Halo: Reach was my first game project where I drove the story AND the cinematics. It was by far one of my favorite productions to work on, mostly because it had fantastic leadership; the production grew organically, starting with a small core team; and that we pretty much shipped what we had set out to make (which can be somewhat rare in AAA).
The task was to make a Halo game that would appeal to the fans but NOT feature Master Chief (that trilogy had literally been put to bed). It would be a full title and Bungie's Halo swan song. I'm very proud that we delivered.
From my perspective, a prequel made sense - something that could expand the universe by looking inwards. I loved the idea of focusing on what it felt like to be a Spartan with their boots firmly on the ground. Themes of kinship and self-sacrifice led to decisions to remove Spartan helmets on poignant occasions and to shoot the cinematics in a grounded style where every camera was justified.
When it comes to these very rough notes and scribbles of mine, you may notice that many of the shots are out of order. This was due to me often having a crystal clear picture of shots in mind but had yet to figure out the sequence at the first pass stage. I also chose to draw everything in pen (a Pilot Razor Point) so as not to labor anything just to make it look good. And, they didn't need to look good because when we first started out previsualizing the cinematics we were a cinematics team of two, who were also learning how to use Motion Capture for the first time. We even built a trackable virtual camera out of a marked up 2X4. Crazy.
You'll also notice that I made a lot of character blocking diagrams - they were not just used for working out camera placement but also for our motion capture sessions. Since we only had two suits, any scenes that featured more than two characters required careful choreography. On most occasions, I donned the spandex and played all the male characters. Believe me, the novelty soon wore off.
I hope you enjoy browsing through this sampling of Behind the Scenes sketches. You may even shed a tear for the two Spartans (Rosenda and Thom) that never made it into the final game, along with an awesome boat mission that was too technically expensive at the time.
Spartans never die. They're just missing in action.