Developer dossier

Chris Olivia

Chief Visual Officer

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2013–2014active
Wingman's Hangarmost heard in
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2013 · 5
2014 · 4
20132014

Recent transmissionslatest 9 of 9

So Chris, your job was to direct the actors on set to get a performance from them. How do you think that relates to film production versus motion capture production?

Chris OliviaChief Visual Officer

Well, I think it's extremely similar in that the main goal is to capture performance. In film, you're really worried about one or two cameras. If there's a B camera, you're worried about just the frame itself, composition, and sort of the movement within that frame, if the emotion's coming through. For a game, for motion capture, you sort of have to be a little bit more open-ended, as far as you don't know exactly where the camera's gonna be, the environment or space maybe hasn't been worked out fully yet, so you're probably focused a little bit more as a director on the performance itself, almost like a stage play.

Wingman's Hangar›ep061 . March 19, 2014·
Published on this date.19 Mar 2014

How did the Scythe come about?

Chris OliviaChief Visual Officer

Well, that was way before me. That was during the original trailer and the fan funding in 2012. Chris Roberts had an artist named Jim Martin come up with a bunch of different designs. And we knew it was going to be our main bad guy. And I think that the original inspiration was, if I can say it, Kilrathi-inspired. Right, but new, improved, cooler, better, different. So he came up with great designs, models built, CGBot built the final game asset. It was in the trailer. It looked great. That was a long time ago, though, before we all kind of got into the groove.

Wingman's Hangar›ep056 . February 12, 2014·
Published on this date.12 Feb 2014
EpisodeShipsLore

Why are we updating the Scythe now?

Chris OliviaChief Visual Officer

It's an evolutionary process. So as we all started, we got into developing the look and feel of what the Vanduul culture is. And so part of that is getting various concept artists to help develop the look of the characters, the world, based on what the fiction is. And so we got a great artist named John Dickinson coming up with just brilliant alien biomechanical, but very different from the Alien look. So it's a really, really great, interesting, unique look that everybody's happy with. So as that's moving along and he's developing the look of it, we're having to revisit the original first Vanduul ship to bring that into the look and feel of the style of the Vanduul.

Wingman's Hangar›ep056 . February 12, 2014·
Published on this date.12 Feb 2014

What is the process for doing that? How do we update those materials?

TL;DRAn artist updated the Scythe, whose trailer-quality model needed more detail, functionality and animation to hold up close in the hangar, while considering alien cockpit design and eventual human flyability.

Chris OliviaChief Visual Officer

Well, once we get to a certain point with the look and the feel, we took one of our best artists, Nathan Dearsley. He was amazing. He's in England. I wish he was here. So he took on the job of updating the Scythe, and it was for a variety of reasons. A lot of it was because the original model was made for the trailer. As good as it was, it needed updating on detail because we knew that fans are going to buy this and look at it in their hangar and walk around it, so it needed to hold up from a very, very close range.

That's a good point, because when you're looking at something from distance in space, you're shooting at a very tiny object, it can look great there, but when you're in the hangar and you're physically climbing into the cockpit or you're walking around, it's got to hold up.

Chris OliviaChief Visual Officer

It's got to hold up. You can't look at anything and say, oh, that's not really looking realistic. The closer I get, the worse it looks. So you want to be able to walk around it and get in it and touch it and enjoy your alien ship. So part of it is just detailing out, extra detail, extra geometry. With CryEngine, we have the luxury of high poly counts, so we can really push that. Nathan really spent a lot of time balancing detail in certain areas, not getting too overly busy though, going on the style guide that we developed with John Dickinson. And so it developed with feedback from myself and Chris Roberts, pushing it more into the look and feel of the way the alien race evolved. And part of that also is updating functionality, making sure everything works, making sure everything animates correctly in a realistic way.

They get in much differently than humans do, right? It's a different way of getting into the cockpit, flying the ship, all that kind of stuff.

Chris OliviaChief Visual Officer

Right, and these are eight-foot-tall aliens, so we need to figure out how they fly the thing. Their technology is going to dictate how they're flying it. We also have to consider human flyability eventually.

There are folks out there that have one of these, or not in their hangar yet. Fairly soon, I think.

Chris OliviaChief Visual Officer

Yeah, so there's a lot to think about as far as the interior of the cockpit that was really never developed. And so Nathan is really thinking about this stuff hard as far as getting the proper alien technology in there, but also being able to make sure that it can be retrofitted for human flight.

Wingman's Hangar›ep056 . February 12, 2014·
Published on this date.12 Feb 2014

What is the art direction for the game? Is this going to be what he called 'future fantastic' or 'fancy futuristic', with clean white interiors and floaty holopanels, or is the direction more rugged, Wild West spaceships, kind of Firefly type?asked by Osiris

Chris OliviaChief Visual Officer

Well, I think since the universe is so huge, if you look on this planet and you see the diverse influences on this one world, just imagine what an entire universe, how diverse that would be. So I could say yes to both of those and all of the above. And I think we're just looking to set a look in the different systems to be very unique and very varied. So it's just going to be something that we sort of discover, but it's going to be very diverse. It's not going to be locked into one sort of style.

Wingman's Hangar›ep005 . January 25, 2013·
Published on this date.25 Jan 2013
EpisodeArt & graphicsLore

Do you have any constraints when designing a new species? Do you feel forced to make them human forms, with arms and legs, to make players using alien technology easier? Or can we expect strange and exotic forms of life?asked by Beatrix

Chris OliviaChief Visual Officer

There's always constraints. It always starts with the director, the person that's giving you the orders. And then it's just about the world that this character or creature is going to be living in. And a lot has to do with gameplay and whether these characters need to fly human ships or vice versa. So there's those basic constraints, but usually you always try to go into creating something with a very open mind and just a clean slate and clean palette.

And a lot of those are playable characters, right? But there's a lot of room in our universe for non-human form type NPCs.

Chris OliviaChief Visual Officer

Yeah, absolutely. So then we'll vary from the humanoid sort of form. It'll be very varied, and hopefully it'll be something very unique.

Wingman's Hangar›ep005 . January 25, 2013·
Published on this date.25 Jan 2013

What have you learned from the film industry that will help you achieve the high level of quality Chris Roberts is looking for, and the artistic atmosphere necessary to make Star Citizen stand out on its accelerated production schedule?asked by AwesomeAD

Chris OliviaChief Visual Officer

Well, actually before I got into films, I started working for Chris Roberts. And so he always had a very filmic style anyway, to start with. So that was there right from the get-go working for Chris. And then having gone to California and worked at some of the big effects companies, every pixel is examined to the closest sort of scrutiny. And that's reviewed by many different layers of people. So I think that level of care given to the final image is what is going to help me in this position, making sure that this...

Because like you're saying, everybody reviews it along the way, and it gets to you now. Hopefully by the time it gets to you, the guys have done a really awesome job, and you're like, maybe a tweak here or there, but that really looks good, right?

Chris OliviaChief Visual Officer

Right.

Wingman's Hangar›ep005 . January 25, 2013·
Published on this date.25 Jan 2013

What kind of character are you going to be? Smuggler, pirate, bounty hunter? How are you going to play the game?asked by Potter

Chris OliviaChief Visual Officer

I usually lean towards the bad... probably either bounty hunter or just something where I can do bad things. Dressed in black for a reason. All black.

Wingman's Hangar›ep005 . January 25, 2013·
Published on this date.25 Jan 2013

When you talk about art in relation to Star Citizen and Squadron 42, what film and game designs inspire you?asked by Whiplash

Chris OliviaChief Visual Officer

Generally speaking, anything that Steven Spielberg does from a film standpoint. Ridley Scott, Guillermo del Toro with the Hellboy series. He's got a very unique look that he keeps in all his films. Game design... I don't know.

What about Cameron? Do you like Cameron stuff too, Prometheus style?

Chris OliviaChief Visual Officer

Well, I like Prometheus, but that's Ridley Scott. Prometheus was a beautiful movie. You felt like it was a real place. And that's hopefully what we're going to do here too. It's not going to be flashy for flashy's sake, or overly this or that. Hopefully it'll feel like you're immersed in a real place.

Wingman's Hangar›ep005 . January 25, 2013·
Published on this date.25 Jan 2013
EpisodeArt & graphics

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