The first time I looked at Forge in Halo Infinite, I was like "Oh hey, cool that's... oh, holy-- you guys did [i]what[/i]?!” With November already on the horizon, in just a few short months the Forge Beta will be in your hands to unleash your creativity with, dare we say, infinite possibilities. In this four-part video series, we’re going to explore the foundational elements of Forge to get you acquainted with its tools, showcase brand new features and improvements from previous games, and provide some direct developer insight into what’s coming. Here are the topics we’ll be covering in each video of this series: [list][*] [b]Building[/b] – [i]what can I make and how do I make it?[/i] [*] [b]Scripting & Bots[/b] – [i]what is scripting, how can I use it, and how can I test my map with bots?[/i] [*] [b]Polish[/b] – [i]what lighting, art, and audio tools can make my maps look and sound great?[/i] [*] [b]Canvases & File Sharing[/b] – [i]where can I build my maps and how can people discover them?[/i][/list] But first, of course, for those of you who may just be joining us on this great journey, or may need a refresher, let us take a moment to look back on what Forge represents as a pillar for [i]Halo[/i]... [hr][/hr] [h2]What is Forge?[/h2] Once upon a time, matches on [i]Halo 2[/i]’s Colossus would begin with a frenetic rush to collect the various plasma pistols and battle rifles strewn across its lower end, and we would have to impose honor rules. In those days, the placement of weapons, objectives, spawns, and other details of Halo’s multiplayer spaces were largely fixed – rooted in place, until they were picked up and spent, after which an invisible countdown would bring them back to be fought over once again. But then, Halo 3 brought with it an exciting new feature. Forge began as an object layout editor, enabling players to rework weapons, vehicles, scenery, and spawns – and you could invite your friends to hop in and test out these changes live, or spend an hour trying to drop tanks on each other. As with all creative tools, when put in the hands of the community, impossible things happened. You built Scarabs and Pelicans out of crates and scenery items. You used teleporter nodes to keep objects floating in the air. You discovered techniques that allowed blocks to intersect with each other and the environment, creating all-new maps on empty canvases. From that point, Forge ceased to be a simple layout editor. It became a map maker, and a community of creative cartographers arose from its foundations. Since then, Forge has been continually upgraded in successive Halo titles with new tools and capabilities to give Forgers more agency and options in what they seek to create. More objects, bigger budgets, new terrain pieces, color editing, magnets, baked lighting, scripting... Forge is [i]your[/i] playground, and in [i]Halo Infinite[/i] we’re giving you more toys to play with than ever before. [hr][/hr] [h2]Forging Ahead[/h2] In our first video, we focus on some of the core features that have been added or improved in [i]Halo Infinite[/i]’s version of Forge. Join Michael Schorr (Forge Lead Designer) and Cliff Schuldt (Multiplayer Level Designer) as they walk through object palettes, new features (such as the much-anticipated undo/redo buttons, object scaling, materials), and much more that will empower you to build and create. [previewyoutube=SAwEbD5qNG8;full][/previewyoutube] Be sure to [url=https://youtube.com/Halo]subscribe to our YouTube channel[/url] to see even more Forge videos in the coming weeks!