Saturday, April 26, 2008

United Nations Space Command


The United Nations Space Command is the main government of future humanity, spanning multiple worlds besides Earth. Formed in the 2160s, during a period where remnants of old cultural ideologies clashed over supremacy in the Solar System, the UNSC primarily served as an overseer of United Nations military operations in space. After initiating massive militarization propaganda throughout its off-world colonies, the UN, through the UNSC, defeated Communist and Fascist forces in a conflict generally named as the "Interplanetary War", consisting of several side-battles that took place on Mars, the Jovian Moons and the South American Rain forests. Although the war brought a great deal of suffering to both the colonial population and the residents of Earth, it also united humanity's military forces into a common armed force by the end of the 22nd century: the UNSC.
Before the Covenant's attack on Harvest, humanity was in turmoil, with the more remote colonies fighting for independence from the UNSC. To help quell the revolts, the UNSC commissioned the
SPARTAN Project, which created elite supersoldiers to stealthily eliminate insurrectionists. When the Covenant began decimating the outer colonies, these Spartans became humanity's best hope against the technological superiority of the aliens. By Halo: Combat Evolved, Earth-- whose location is kept secret from the Covenant-- is the last remaining Human bastion; it falls under attack during Halo 2. The end of the Human-Covenant war only comes after one of the Spartans, MCPO John-117, helps to eliminate the Covenant's leadership and destroy the Flood.
From the beginning of
Halo: Combat Evolved's development, environmental artist Paul Russel pushed the concept of three "schools" of Halo architecture for each faction; for future humanity, the artists and developers settled on a functional, industrial look. Art Director Marcus Lehto said that the artists examined current technology trends and tried to extrapolate what future technology would look like. Designs were molded by the desire for building a realized and distinctive feel for the human ships and buildings, but also to make the areas fun to play in. For example, the design team wanted a cramped, claustrophobic feel for the human ship levels in Combat Evolved. Ron Cobb's work on Aliens informed some of the design for a "lived in" appearance. In comparison to the visions of dystopia common in many other science fiction works, the cities and buildings of Earth which were first shown in Halo 2 were clean and functional, with parks and attractive structures. Character design for the UNSC was more straightforward, with uniforms based on existing military outfits, ranks, and insignia.
Due to Halo being a
first person shooter, significant emphasis was put into the design of human weaponry. The chief designer for human weapons was Robt McLees, who at the time of Combat Evolved's development was the only staff member at Bungie with knowledge of firearms; McLees wanted to make sure that the weapons looked "cool", but were also grounded by real-world physics and considerations. The game designers also wanted items that would be recognizable to players, yet futuristic-looking enough to plausibly exist in Halo's 2552. In an interview, McLees noted that after human weapons had been vetted and the rough design worked out, "I went ahead and built the highest-res LOD (level of detail) – and this is where I get "bogged down" with all of the stuff that "nobody cares about" like correct barrel diameter, placement of safeties, sights, magazine release buttons, and making sure that the magazines are actually large enough to hold all the bullets they're supposed to, that they would feed correctly and that the casings eject out of the correct side of the gun." Occasionally, technical restraints forced design changes; the submachine gun introduced in Halo 2 originally featured a transparent magazine which allowed players to see the caseless ammo feed into the gun, but it proved too ambitious given the time and hardware available.
Vehicles play an important role in the Halo games, and so vehicles were also given a long development stage. The UNSC's vehicles were designed by Marcus Lehto, Eric Arroyo, and Eddie Smith, and were designed to be functional and utilitarian. Their use of wheels also made them more fun to drive.

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