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Halo the Experience

Project type

3D Illustration / Experience Design

Date

Dec 2023

Role

Lead Designer

Client

Microsoft Games

How do you take a legendary sci-fi video game and translate it into a physical, human-scale world—all within the limitations of real estate, budget, and time? Microsoft approached us with a bold vision: a 20,000 sq ft Family Entertainment Center (FEC) inspired by the Halo franchise, to be pitched as an immersive location-based attraction.

The challenge was twofold:
• Make Halo feel real without overwhelming or disorienting the visitor.
• Deliver pitch-quality concept renders in less than 30 days.

The Approach
Working closely with Creative Director Gabe Albin, I led the design of multiple high-fidelity 3D renders that visualized key moments in the proposed experience. Our approach focused on spatial storytelling—maximizing tight interior spaces while preserving Halo’s epic scope.

The journey was designed as a guided narrative arc with three key acts:

1) Pelican Dropship Intro: Guests board a life-sized Pelican, establishing the tone with military immersion and motion effects.
2) World Transition Illusion: The ship “crash lands,” and guests disembark into one of three distinct worlds, creating the illusion of expansive planetary exploration.
3) Halo Dome Room: A dome-projection environment places guests on the exterior of a Halo ring world as the Pelican flies overhead—blurring the line between cinematic and physical.
4) Final Game Arena: The experience culminates in a massive interactive game room and merch area, combining free-play engagement with retail activation.

Key Features
• Seamless transitions between narrative environments
• Dome projection theater with immersive visual effects
• Highly detailed 3D environmental renders for pitch
• Efficient use of real-world architecture to simulate scale
• Complete visitor flow from arrival to retail exit

Results & Impact
• The pitch was well received by Microsoft and internal stakeholders
• Delivered a full render package in under 30 days, exceeding expectations
• Demonstrated that blockbuster IP can thrive in live experiential formats
• Laid the groundwork for future physical-digital hybrid game experiences

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