Developer dossier

Alex Shaw

Senior Marketing Cinematics Artist

All 4 answers
4answers
2021active
Star Citizen Livemost heard in
Art & graphicstop topic

Topics

Answers per year

2021 · 4
20212021

Recent transmissionslatest 4 of 4

When you came behind the curtain, was CIG everything you hoped it was, or were you in for a big sticker shock?

Alex ShawSenior Marketing Cinematics Artist

To be honest, it was a shock, but in a good way. When I started, our department... Everyone thinks about cinematics, you'll think about the guys who work on Squadron 42 and some of the PU stuff that you see in game and stuff. But when it came to the stuff we do, that was almost brand new when I started. So it was kind of a little bit of a trial by fire, where I remember joining and then it was like, OK, we're going to make a trailer for the PC Gaming Show. And I was like, OK. And what we ended up with was really cool. But it was really good fun. There was a lot of freedom in how we were doing it. And we still do it now: we touch so many different parts of the game. It's just awesome.

Star Citizen Live›Gamedev: In-Fiction Ship Commercials·
Published on this date.30 Jul 2021

What is this thing that we're seeing down in the lower half of the screen here?

TL;DRThe Track View Editor is the cinematic tool where nearly everything is animated and controlled, including cameras, characters, per-shot graphics overrides and lighting, using live ship assets that update as the ship team works.

Alex ShawSenior Marketing Cinematics Artist

So this is called the Track View Editor. It's our cinematic tool that we use. Pretty much everything we do in the editor is done in here. So this is where we go in and animate our cameras, for example. There's kind of two parts to it. Like any animation software, you've got the dope sheet on the left, which is where you see all your keyframes and stuff in a linear timeline. And then what you've also got with that is a graph editor. These two are pretty much the main tools that you would use for any kind of animation. So this is where we'll go in and, for example, animate the camera, and what we'll do with the characters is place down the characters within the scene and basically apply some animations that we create for them. And pretty much everything can be controlled in here, from cameras and characters and what they do, to some settings that we can apply in the editor, which are quite similar to the graphics settings you get in game, just a few additional overrides that we can make use of and keyframe on a per-instance basis. So on one shot you might want one graphics feature; on another shot you might want something a little bit different, so we can actually change all that. And then we've got options here for lighting as well. So for example, we've got the lights on Maddy's handcuffs that we can keyframe, along with these light group controls, which are like light switches within the ship. And going back to what Jesse mentioned earlier about working with in-development ship assets, when this started out, this was actually a copy of what the ship team were working on when they were creating the internal parts of the ship. I'm not going to go into that, obviously, because that's not what I do and I wouldn't be in the best place to talk about that. But it's pretty much a copy of it. So we actually work with the live assets that they're working on and receive updates from them as we go, which is really cool.

Star Citizen Live›Gamedev: In-Fiction Ship Commercials·
Published on this date.30 Jul 2021
EpisodeArt & graphics

Do you guys write your own scripts? Where does this process start?

TL;DRShip commercials start from open pitches by anyone, go to the narrative team for a screenplay-style script, then to storyboards and animatics, with artists having unusually early input compared with the visual effects industry.

Alex ShawSenior Marketing Cinematics Artist

So it starts off, at the very, very beginning, with the initial concept for what we're going to do. I'll be honest, I can't remember the exact concept we had for this, but obviously it was a concept for what we ended up with. And then that idea gets developed; we work very closely with the narrative team. And that idea gets developed into a full script, almost like a screenplay, like what you'd have for any kind of film or TV show. And from there, that's when we really start diving into the details. For example, in this case, and I can actually show you an example, that's when we actually start storyboarding it and getting an idea for how the visuals and the pacing will look. So in this case, for this shot here, I went and grabbed some versions of it. What you end up with in that early phase is something like this, where we've got the same basic idea. Again, we didn't know the exact workings of the ship at this previous stage, which is why it looks a bit different. But you've got that phase where you've got Maddy coming out of the turret, and then Alex Dugan coming in, and then her putting the handcuffs on. And that gives us an idea of where we want to go from there.

Jared HuckabyHost, Community

I want to add here that these ship commercial ideas can come from anywhere. We're very open to good ideas regardless of where they come from. So when these things really get started at the very beginning, it's literally all hands on deck. We have pitch meetings where the artists themselves can pitch ideas, where the folks from the community team can pitch ideas, where our dedicated marketing folks can pitch ideas. Very occasionally, if there's ever an actual developer who's really passionate and wants to get in, we'll take ideas from them, and we present them in an open group and we all discuss the merits and the drawbacks of each scenario, whether they're actually feasible and whatnot. It's a very collaborative process. And then when we have an idea that most of us are happy with that we want to pursue, as Alex said, we'll rope in the narrative team and be like, OK, you guys are writers. This is the kind of story we want to tell. What can you do with this? So after the writers start to work stuff out, we're back to, as you can see here, the storyboard process. Now, these are more than storyboards. These are animatics.

Jesse HildrethAssociate Director of Marketing Cinematics

Can I jump in there real quick? It's a very unique process here. We kind of do that because we are such a small team overall. But this is something you would never see in the visual effects industry at all. By the time anything comes our way, it's been in production for a year or two, and everything's kind of locked down. So giving artists the ability to give input on something as early as the ideation, even in the scripting phase, is pretty unheard of in a lot of places. So it's a fantastic place to be if you have a lot of good ideas.

Star Citizen Live›Gamedev: In-Fiction Ship Commercials·
Published on this date.30 Jul 2021

Why did you move away from the car commercial style advertising?

TL;DRThey say they haven't moved away from car-commercial style but expanded beyond it, treating this story-driven trailer as a first attempt to keep things fresh and push themselves, maybe doing more if it's liked.

Jared HuckabyHost, Community

I don't think we've moved away. We've just expanded beyond that so that we don't have to do the same thing.

Jesse HildrethAssociate Director of Marketing Cinematics

This one trailer, I think, is the more specific example. I think this was our first attempt at doing a really story-driven narrative, which we haven't really done before, just to see where it goes, what we can do with it, how far we can push it, how it gets received, so if everyone likes it, maybe we do more of them. In general, it is still all very car commercial-y for everything else, but this was kind of our first attempt at something new and bigger and bolder.

Jared HuckabyHost, Community

To an extent. The Banu Defender one, I think, stretched its legs quite a bit.

Jesse HildrethAssociate Director of Marketing Cinematics

The Banu, yeah. The 890 was another one that was pretty close.

Jared HuckabyHost, Community

You don't want to just keep doing the same thing and change all the adjectives, change all the graphics. A commercial for an Origin ship looks like a commercial for a Drake ship, looks like a commercial for a MISC ship. It really depends on how we're feeling at the time when we start, what kind of mood we're in. Like, oh, we've done three or four standard ship commercials. Now let's break out and do something different. Let's keep things fresh, not just for our viewers, but for us.

Alex ShawSenior Marketing Cinematics Artist

That's when we turn around with this and say, let's make a movie.

Jared HuckabyHost, Community

Yes, and this one was like, let's make a little movie. It's about pushing ourselves, too, and seeing what we can accomplish.

Alex ShawSenior Marketing Cinematics Artist

Exactly. And the reason we picked this one is I don't think there's been any other project, just because of the size of it, where I've learned nearly as much in such a short span of time. Same for all the guys, just because of what we were doing with it. Challenges are fun.

Star Citizen Live›Gamedev: In-Fiction Ship Commercials·
Published on this date.30 Jul 2021

All developers