3D artist was crucial for translating the 3D vision into a performant in-app experience.
  • Systematic Visual Design: Developing comprehensive visual guidelines to ensure consistency across all screens and components, facilitating efficient content integration by Microsoft's internal teams.
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Interaction and Visual Design

The core of my contribution lay in the meticulous interaction and visual design:

  • Dynamic 3D Panels: The interface was built upon a system of interconnected 3D panels that would fluidly animate and transition, creating a sense of depth and interactivity. This moved beyond a flat, traditional UI to something more sculptural and engaging.
  • Halo Aesthetic Integration: Every visual element, from iconography and typography to color palettes and textures, was carefully crafted to resonate with the distinct Halo aesthetic. This involved blending futuristic technology with a subtle gritty, military sci-fi feel.
  • Subtle Animation for Enhanced Experience: Beyond the major transitions, subtle animatics were incorporated throughout the UI to provide feedback, indicate interactivity, and generally make the experience feel more alive and responsive.
  • Kinect Integration (2012):
    • Subtle User Reflection: A groundbreaking feature that allowed users to see a subtle, almost ghostly reflection of themselves on the interface when interacting with Kinect. This created a profound sense of connection to the application and the Halo universe, making the user feel truly "within" the experience, particularly for the Halo 4 launch.
    • Motion Gestures: Designing intuitive and satisfying motion gestures for navigation and interaction, ensuring they felt natural and enhanced the user experience rather than complicating it. This involved extensive trial and error to refine the gestures for optimal responsiveness and user satisfaction.

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Special Focus

The most impactful and innovative aspects of my work centered on two key areas:

  1. The Transformative 3D Interface: My initial animatic for the 2011 iteration was a pivotal moment. It transformed the client's concept from a more conventional UI into a truly unique, immersive 3D experience that redefined how users interacted with the Waypoint application, supporting Halo: Reach and Halo: Combat Evolved Anniversary. This set the visual standard for the entire project and future iterations.
  2. Kinect Integration in 2012: The seamless and immersive integration of Kinect was a significant technical and design achievement. The subtle reflection of the user on the interface, coupled with refined motion gestures, provided a novel and deeply engaging way for Halo fans to interact with the application, garnering highly positive feedback, especially with the launch of Halo 4. This wasn't just about adding a feature; it was about enhancing the sense of presence and connection for the user.

Outcome and Impact

The success of the initial 2011 Halo Waypoint visual redesign was evident in the positive reception from 343i/Microsoft and, more importantly, the Halo community. This success directly led to the commission of the second iteration in 2012, allowing us to further innovate.

  • Elevated User Experience: Both iterations significantly enhanced the user experience, making Halo Waypoint a more engaging and visually appealing companion to the games, particularly Halo: Reach, Halo: Combat Evolved Anniversary, and Halo 4.
  • Client Satisfaction: My proposed visual direction was embraced and championed by 343i/Microsoft, demonstrating the strong impact of a clear and compelling artistic vision.
  • Technological Innovation: The successful implementation of the 3D interface and, particularly, the refined Kinect integration, showcased our team's ability to push technical and design boundaries on a major console platform.
  • Halo Fan Engagement: The new features, especially the Kinect interactions, were very well-received by Halo fans, demonstrating that thoughtful UI/UX design can significantly deepen player connection to a franchise.
"The Xbox 360 application will see a more elegant interface that's more in line with HaloWaypoint.com than its current, clunky UI."
IGN
"Oh man, I remember using it with Kinect, and your Halo 4 spartan would appear behind the UI, mirroring your movements."
Source: Reddit (r/halo community discussion)

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Key Learnings

This project, especially given its timeline and the tools available, offered invaluable learnings:

  • The Power of Visionary Prototyping: A strong visual prototype, like the initial After Effects animatic, can be incredibly effective in selling a bold design vision and securing client buy-in.
  • Embrace Technical Constraints as Creative Opportunities: Working with a challenging proprietary tool forced creative solutions and a deeper understanding of the underlying technology, ultimately leading to a more robust design.
  • Collaboration is Key for Complex Projects: The success of Halo Waypoint was a testament to the close collaboration between UI Art Direction (myself), UX Design (Microsoft/343i), Engineering (Behaviour Interactive), and supporting teams.
  • Iterative Refinement Delivers Impact: The ability to iterate and expand upon a successful foundation, as seen with the 2012 Kinect integration, allowed for continuous improvement and the delivery of truly innovative features.
  • User Connection Through Subtle Interactions: The Kinect reflection feature highlighted how even subtle visual cues can create a powerful sense of presence and immersion for the user.