
Halo Waypoint was the central digital hub for the Halo universe on Xbox 360, connecting players to stats, lore, video content, and community features beyond core gameplay. Developed by Microsoft and 343 Industries, it functioned as a living companion platform rather than a traditional application, extending the Halo experience into a persistent digital ecosystem.
The goal was to reimagine Waypoint as an immersive, console-native experience that felt integrated into the Halo universe itself. Across two major releases (2011 for Halo: Reach and Combat Evolved Anniversary, and 2012 for Halo 4), the focus was on improving usability, discoverability, and engagement while elevating the visual identity of the platform.
As UI Art Director and Designer, I led the visual direction and interface design across both iterations. Working with 343i/Microsoft and Behaviour Interactive, I focused on building a scalable, immersive console UX that combined 3D interfaces, cinematic motion, and (in the second iteration) Kinect-based interaction models, while remaining authentic to the Halo franchise aesthetic.
Two major releases (2011, 2012)
Central Halo companion platform on Xbox 360
Flagship experience supporting Halo franchise ecosystem
Immersive UX · Platform companion design · Brand-driven UX · Console interaction systems · Franchise-scale design
As the UI Art Director, I was the sole visual designer responsible for defining, creating, and directing all visual aspects and animatics for both iterations of the Halo Waypoint application on Xbox 360. This encompassed:
The initial design provided by 343i/Microsoft, while a starting point, presented an opportunity for significant enhancement. Our primary goal was to elevate the application's visual fidelity and user engagement to match the high standards of the Halo franchise itself. Key challenges included:
While direct "research" in the traditional sense might have been limited by the project's nature and the client-provided initial designs, my approach involved a deep dive into the Halo universe and user expectations:
In the image below on the left, the foundational design delivered by 343 Industries. On the right, my refined visual concept, transforming the interface into a more engaging and visually rich 3D environment, which ultimately became the basis for the application."


My design approach for Halo Waypoint was driven by a vision to create a dynamic, living interface that felt integral to the Halo universe.



The core of my contribution lay in the meticulous interaction and visual design:
Following video showcases final panel and screen transitions in 3D space which I have designed.
The video below showcases the After Effects mock-ups I created for panel effects which together with engineers and VFX artists we implemented into the interface.

The most impactful and innovative aspects of my work centered on two key areas:
The success of the initial 2011 Halo Waypoint visual redesign was evident in the positive reception from 343i/Microsoft and, more importantly, the Halo community. This success directly led to the commission of the second iteration in 2012, allowing us to further innovate.
"The Xbox 360 application will see a more elegant interface that's more in line with HaloWaypoint.com than its current, clunky UI."
IGN
"Oh man, I remember using it with Kinect, and your Halo 4 spartan would appear behind the UI, mirroring your movements."
Source: Reddit (r/halo community discussion)


This project, especially given its timeline and the tools available, offered invaluable learnings: