Halo Infinite

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Project info:

 Senior Concept DesignerGame – Science FictionDecember 8, 2021

After the events of Halo 5:Guardians, humanity faces its darkest hour. The UNSC has been shattered by a devastating defeat at the hands of the Banished, a ruthless faction led by the Brute war chief Escharum. Stranded in space, Master Chief John-117 is recovered by a lone pilot and thrust back into battle on Installation 07, a mysterious and fractured Halo ring.With the AI Cortana seemingly gone and the galaxy destabilized, the Chief must confront the Banished threat, uncover the secrets of the Halo’s fractured systems, and forge a new alliance with “the Weapon,” a fresh AI designed to stop Cortana. The story focuses on themes of resilience, redemption, and survival, as Master Chief wages a desperate fight to reclaim humanity’s future and prevent the Banished from seizing control of the Halo and its galaxy-shattering power.
  • Created by: 343 Industries
// Redefining Halo’s Threats
MAURO Shapes the Harbinger: A New Halo Icon

Ben Mauro played a key role in designing the Harbinger, the new alien race introduced in Halo Infinite. He defined her appearance, silhouette, and visual language, ensuring the character felt both alien and fully grounded within Halo’s established aesthetic.His designs carefully balanced elegance with menace, combining refined forms with threatening features to create a powerful and memorable presence. Every aspect—from posture and movement to details of armor and alien physiology—was considered to make the Harbinger feel like a natural extension of the Halo universe. Mauro’s work ensured she could stand shoulder to shoulder with iconic factions like the Covenant and the Banished, adding depth, lore, and a visually striking new dimension to the game.

// Shaping Ancient Worlds

Forerunner Structures: Elevating Ancient Civilizations with Monumental Architecture and Timeless Design

Mauro played a key role in evolving Forerunner architecture in Halo Infinite. His concepts defined the monumental scale, geometry, and detailing of the ancient structures across Zeta Halo.By refining shapes, surfaces, and visual motifs, he reinforced the sense of mystery, power, and history that defines the Forerunners, updating it for a new generation of players. Each structure became an immersive storytelling element, grounded in lore while feeling awe-inspiring and purposeful.
// Forging the Banished

Brutal Machines and Weapons:Defining the Banished Visual Identity

Mauro’s work on the Banished in Halo Infinite included interiors, weapons, and massive industrial machines like laser drills. His designs emphasized heavy forms, raw surfaces, and exaggerated silhouettes, giving the faction a feral yet technologically advanced look.By grounding their equipment and environments in the logic of Banished culture, he expanded the franchise’s arsenal while reinforcing their aggressive, imposing presence.
// Defining a Universe

Shaping Halo Infinite:From Alien Races to Monumental Worlds

From robots and weapons to world-building and narrative illustration, he helped establish a cohesive design language that shaped the movie at every level.His ability to merge cinematic spectacle with believable futurism gave the film its distinctive edge, embedding social commentary within a strikingly realized sci-fi world.
// setting the Stage

Iconic Menu Illustrations:Framing the Halo Infinite Experience

In addition to worldbuilding and design, Mauro created key menu screen illustrations that established the tone for the Halo Infinite player experience.These artworks introduced players to the game’s atmosphere before gameplay began, blending iconic Halo vistas, Forerunner structures, and Banished technology into striking compositions. By capturing the scale, mystery, and narrative themes of Zeta Halo, his illustrations ensured that every interaction — from the menu to the battlefield — felt immersive and cohesive, reinforcing the game’s visual identity at every touchpoint.

All Credits

Writing

Aaron Linde /Jeff Easterling /John Junyszek /Brian Reed /Paul Crocker /David Ellis

Game direction

Pierre Hintze /Jason Jones /Frank O'Connor /Bonnie Ross

Art & design

Jason Jones /Dan Chosich /Kiki Wolfkill /Josh Holmes /David Berger /David Ellis /Brian Jarrard /David Pottinger

Animation

John Mulkey /Brian Jarrard /David Pottinger

Engineering

Jason Jones /David Ellis /Brian Jarrard

Music

Neil Davidge /Martin O'Donnell /Michael Salvatori /Brian Trifon /Brian Lee White /Stephen Vankov

Production

Pierre Hintze /Chris Lee /Dan Chosich /Kiki Wolfkill /Jason Jones /Frank O'Connor /Bonnie Ross /Josh Holmes /David Berger