Developer dossier

Ben Curtis

Art Director, weapons and vehicles

All 213 answers
213answers
2018–2026active
Star Citizen Livemost heard in
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Answers per year

2018 · 18
2019 · 0
2020 · 15
2021 · 40
2022 · 42
2023 · 12
2024 · 13
2025 · 46
2026 · 27
20182026

Recent transmissionslatest 20 of 213

There seems to be a trend towards retractable weapons, hiding the weaponry. Am I imagining that, or is that something that's actually more common now?

TL;DRRetractable weapons aren't a new studio-wide shift and won't be on every ship; a few recent combat ships got them as a deliberate visual choice made early, giving a distinct retracted and combat state.

Ben CurtisVehicle art

Yeah, I guess a few of the more recent combat ships have had that sort of visual cue in them. I don't think it's something we're going to do for all ships. It's not like a shift in mentality or anything. It's just a couple of the new ships all felt like it was the right decision to make. I think with the Odin particularly, there was a lot of different references of different contemporary ships that people are familiar with. And one of the things we wanted to do early on was just have things retracted and tucked away.

Jared HuckabyHost, Community

It's a pretty bold move, because it's a lot more work to make all these retractable.

Cloud ImperiumVehicle/Ship Designer

It's just such a cool moment. It is a moment in itself when they actually deploy and show the fangs, or teeth, as it were.

John CreweVehicle team

We don't have an Anvil ship anywhere near this size as the kicking-off point, so it's an opportunity for: what is Big Anvil? What is Anvil today?

Ben CurtisVehicle art

I think as well, there's two very clear different visual states: when it's retracted and then when it means business. And obviously when it's retracted, you are limiting your defense capabilities, but that's where things like the automatic turrets come in. And then when it's time to party, that's when everything comes out. And with a ship of this size, we could wave it away with lots of 'it makes it more efficient, everything's tucked away, it makes it a little bit more efficient to fly,' but really it was a visual decision that we made early on with the vehicle, when we started having those very early conversations as to what we wanted the core visuals to be. That was one of them.

Star Citizen Live›DefenseCon Showcase: Odin Battlecruiser·
Published on this date.24 May 2026

What are we showing here [in this image]?

TL;DRThe image is a cathartic moment meant to show power, one of several pieces that set scene and atmosphere or act as a love letter to concept vehicles rather than just showing ship details.

Alberto PetronioVehicle Concept Artist

Just a cathartic moment, I guess.

Jared HuckabyHost, Community

Whose catharsis, Alberto? And what are you trying to get out?

Alberto PetronioVehicle Concept Artist

No, just to describe a moment of power.

Dan McCabeVehicle Artist

I remember when I first saw that picture in a meeting, I went straight to Alberto's desk and I was like, can I have that right now? And it's now my desktop background, because it's just so sick. I remember when you first showed it to me, I came over to your desk, and I think you talked about how it was kind of hiding in the asteroid belt and then it would pop out. And we talked a little bit about how in the Arctic you see these really large ships that are icebreaker ships. And it's just insane. That's a great picture for it.

Ben CurtisVehicle art

And I think that's one of the core things with the concept art as a whole. There's obviously things that we want to show to really show the details of the ship and what that ship's functionality and loadout and everything else is. But then there's also pieces that we want to do that just set the scene and set the atmosphere, and give an idea of the dream of what we're trying to achieve. So, yes, some of these pieces might be more art pieces than... I remember me and you had a big conversation about this. I'm not going to say it was a heated conversation, because it wasn't, but there's things that we wanted to show that really put this in our universe, and then there's things that we wanted to show that were kind of like a little love letter to concept vehicles as a whole, because this being almost the end of an era with concept vehicles, a lot of work went into it. And from a concept artist point of view, delivering those really cinematic shots at the end of a long period of working on it is kind of part of the payoff.

Star Citizen Live›DefenseCon Showcase: Odin Battlecruiser·
Published on this date.24 May 2026
EpisodeArt & graphics

So folks speculated on the bays to the side. Yes, these are...?

TL;DRThe ship has six small side hangars, three per side, plus one medium hangar, sized by hangar metric rather than specific vehicles, so ships such as Cutlasses can fit.

Cloud ImperiumVehicle/Ship Designer

Bay-wise, it is six small... metric small, and one medium hangar. And that's to the actual metrics as well. So it's not like the pads are designed for specific vehicles. Anything that's designated for that metric can fit on them.

John CreweVehicle team

Because people had seen the three side doors, so they were like, oh, that's going to have some hangars. But what they won't have seen is the larger hangar.

Jared HuckabyHost, Community

We'll get to the larger hangar inside, but yes. Six side hangars, three on each side. Big enough for Hornets and stuff, obviously.

Cloud ImperiumVehicle/Ship Designer

Oh, easily.

Jared HuckabyHost, Community

Cutlasses?

Cloud ImperiumVehicle/Ship Designer

I think the Cutlass is small.

John CreweVehicle team

You'll be able to fit Cutlasses in.

Ben CurtisVehicle art

It has been quite interesting to see, because from that early image and the hologram that's been above Area 18, people have been able to make assumptions, but I've seen so many questions about how the hangars work, what they're going to do, and someone's like, has it got fly-through hangars? And I'm sat there like... can't say anything, but this is getting me hyped.

Star Citizen Live›DefenseCon Showcase: Odin Battlecruiser·
Published on this date.24 May 2026

Are the hangars fly-through, like the smaller ones?

Cloud ImperiumVehicle/Ship Designer

Well, the whole thing is. The medium's in the middle, and then the six small hangars are arranged three per side, but the whole thing is just open, and then at the back of that there's all the cargo, as well as the conveyor belt up for the torpedoes to get them into the actual torpedo control room.

Ben CurtisVehicle art

So we spent quite a lot of time playing with ideas about how the hangar could look and how it could function. And one of the things that we settled on and were really excited about was having this big open expanse where you could have your [...] recall the fighters, they weren't all scrambling to get in these tiny little hangar doors. You could load them up through the rear of the ship, get them back into their ready positions and get out of there quite quickly.

Star Citizen Live›DefenseCon Showcase: Odin Battlecruiser·
Published on this date.24 May 2026

So what is this room here?

TL;DRThe area is a catwalk beside a rotating conveyor that carries torpedoes from the cargo grid to the torpedo control room, and the ship is multi-crew, with 23 turrets (15 manned, 8 remote) plus other roles.

Cloud ImperiumVehicle/Ship Designer

Although it looks like it's an entire room, what you're actually seeing there is the walkway that you saw at the top of the hangar. That's the sort of scale we're talking. Like I mentioned, at the bottom of the hangar, there's basically a conveyor belt that connects to the torpedo control at the top. So behind what you're seeing in that image there is the cargo grid, and what you're seeing to the left there, closest to us, is an actual constantly rotating conveyor belt. So if you want to load torpedoes, you take them from the cargo grid and put them on there, and they'll then make their way to the actual torpedo control room where the tube bays actually are, to be taken off and then loaded into the tubes to be fired. So on either side there's a constant rotating thing, so if you need more torpedoes you can just take them straight off the grid, straight onto there, and it goes up to then be manually loaded.

Jared HuckabyHost, Community

We've mentioned this is a multi-crew ship.

Ben CurtisVehicle art

It's definitely a multi-crew ship. If you want this thing to be efficient, then you will need it. Can you do this by yourself? Yes, you'll get a good workout running around the ship.

Cloud ImperiumVehicle/Ship Designer

You'll get 20 shots out of the torpedo tubes, and that's it, instead of it being ready to go again as soon as it's fired. Because at the end of the day, as long as there's someone there feeding it, it can just keep going.

Jared HuckabyHost, Community

More multi-crew roles than just sitting in a turret, although we do have a lot of turrets.

John CreweVehicle team

We have a lot of people just sitting in turrets. We have 23.

Cloud ImperiumVehicle/Ship Designer

Well, me and Alberto were counting them before. We had to keep recounting to make sure we had the right ones.

Alberto PetronioVehicle Concept Artist

It turned out we're not good at math.

Cloud ImperiumVehicle/Ship Designer

No, we're terrible at it. We're absolutely atrocious, and we made the damn thing. It was 15 manned and eight remote, and that's just turrets, not to mention all the other things people can do across the ship.

Jared HuckabyHost, Community

But those remote turrets still have to be operated.

Cloud ImperiumVehicle/Ship Designer

Yeah, they are remote turrets. There's an entire room dedicated to that.

Star Citizen Live›DefenseCon Showcase: Odin Battlecruiser·
Published on this date.24 May 2026

So what else do we have to look at here?

Ben CurtisVehicle art

What you can see here as well, in the roof of the hangars, you've got basically what we see as the ATC, effectively. You've got your control room for the hangars and just a great overview of not the battle stations, but everything else.

Cloud ImperiumVehicle/Ship Designer

It's managing the cargo. It's managing the hangars. It's managing the doors. It's making sure that, oh, you can go into Bay 3, you can go into Bay 7 because there's no one in it. It's away from the battle of the main ship, because their war isn't what's going on outside. It's making sure what's going on inside the ship is working correctly.

Star Citizen Live›DefenseCon Showcase: Odin Battlecruiser·
Published on this date.24 May 2026

This is the cargo area that we learned holds 6,000 [SCU]?

TL;DRThe cargo hold holds 6,000 SCU, with an extra 2,000 SCU on an elevator at the back of the medium hangar, and the team says they aimed to make the best possible version of this ship despite compromises.

Alberto PetronioVehicle Concept Artist

Plus 2,000 just for the elevator.

Jared HuckabyHost, Community

All right, so there's 6,000 in the hold, and then the elevator, if you want to leave cargo on the elevator, that's another 2,000.

Cloud ImperiumVehicle/Ship Designer

Yeah, and that's an elevator that goes down and up between the medium hangar, at the back of the medium hangar.

Jared HuckabyHost, Community

Do we have an image of that? Because right now you're telling me there's an elevator that holds as much cargo as the Ironclad.

Alberto PetronioVehicle Concept Artist

The elevator is this part with the straps.

Cloud ImperiumVehicle/Ship Designer

So see the chevrons at the back? That's the elevator that goes up and down at the very back of the hangar.

Jared HuckabyHost, Community

Is that red light at the top the ATC thing you were talking about?

Dan McCabeVehicle Artist

Yes.

Cloud ImperiumVehicle/Ship Designer

See, that's the scale, right? We showed that side shot and it looked like it was an entire room. It's not an entire room. It's literally the catwalk that you're seeing on the left and right.

Ben CurtisVehicle art

And when we went into this and got the initial brief, it came out that we were doing an Anvil ship, and it's like, yeah, cool. And then we got the brief and it's like, okay, this we can work with. And then through each point of decision we made, we were always looking at it like, this is our ultimate ship for this purpose. This is what I would class as our end game. Obviously, we need to make it. Obviously, we need to deliver it. So there's got to be compromises somewhere. But we did our best to always look at it and think, right, how do we make the best we can? And this is what we tried to do. And when we get into production, we get to see whether or not we can achieve it. But we put a lot of discussions and decisions into trying to get this thing to be something that we can be proud of.

Star Citizen Live›DefenseCon Showcase: Odin Battlecruiser·
Published on this date.24 May 2026

We still have more in the main hall?

Alberto PetronioVehicle Concept Artist

No, in the main hall, I think we are done. There is another room for the other size 12 that is in the bottom.

Ben CurtisVehicle art

There's areas of the ship as well that we're not quite ready to show yet. So there's the front area that's not quite...

Cloud ImperiumVehicle/Ship Designer

Engineering, habitations, the mess area. Because obviously it is designed to be a multi-crew ship, so there is substantial crew quarters and stuff, but obviously, the amount of time it took to even assemble what we have so far was substantial.

Star Citizen Live›DefenseCon Showcase: Odin Battlecruiser·
Published on this date.24 May 2026
EpisodeShipsMulticrew

So what is this?

Alberto PetronioVehicle Concept Artist

This is the tactical room to study your map, to study your fleet, to collect data. And above is a quiet room.

Ben CurtisVehicle art

Yeah, it's one of the things that, again, we tried to think about when we were making this. We wanted to try and include some areas of the ship that weren't just combat and functionality. We wanted to have some areas that gave the crew some freedom to relax.

Star Citizen Live›DefenseCon Showcase: Odin Battlecruiser·
Published on this date.24 May 2026
EpisodeMulticrewShips

What are we looking at [in this next image]?

Alberto PetronioVehicle Concept Artist

This is the room where the captain and the higher-ups will manage the fleet.

John CreweVehicle team

So a lot of ships have hologlobes in a room, and this sort of has many rooms for the hologlobe, just because of the size of it. Very tall.

Ben CurtisVehicle art

And not to focus on it too much, but we wanted to have little areas of the ship where, if you needed to have more private conversations, there were areas that were away from the main thoroughfare that would allow for planning and discussions.

Star Citizen Live›DefenseCon Showcase: Odin Battlecruiser·
Published on this date.24 May 2026
EpisodeMulticrewShips

And what's a parliament?

TL;DRThe parliament is a briefing room taken to the next level, a place for orgs and groups to meet and plan, reflecting that this is an org ship.

Alberto PetronioVehicle Concept Artist

So I thought that since you're driving a destroyer of worlds, you should be able to dispense it democratically or not. But in some ways, you should be able to communicate to your crew what the plan is.

Ben CurtisVehicle art

Yeah, this is the equivalent of our briefing room, but taken to the next level.

Alberto PetronioVehicle Concept Artist

It's a bit more lyrical, I guess.

Cloud ImperiumVehicle/Ship Designer

With a ship of this size, it's going to be crewed by a huge group of people. And obviously, people aren't required to be there, because at the end of the day, people are having fun. But it gives orgs and groups a location to meet and gather and discuss what they plan. I think it's safe to say this is an org ship.

Jared HuckabyHost, Community

This is a ship you leave and you don't come back for a while.

Cloud ImperiumVehicle/Ship Designer

Well, you take your ships to this ship to then go off and play the game.

Star Citizen Live›DefenseCon Showcase: Odin Battlecruiser·
Published on this date.24 May 2026

And the bridge here?

TL;DRThe bridge seats the commanding officer in front, a head of security to one side and an XO on the left, and the captain's dome can generate a private space for confidential conversations mid-battle.

Cloud ImperiumVehicle/Ship Designer

So front and center, obviously, is the commanding officer, captain, owner; it's the person in charge. Off to one side, they have their head of security. So obviously on a ship of this size, someone needs to be in charge of just making sure the inside of the ship is running the way it's meant to be. And to the left side, obviously, there's an XO to take over when the person who owns or commands the ship needs to go off and do something else. In addition to that, there's a cool little feature that we added to the actual commanding officer's dome. So if you need to have private, confidential conversations, just like how in real life you'd have proper meeting rooms for it, the captain has a way to actually generate one themselves on the bridge to have that conversation away from everyone. Well, it's a reflection of those times when John asked me to come into his office and close the door behind me.

Jared HuckabyHost, Community

You've literally made the 1960s Get Smart Cone of Silence.

Ben CurtisVehicle art

The idea was, if you are captain of this vessel and you need to have a very confidential conversation, but you are in the middle of a battlefield, it needs to happen there and then. You need to be able to make that decision, have that conversation and get on with it.

Star Citizen Live›DefenseCon Showcase: Odin Battlecruiser·
Published on this date.24 May 2026
EpisodeMulticrewShips

What is the crew of this thing? The expected crew.

TL;DRThe bare-bones crew is 33, just to man the operator seats without anyone feeding torpedoes, which they compare to a 40-man raid needing specialist roles and a coordinating leader.

John CreweVehicle team

33. That's bare bones.

Cloud ImperiumVehicle/Ship Designer

How many operator turrets were there? We're talking bare bones, not even working at full efficiency. That's not even saying there's anyone feeding the torpedoes. That's just to man the operator seats. That's the sort of numbers you're talking about.

Jared HuckabyHost, Community

I feel like when it comes time to balance a ship like this, that's probably the biggest thing. If you can coordinate 33 people together, it's like you deserve to just be, you know, the Norse god of everything.

Cloud ImperiumVehicle/Ship Designer

It's like whenever you have a large group of people playing games together, there needs to be someone who is doing a little bit less of the interaction, but managing everyone and actually getting them all to coordinate. It's like anyone that's ever done raid leading in any sort of MMO. That person absolutely isn't putting out the highest DPS in the group, but they're taking a step back and watching everyone while doing it.

Jared HuckabyHost, Community

They've literally made the 40-man raid.

Cloud ImperiumVehicle/Ship Designer

Pretty much, yeah.

Ben CurtisVehicle art

Yeah, and that's exactly what I was about to reference. It's the 40-man raid experience, but it's you with your org, your friends, going out and having that gameplay for an evening.

Cloud ImperiumVehicle team member

And having your capship to run. And the best part is also, you have different specialities, right? Because you need fighter pilots, then you need turret gunners, then you need engineering, then you need the guys that actually coordinate the entire crew, and probably more than one guy at that point, because it's going to be very difficult.

Cloud ImperiumVehicle/Ship Designer

Raid leading is a really unique skill. Whenever you play MMOs, there's only ever a handful of people that are even willing to do it. And they choose to do it because they enjoy doing it. But it's a very unique set of subskills. Anyone who is a raid leader or has ever been in a raid will understand just how different it is as a way to play the game.

Dan McCabeVehicle Artist

It's like the epitome of sandbox emergent gameplay, really. It's a role that doesn't necessarily get put in by the game design teams, but it has to exist.

Cloud ImperiumVehicle/Ship Designer

It's like Raid Leader is your class.

Star Citizen Live›DefenseCon Showcase: Odin Battlecruiser·
Published on this date.24 May 2026
EpisodeMulticrewShips

You work in what, Blender?

Alberto PetronioVehicle Concept Artist

Yes. This is Blender.

Jared HuckabyHost, Community

So let's take a look at the actual concept model now. Some folks have already extracted the concept mesh from the hologram, as they do, but this is the actual legitimate one.

Ben CurtisVehicle art

Yeah, and just a note on that hologram mesh. Optimized isn't the correct term. It is a reduced version of what we're seeing here. When Alberto handed this over, this thing sat at 37 million polygons. That's not something we can just put in a game. So there were a lot of decisions made to just strip out a lot of that stuff to get it to run above Area 18. And also, it was a hologram. It wasn't supposed to be a concept. This is the real deal.

Star Citizen Live›DefenseCon Showcase: Odin Battlecruiser·
Published on this date.24 May 2026

Can you jump into the docking corridor area, in the little walkways that you've got?

TL;DRThe ship has a docking collar and walkable exterior walkways, enclosed behind grated mesh so players are exposed to the elements but shielded from debris and stray shots, needed for repairs and as alternate routes.

Ben CurtisVehicle art

So it does have a docking collar. And then also, it's kind of hard to see, but we added some exterior walkways and channels that you could walk through.

Cloud ImperiumVehicle/Ship Designer

Oh my god, the sense of scale. So when Lee was trying to sort the navigation for the ship, we didn't want it to be too simplified. We want people to be able to go onto the actual exterior, but at the same time, we didn't want loads of issues with the grids and the physics issues that we sometimes encounter. So we ended up trenching all of the exterior walkways, basically behind mesh. But it's grated mesh, so you'll still be exposed to the elements, but you don't have to worry about debris or stray shots hitting you. But it meant that we had, to be blunt, an entire level's worth of navigation for the designer who primarily did a lot of the layout for the floor, Lee.

Jared HuckabyHost, Community

So you're going to be walking around the exterior of this?

Cloud ImperiumVehicle/Ship Designer

Well, you've got to, because just to maintain some of it, you're going to have to go out and do a lot of the repairs. And there's alternate routes for when the power goes down on the inside, like the staircase on the conning tower. And obviously, it's a full staircase, so you get some sort of idea of just the scale of it. The first time I saw that, I immediately thought of the Midgar tower in Final Fantasy 7, when you have the choice to either run up the giant staircase or go up the lift.

Star Citizen Live›DefenseCon Showcase: Odin Battlecruiser·
Published on this date.24 May 2026
EpisodeShipsPhysics

Who's the Ironclad for? What kind of player is going to consider the Ironclad?

TL;DRThe Ironclad is for players who want to haul lots of cargo in a fairly durable, well-armed Drake ship, and the developers describe changes to traversal, signage and deck differentiation to help players orient themselves.

John CreweVehicle Director

To be blunt, it's for someone who wants to do a lot of cargo. They want a ship that's relatively durable, and they like Drakes that have lots of guns. Because Drake ostensibly market this as a cargo manufacturer, but we all know what Drake tends to get up to, so sometimes the cargo's not as legit as it should be, or maybe the cargo is cargo you've got to deliver pain to other people. But yeah, it sort of caters to that. And externally, at least, I think it's pretty true to the concept. We did make some changes to it. Dan begged for an extra entrance into the top of it.

Dan McCabeLead Vehicle Artist

Yeah, traversal was such a massive thing for this ship versus the concept, I remember. And with the signage as well, I remember when we worked on the Polaris, one of the key pieces of feedback was that the signage wasn't as good as it could be. And obviously we went back and edited that a bit, but with this ship...

Mark GibsonVehicle design

We had the stairs around the other way as well, didn't we?

Dan McCabeLead Vehicle Artist

Yeah, the stairs have flipped. I believe the elevator was added as well. When we actually got it in and started running around it, once we actually started putting the blockout together, we made a few changes just so it felt a bit more natural, because there was a lot of back and forth and hard 90 and hard 180 degrees that people were having to do as they were walking around. So we softened a lot of the corners, put 45s in. Like here, the wall got knocked in so this became an open area, which I think really helped differentiate the different decks, which is obviously something that we tried really hard to do. You should always know roughly where you are, and when you're in a modular kit, because this is one of the most modular ships we've ever made...

Jared HuckabyHost, Community

That's developer modularity. You always have to specify: there's player-facing modularity, and then there's the method in which we make our ships.

Dan McCabeLead Vehicle Artist

Yeah, so when we talk about developer modularity, what we mean is the asset pack that you use to author the vehicles. So let's say you have a wall that's two meters long. It doesn't make sense to model every single wall two times, in the same way that if you were to make a car, you wouldn't 3D model every single wheel again. You'd want to duplicate it. So we have this base layer of modularity of our assets underneath, and then we sit on top of that these extra assets that make each of the spaces feel different. And it was really important for us to make it so no matter where you were stood in the ship, you didn't feel lost and you were able to quickly orient yourself. I get the first time you're in it, it's a big ship, you're not going to know exactly where you're going, but it shouldn't take long to establish that.

Ben CurtisArt Director, weapons and vehicles

A sense of exploration though, isn't it? The first time you enter a ship, you want to explore it. You don't necessarily just want to be like, I go in it and I know exactly what's going on. So I think that's part of the charm of these bigger ships, that you do need to explore them a little bit. Obviously, like you say, having navigation is an important user experience thing that we need to try and improve. Obviously, we've got the minimap as well, which helps a lot with that sort of stuff.

Dan McCabeLead Vehicle Artist

You shouldn't have to rely on that.

Ben CurtisArt Director, weapons and vehicles

You shouldn't have to rely on that. As you're heading towards engineering, even though you're in a corridor, you want to start seeing those engineering-y elements bleeding out into the room, so it doesn't feel too stale. And then when you get up to habitation and stuff, you want things to be a little bit more clad, a little bit more refined.

Star Citizen Live›DefenseCon Showcase·
Published on this date.15 May 2026

There's a number of questions about the lighting in the ships. Apparently there are some issues with it?

TL;DRThe lighting problems are a bug, partly because ships start in a red emergency mode against the intended moody look; it missed 4.8 but should be fixed, and it affects every ship.

Ben CurtisArt Director, weapons and vehicles

There are some issues with them. Drives me crazy. I love it when the first time people see ships, all the lighting's broken. It's brilliant. It's broken. It should be being fixed. It infuriates me as much, if not more, than everyone else.

Jared HuckabyHost, Community

So you're saying it's not a design intent?

Ben CurtisArt Director, weapons and vehicles

There is design intent in there. We lit the Ironclad to be quite moody. I think one of the issues is it's starting in emergency mode, so it's lots of flashing red, which is absolutely not the intent, not what we planned for, unless your ship is in an emergency state. There's lots of light panels around the ship to be able to put it back to how it should be. Unfortunately, that isn't a particularly user-friendly way of getting your ship to look how it was intended to. But yeah, there's a bug. Unfortunately, it didn't make the cut for 4.8, but it should be getting fixed. It's not unique to the Ironclad, though. It's something we're fighting with.

Jared HuckabyHost, Community

Yeah, it's every ship.

Star Citizen Live›DefenseCon Showcase·
Published on this date.15 May 2026

Did you mix up the paints? The paint for the Assault looks very industrial, and the paint for the industrial one looks...

Ben CurtisArt Director, weapons and vehicles

No, I think a giant bumblebee is quite an aggressive thing for the Assault. It's got a bit of a sting to it.

Star Citizen Live›DefenseCon Showcase·
Published on this date.15 May 2026

Talk to us about that concept [for the Pitbull].

TL;DRThe early Pitbull concept came out too cute, so the team was told to make it less cutesy and more pitbull, and it ended up built around the idea of riding an engine.

Alberto PetronioVehicle concept art

We've been told a couple of times, more than a couple of times, I'm afraid, to make it less cute, because it was really, really cute. We tried to make it as small as possible, like Sam did, obviously. And we had to make a proper effort to change the aesthetic in order to be less cutesy and more pitbull, and less pug, I guess. His concepts were really cute.

Ben CurtisArt Director, weapons and vehicles

The other one had really big eyes. One had floppy ears and stuff. Not even exaggerating, there were parts of it that looked like there were floppy ears. When Chris first saw it, he just sent me a Minions gif, and I'm like, I don't know how to take this. Is this a good thing or is this a bad thing? And then we got to the bottom of what he was after and adapted it. And I think it turned out great. I think it's amazing. I think it's super Drake. I think one of my favorite bits is just the size of the engine. Engine versus overall dimensions is perfect for it.

Alberto PetronioVehicle concept art

One of the keys of the aesthetic that we wanted for the ship was that you're not riding a ship, you're riding an engine.

Star Citizen Live›DefenseCon Showcase·
Published on this date.15 May 2026

Why didn't you fix this before you released it?

TL;DRFixing every bug before release isn't possible, since it's all triage; a map-image update that wouldn't take shows this, and the alternative of long gaps without releases is something they swore never to repeat.

Jared HuckabyHost, Community

It's no different. I've been at this for a long time now. And the short answer is you just can't. These aren't the guys that work on performance and stuff, and their work doesn't get held up by somebody else's work. Not if you can help it, anyway. Sometimes it does. But sometimes it is so ridiculous where these bugs come from and how to fix them. This isn't a terrible bug, but for the two days before release, we couldn't update the TIFF files. We'd submit a new TIFF and it just wouldn't update. That's why there's a map in the show hall that says the Drake Peeble right now. And we're all just looking at it going, we seriously can't fix the Drake Peeble on a map? We know it's there. We can't fix that. There's just other more important things to deal with right now.

Ben CurtisArt Director, weapons and vehicles

It's like Groundhog Day as well, because we had the same one. There's a paint that's gone out. The thumbnail's slightly wrong on it. And we update it, submit it, come the next day, it's still broken, and you check, and all the work's been done. It's just that Groundhog Day moment, and then you realize that it's not actually our fault.

Jared HuckabyHost, Community

It's all triage. You do the best you can, you try to get as much as you can, but at the end of the day, the only alternative is 2017 and 3.0, and you end up with nothing out for nine months, and we swore after that that we would never do that again.

Star Citizen Live›DefenseCon Showcase·
Published on this date.15 May 2026
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