Design Much of
ODSTs development team started work on director
Peter Jackson's
Halo Chronicles video game during the production of
Halo 3. However, the failure of a
Halo film adaptation and the subsequent cancellation of
Chronicles meant a sizable team no longer had a project. Around the same time, production for
Halo: Reach began, and Bungie realized that there was a window of time for the studio to create a new product, After looking at the proposal and the budget, studio head Harold Ryan gave the go-ahead. With a game engine already assembled, the team began honing the concept. Having players control previous protagonists such as the Master Chief or
Arbiter would have brought with it story baggage and expectations. "Fans wanted to know what happened back on Earth, how humanity was defending it." New Mombasa's urban environments fit the intended feel of the game, as Bungie felt that the change of protagonists required a change in location: "We know the kinds of problems Master Chief solves," Staten explained. "He goes to ancient, alien ring artifacts, fights galaxy-consuming parasitic alien monsters and destroys alien empires [...] The ODST, they maybe take small parts in that larger struggle. But the kind of fights they usually get into are usually the kind of fights they can tackle in a day." as production lasted 14 months.—had such a small window for development, they had to prioritize features; for example, rather than completely redesigning the enemies, only a small new subset of artificial intelligence behaviors were added. Because the game featured an open world different from most
Halo missions, certain gameplay tweaks, such as the revamped weapons and an overhead map, were necessary. Though the game engine remained unchanged, graphical enhancements such as fullscreen
shader system and
parallax mapping added greater detail and realism. Sadie's Story was created by Fourth Wall Studios in partnership with Staten and artist
Ashley Wood. Fourth Wall Studios was formed by former members of
42 Entertainment, who produced the highly successful
I Love Bees alternate reality game to promote
Halo 2. Recalled Staten, "we realized that in
Halo we do a pretty good job of describing the clash of these military industrial complexes, but it really is the soldiers' story," and
Halo 3: ODST offered a chance to take a look at the unexplored civilian story. By December 2008, the game was "representational", meaning that players could experience the game from start to finish, albeit in an unfinished state. The entire Bungie staff was pulled from other duties to play through the game and offer feedback. Among the unfinished elements was the lack of finished dialogue delivered by voice actors, in which Staten filled in placeholder audio. The entire game was completed just before its presentation at the
Electronic Entertainment Expo 2009.
Audio Bungie's audio director
Martin O'Donnell and his partner
Michael Salvatori composed the music for
ODST. In contrast to
Halos signature
Gregorian chant, there is no choral music in
ODST, Due to
ODST's shift to a new protagonist, O'Donnell wanted to create new music that was evocative of
Halo but branched in a different direction. Because the game tells a "human story, not a cyborg story", O'Donnell said, the score was more "intimate and personal". Salvatori joined the project in February 2009 and helped complete the music chores in two months. Once O'Donnell felt they had enough material, the Chicago-based Salvatori flew to Seattle, Washington, finishing arrangements and recording live musicians. Most of the music was recorded during early 2009. Additional composition duties were handled by Bungie sound designer C. Paul Johnson and orchestrator
Stan LePard. The Northwest Sinfonia, which recorded the music for
Halo 3, performed orchestral sections at Studio X in Washington. Adam Baldwin, and Alan Tudyk. Tricia Helfer provided the voice for the ONI agent Dare; Helfer and Fillion recorded their cinematic dialog together in the same room, a rarity in voice acting. Staten said that "their performances were stronger having them together at the same time". Adding Sadie's Story to the game doubled the amount of voice work in the game. After the voice roles were filled, Bungie licensed Fillion and Helfer's likenesses for their respective characters. Microsoft stated that it wanted the game to have its own event. On September 25, 2008, a year after the release of
Halo 3, Bungie debuted a teaser for the new project on their web site. A full trailer was released during the
Tokyo Game Show on October 9, 2008, officially unveiling the game's name as
Halo 3: Recon and a release date of Autumn 2009. In an unusual approach for Bungie, the trailer used pre-rendered graphics instead of the game engine or existing assets. Staten explained that it was too early in the game's development to spend a large amount of time on the trailer, and it would not have allowed Bungie to add touches for fans to discuss. Though Bungie did not consider
Recon a full game, with writer
Luke Smith comparing it to
WarCraft III expansion
The Frozen Throne, the game shipped with all
Halo 3 multiplayer maps and did not require
Halo 3 to play. Smith asserted the game would not be a crossover into stealth and squad-based genres, noting, "this isn't
Brothers in Arms: Halo or ''
Tom Clancy's Splinter Cell: Halo''." Bungie and Microsoft first showed
ODST in a playable form at
E3 2009, where the game's release date and retail versions were finalized. Bungie initially marketed
ODST as a title smaller in scope than previous numbered entries in the series. When the game's retail versions were announced, however, the game received a standard price of US$60, which Bungie and Microsoft attributed to the game growing beyond the planned scope. "Over the course of development it got a lot bigger than we were anticipating," said Bungie's Lars Bakken. "We thought of it more as an expansion and then it grew well beyond that." The game's length increased from original estimates of 3–5 hours to 8–10. The discrepancy was not discussed until E3 2009 when Microsoft decided it was a full game. Unlike the post-launch support for
Halo 3,
ODST does not have
downloadable content. == Release ==