Throughout much of the development of
Halo: Combat Evolved, very little concrete story details had been developed for the story campaign, and what trials the player character would face. Writer
Joseph Staten and other Bungie staff came up with the idea of a coalition of alien races, subsequently deciding that the faction would be motivated by religion. During the course of development of
Halo, the designers decided upon three "schools" of architecture, for each of the factions represented – humans, Covenant, and Forerunners. For the Covenant, the team decided on "sleek and shiny", with reflective surfaces, organic shapes, and use of purples. According to art director Marcus Lehto, the principle designs for the faction came from environmental artist Paul Russell, Bungie designed the majority of Covenant technology to mirror the aesthetic of the Elites; the exteriors are sleek and graceful, with a more angular and complex core underneath hinting at the Forerunner origins of the technology. The Elites usually take command of a Grunt squad. •
Unggoy (Nicknamed "Grunts" by humans), are short,
methane-breathing
bipeds commonly depicted as basic foot soldiers. Squat and cowardly fighters, Unggoy panic and flee if players kill their commanders although they can pose a threat on higher
difficulty settings, especially if encountered in groups. •
Kig-Yar (Nicknamed "Jackals" by humans) carry energy shields or long-ranged weaponry. In some cases, such as with the Kig-Yar, the overall design was honed once the enemy's role was clearly defined. Huragok later made appearances in
Halo Wars,
Halo 3: ODST,
Halo Reach and
Halo Wars 2 as well as various novels. With subsequent games, the Covenant and their look were changed or refined to account for increased graphic hardware or gameplay needs. In
Halo 3, the Jiralhanae became the primary enemy, and they were heavily redesigned. Concept artists took inspiration from rhinoceroses and gorillas, and armored them with buckles and clothing to represent a different aesthetic look compared to the Covenant. Weaponry was designed to reflect the Jiralhanae’s "souls" distilled to its purest form – conveyed by dangerous shapes, harsh colors, and objects that looked "dangerous to be around".
Halo: Reach served as a prequel to
Halo: Combat Evolved, and creative director Marcus Lehto pushed for the team to revamp the Covenant. The aliens' translated English was replaced with untranslated, guttural alien sounds, and their look and weaponry was redesigned. The goal was to make the Covenant intimidating and more alien to players. ==Analysis==