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Halo UI & Optimization

Halo UI & Optimization

Project: Halo: The Master Chief Collection - PC Engine: Unreal Engine 4 / Saber3D Engine

As a Technical Artist on the Master Chief Collection for PC, I focused on bridging the gap between legacy content and modern display standards, while ensuring optimal performance across a wide range of hardware.

PC Optimization (Saber3D Engine)

A significant portion of the work involved deep-dive optimization within the proprietary Saber3D engine. This meant profiling and debugging performance bottlenecks to ensure the game ran smoothly on PC architectures, maintaining the high frame rates expected by the community.

UI Pipeline & Implementation (UE4)

I led the development of the UI pipeline in Unreal Engine 4, creating efficient workflows for the interface team. A key challenge was modernization:

  • Modern Resolution Support: I facilitated the workflow for upscaling original legacy UI elements to look crisp on modern 4K displays.
  • Implementation: While I didn't create the art assets myself, I was responsible for the technical implementation, ensuring that the upscaled assets were correctly integrated, optimized for memory and draw calls, and functioned seamlessly within the new UI framework.

Gameplay & Core-Tech Support

Beyond UI, I provided broad technical support for gameplay features and core technology, assisting engineering and design teams in resolving complex integration issues during the porting process.

Halo UI Optimization Detail