Halo - Season 2
Updated: Sep 3
PRODUCTION
Studio | Pixomondo (London) |
Department | Previsualization |
Role | Lead Asset Builder |
Year | 2024 |
Software | Maya, ZBrush, Substance Painter, Photoshop, Unreal Engine 5 |
Production | Paramount + |
THE PROJECT
The second season of the live-action series Halo, released on Paramount+ in 2024 and adapted from
the famous video game franchise. In the 26th century, Master Chief John-117 leads his team of
Spartans, super-soldiers, against the Covenant, an alien alliance threatening humanity. Pixomondo
handled the visual effects and virtual production for the series.
MY ROLE
I worked as Lead Asset Builder within Pixomondo's previsualisation department. There I modeled,
textured and rigged a wide range of assets: characters, sets and props. These previs assets served as
a foundation for the production before being taken over and refined by the modeling teams for the
series' final version. On the character side, I mainly worked on bipeds, both humans, including
some Spartans of the team, and creatures, notably several Covenant races. Modeling and rigging
were done in Maya and ZBrush, textures in Substance Painter and Photoshop. As lead, I supervised
junior artists, guiding them in carrying out their tasks properly.
It was also on this production that I trained on Unreal Engine 5, for the integration and real-time
rendering of our 3D assets. I practiced lighting, set dressing and dynamic material customization
there, a first hands-on experience of real-time virtual production. This previs mission extends my environment work for film and television, directly continuing what I did on House of the Dragon for the same team at Pixomondo.


