Ahead of the final match at todayâs 2024 Halo World Championship, we saw an unexpected video. It depicted landscapes you might expect from the Halo series â Forerunner architecture jutting from dramatic landscapes inspired by the Pacific Northwest, gorgeous fields of ice, even a vista blighted and consumed by The Flood. We of course saw glimpses of the Master Chief, and his iconic enemies, even a Banshee arcing past the camera. But what we saw wasnât a look back â this was something entirely new.
Weâre entering a new dawn for Halo. Those new visuals were created using Unreal Engine 5 â and we learned that all future Halo projects will use the engine, and that multiple new games using it are in development. Alongside the engine change, the studio is seeing changes in culture, workflow, and how its teams are organized. To match that new approach, franchise stewards 343 Industries are changing their name â Halo Studios is here.
Studio Head Pierre Hintze defines this less like a clean break, and more like the turning of a page:
âIf you really break Halo down, there have been two very distinct chapters. Chapter 1 â Bungie. Chapter 2 â 343 Industries. Now, I think we have an audience which is hungry for more. So weâre not just going to try improve the efficiency of development, but change the recipe of how we make Halo games. So, we start a new chapter today.â
The First Step
Switching from the studioâs proprietary Slipspace Engine to Unreal is a key part of that change. Previously, 343 Industries needed a large portion of its staff simply to develop and upkeep the engine its games ran on. Â âWe believe that the consumption habits of gamers have changed â the expectations of how fast their content is available,â says Hintze. âOn Halo Infinite, we were developing a tech stack that was supposed to set us up for the future, and games at the same time.â
As gaming evolves, and players increasingly point out how long it takes to see new games from their favorite series, the team at Halo Studios felt the need to react. As COO Elizabeth van Wyck puts it:
âThe way we made Halo games before doesnât necessarily work as well for the way we want to make games for the future. So part of the conversation we had was about how we help the team focus on making games, versus making the tools and the engines.â
Alongside the wider changes to how the studio is set up (which you can read more about below), adopting Unreal means Halo Studios is more able to create games with a focus that can satisfy fans â even setting up multiple teams to create different games simultaneously. But Unreal also comes with in-built benefits that would have taken years of work to replicate with Slipspace:
âRespectfully, some components of Slipspace are almost 25 years old,â explains Studio Art Director, Chris Matthews. âAlthough 343 were developing it continuously, there are aspects of Unreal that Epic has been developing for some time, which are unavailable to us in Slipspace â and would have taken huge amounts of time and resources to try and replicate.
âOne of the primary things weâre interested in is growing and expanding our world so players have more to interact with and more to experience. Nanite and Lumen [Unrealâs rendering and lighting technologies] offer us an opportunity to do that in a way that the industry hasnât seen before. As artists, itâs incredibly exciting to do that work.â
Thereâs another in-built benefit â Unreal is familiar to huge parts of the wider gaming industry. Where developers would have to spend time learning how to use Slipspace when joining 343, Halo Studiosâ adoption of the industry-leading engine makes it a far smoother process to bring in new talent (and the studio is indeed hiring for its new projects now):
âItâs not just about how long it takes to bring a game to market, but how long it takes for us to update the game, bring new content to players, adapt to what weâre seeing our players want,â says Van Wyck. âPart of that is [in how we build the game], but another part is the recruiting. How long does it take to ramp somebody up to be able to actually create assets that show up in your game?â
With the move to Unreal, the on-ramp is shorter, the experience is there, and the series can grow far more quickly and organically than ever before.
Forging Ahead
Of course, Halo Studios needed to be confident in the switch to Unreal â this isnât a decision taken lightly. The team had to be sure that the first Halo games to come out of a non-Slipspace engine would look, feel, and sound right. The team began experimenting, and it resulted in a research project known as Project Foundry â the source for all the new clips we saw today.
âWhen we decided to do Foundry, it wasnât, at that point, in our plan,â says Van Wyck. âBut we needed to pause and â âvalidateâ is not the right word, but educate and understand what our capability is, and assess it, so we actually know weâre on the right path.
âWeâve intentionally been really quiet up to this point, but I think [today] is about just sharing where we are, what our priorities are as a studio, and where the team is. Weâre really proud of what came out of Foundry.â

So what does Foundry represent? The team is clear that this is not a new game â but nor is it a traditional tech demo. It isnât just an exploration of whatâs possible with this engine â itâs a true reflection of what would be required for a new Halo game using Unreal, and a training tool for how to get there. Foundry has been made with the same rigor, process, and fidelity as a shipped game would be.
âWhere this type of workâs been done historically, across the industry, it can contain a lot of smoke and mirrors,â explains Matthews. âIt sometimes leads players down paths where they believe itâs going to be one thing, and then something else happens. The ethos of Foundry is vigorously the opposite of that.
âEverything weâve made is built to the kind of standards that we need to build for the future of our games. We were very intentional about not stepping into tech demo territory. We built things that we truly believe in, and the content that weâve built â or at least a good percentage of it â could travel anywhere inside our games in the future if we so desire it.â
Hintze goes further: âItâs fair to say that our intent is that the majority of what we showcased in Foundry is expected to be in projects which we are building, or future projects.â
And what weâve seen of Foundry promises incredible things. Named after the Foundry within Haloâs lore â the central forge of the megastructure used to create the Halo Rings themselves â the project saw the team set out to create three distinct biomes in the style of Halo. The goal was, as Matthews puts it, to make something old, something new, and something truly alien.
For something old, we see a biome inspired by the Pacific Northwest â a staple of the series â but in dramatic new form. Waterfalls crash over mountains, a running creek becomes the site of a tableau pitching the Chief against two Covenant Elites, and the team pushed Unreal to include as much foliage as technically possible.

For something new, we see the Coldlands location, a region locked in a deep freeze, with snowdrifts covering plateaus, and ice reflecting whatâs above and refracting whatâs below. And for something alien, we see the Blightlands, a brand new take on a Halo location â a world consumed by the parasitic Flood. The express purpose of the Blightlands was to see how this new-look Halo team could push the world itself farther than previous Halo games â the results speak for themselves.
Even the familiar looks new in Foundry. The Chiefâs armor has been modelled with extreme care, down to individual panels on his combat gloves. An Eliteâs energy sword now feels less like a solid object and more reflective of the name â a crackling swoosh of dangerous energy. The aim wasnât just to push the studio, but the engine itself â Foundry is designed to do things that we havenât seen in games using Unreal across the industry, Halo began its life as a graphical showcase for the original Xbox â the goal is to make that so again.
Halo Studios has worked closely with Unrealâs creators, Epic Games, to ensure they can reach that lofty goal.
âHalo is such an incredible franchise and itâs awesome to see Halo Studios already pushing the boundaries of Unreal Engine 5,â said Bill Clifford, Vice President and General Manager of Unreal Engine at Epic Games. âWeâre honored to support the Halo team in realizing their creative visions through Unreal Engine. Project Foundryâs work demonstrates how they can bring Halo to life with beautifully detailed, uncompromised worlds.â
Of course, the soul of Halo isnât just in how it looks, but how it feels â the intrinsic dance of its combat, the thud of the weapons, and the sense that youâre inhabiting the Master Chiefâs armor. While Foundry may be a primarily visual project, Halo Studios is deeply invested in retaining the essence of what players love about Halo:

âI think itâs pretty well known that [switching engine] has been a topic that the studio has thought about for a long, long time,â says Van Wyck. â[The release of] Unreal Engine 5 was when we felt like we could make Halo games that respect and reflect the true soul of Halo while also being able to build games that can deliver on the scale and ambition of content that players want.â
âThe spirit of Halo is more than just the visuals,â agrees Matthews. âItâs the lore. Itâs the physics. Playing as the Chief, youâre this huge tank of a soldier â itâs the way that he moves, he feels. Weâre all really obsessed about what our players love about Halo. Weâre constantly listening to this feedback â and thatâs at the core of any initiative like Foundry, or any intention that the studio has about how we move forwards.â
âWeâre thinking about the intangibles,â Hintze adds. âThe interaction with the Master Chief, or your Spartan, or the enemies. We are very careful about the decisions weâre making in that space â down to the precision and authenticity of the weapons, the authenticity of the animations. There are a list of nuances which we use to verify that weâre on track.â
Beyond the Visor
So, letâs talk about whatâs coming beyond Foundry. As you might expect, the team isnât talking about exactly what those new games will be right now â weâre at the beginning of this new chapter, not the final stages, and itâs fair to say that a new Halo game isnât imminent. Halo Infinite will still be supported through the Slipspace Engine â you can expect more Operations, and updates to its Forge mode. In esports, Year 4 of the Halo Championship Series, using Halo Infinite, has just been announced. But in the background, the next steps for Halo will be taken.
The quietness is by design. Hintze makes clear that the priority right now is on doing the work, not simply talking about it:
âOne of the things I really wanted to get away from was the continued teasing out of possibilities and âmust-havesâ. We should do more and say less. For me, I really think it is important that we continue the posture which we have right now when it comes to our franchise â the level of humility, the level of servitude towards Halo fans.
âWe should talk about things when we have things to talk about, at scale. Today, itâs the first step â weâre showing Foundry because it feels right to do so â we want to explain our plans to Halo fans, and attract new, passionate developers to our team. The next step will be talking about the games themselves.â

What is clear is that, yes, itâs Halo games â plural â in development right now. Where Halo Infinite saw practically the entire studio focused on a single, evolving project, Halo Studios has recalibrated:
âWe had a disproportionate focus on trying to create the conditions to be successful in servicing Halo Infinite,â says Hintze. â[But switching to Unreal] allows us to put all the focus on making multiple new experiences at the highest quality possible.â
A major part of this shift has been in reorganizing the structure of Halo Studios as a whole, in order to give development teams what they need to make something new.
 âAt the end of the day, if we build the games that our players want to play, thatâs how weâll be successful,â explains Van Wyck. âThatâs what should motivate what we build. Thatâs also what this structure has done â we want the people that are day-in-day-out making the games to be the ones to make the decisions on the games.â
The team will also be seeking more input from outside the studio on those decisions:
âWeâre seeking earlier and earlier, wider and wider feedback from our players,â she continues. âWe started that with The Master Chief Collection, and carried that on with Halo Infinite, and we want to do it even more for our next projects. At the end of the day, itâs not just how do we evaluate, itâs how do our players evaluate it?â
343 Industries was founded to create Halo games but the impression I get is that, in its new incarnation as Halo Studios, the studio has been retooled to put the focus entirely on that goal â without distraction, without impediment, to create better games with playersâ hopes and wishes at the heart of the endeavor.
âYou asked why we consider this as a new chapter,â says Hintze. âWe want a singular focus. Everyone is in this place is here to make the best possible Halo games.â