Developer dossier

Jake Taylor

Weapons Artist

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2020–2021active
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2020 · 5
2021 · 9
20202021

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Art folks, where do you start designing a gun that can heal people?

TL;DRConcept artists create the designs and modelers build them engine-ready with wear and dirt, while the standalone medical tool gets a sleeker, clinical look to feel welcoming.

Jake TaylorWeapons Artist

I can take this one. I mean, I was modeling it, but it's the concept artists who come up with the designs of it. So they're the ones who are creating all the lovely creative designs and then they hand them over to us and it's our job to put them into Maya and create them and get them engine ready so they work for the animators, do a bit of rigging as well here and there. We've also been doing a lot of wear and dirt as well, so any new weapons have that, so they're all ready to go with that as well.

Ben CurtisArt Director, Ships and Weapons

I think one of the visual challenges from making the multi-tools is it's the jack of all trades, isn't it? It does a bit of everything. Whereas the standalone medical, we call it the standalone medical weapon, but it's only called a weapon because it's handled by the weapons team and you hold it like a weapon, if you know what I mean. So I think obviously, visually, the manufacturer that's making it, it's got a much sleeker aesthetic to it. And I guess it makes it look a little bit more welcoming. I do remember having some discussions, and some of the ideas that were thrown around were like, I wouldn't want to be healed by some of this stuff, especially when, like Jake was saying, the wear and dirt. I think that came up recently, like, we turned all the sliders up and it's like, no, I'll wait. 'I'm here to help.' Rusty old device, it's fine. So I think getting it across that it's there to help is one of the things. And I think, like Jake says, the concept turned out great. The assets turned out really nice in game. So it should be a good one.

Cory BamfordLead Prop Artist

I think it's also, like you say, very sleek and clean, right? So that's a huge part that informs the design. It's that clinical nature of it.

Star Citizen Live›Weapons and Props·
Published on this date.5 Feb 2021

How has the process of the weapons and props changed over the years in terms of the requirements that are needed now but were not needed before?

TL;DRThe team now invests more in concept work upfront, front-loads pipeline setup, works closely with design and animation, and keeps adapting to changing metrics, the female rig, attachments and new features.

Ben CurtisArt Director, Ships and Weapons

I mean, I'll start on the weapon side. I think one of the things that has, not necessarily improved over the years, changed over the years, is that we try and invest a little bit more time in the concept phase, like Jake's already mentioned, to try and make sure that we're solving all the visual questions as early as possible and trying to get that concept nailed down from the start. It works out a lot better for the development team, the guys that are actually delivering the asset, if there's not changes in the direction during the process, if possible. There's always going to be challenges and things that you need to resolve when the concepts come in. You don't see the concepts in the player's hand. You're not running around with it. And until you get to that point, you don't know exactly. It can be the prettiest weapon in the world, and then you get it in the character's hands and you're like, it doesn't quite look how I expected it. And concept take care of that, and they do a lot of things with the character models and things. But I think until it's got into the animators', the designers', the weapons artists' hands to play with, it's kind of difficult to judge. And I think that's probably the other change that we've tried to make, at least more recently, is that we now try and front-load as much of the setup work as we can in the pipeline so that we're not taking an asset to a final asset and then it gets handed over to the other department. The makeup of the team has changed slightly, so we're working much closer with design and animation to make sure that as soon as the concept comes in, the artists, like David and Jake, try and get that in game as quickly as possible. It might look a bit rough, but it gets the idea in game and lets people play with it.

Jake TaylorWeapons Artist

Yeah, we talk with the animators quite a lot now. I think that's probably the team we're the closest with in terms of how often we're talking with them. We'll get that blockout in, and then they'll be like, oh, this doesn't quite work, let's review this. I think with the shotgun in particular, the shoulder would have to stretch way forward. That wouldn't quite work. So we had to make that shotgun much stubbier. And overall, that changes the design, quite surprisingly. So yeah, that's really beneficial of the new pipeline that we've got and any changes that we've made.

Jared HuckabyHost, Community

I think metrics are probably one of the biggest changes for every content team, not just weapons and props. As the game progresses, metrics get refined, better defined.

DavidSenior Weapons Artist

Also the female rig that we added, that also caused a couple of issues that we had to rethink or go back to older assets and change them a little bit. So you have the grip a little bit more towards the character, so the arm doesn't stretch too far to the front. And I think just things like that, that we didn't think about earlier.

Jonny JaceviciusLead FPS Systems Designer

I mean, I think the key is as well, the process keeps changing as we go. Like Dave said, you have the female rig, that adds some more steps in the process. You add attachments, you've then got to make sure you do all the attachment checks as you go as part of the pipeline. And then for the future stuff like magazine stripping, we've now got to think about the process and how that changes going forward. So it's constantly evolving and updating based off how the game changes.

Cory BamfordLead Prop Artist

It's very much the same on the prop side of it, really. If you take, for example, usables, a lot of assets that were previously considered just dressing, you could consider, it's going to be carryable, it might have power, it might have certain features associated with it. There are instances where we've created these assets purely as an art content team, we've created them as dressing, and then we're having to retroactively, as new features come online, consider how those impact our existing assets. We're a lot more conscious of getting ahead of the curve now than we were five years ago when it comes to, okay, I'm creating a new asset, there aren't any existing ones, let's make a template for it, make sure it gets signed off by the relevant departments. We're creating a usable and there's an existing asset, let's corral our library of assets and review them, and if there are inconsistencies, make sure we're correcting those. Basically, also just considering how to make...

Ben CurtisArt Director, Ships and Weapons

And also there's one of those elements, especially with the props, that you dress an environment and then you get a designer or someone running around that environment and they're like, it'd actually be really cool if this asset would do X, Y or Z, or I could do a mission here and we could have whatever functionality we might then need. And it's like, yeah, cool, I just thought it was a bin, but okay, if we need to add support for additional things. There are things that we could do if we had the time to do them. Everything can function, but it's about seeing what's the most important for missions and that sort of stuff. But a lot of it, like I say, you get from just getting in the environment, running around, being like, oh, this would be really cool, and then that gets added to the 'can we have this feature, please?'

Star Citizen Live›Weapons and Props·
Published on this date.5 Feb 2021

We have alien ships. What about alien FPS weapons?

TL;DRAlien FPS weapons are something the team wants and plans to do at some point, but they are focusing on standard human-manufacturer weapons first, with no commitment on timing.

Jonny JaceviciusLead FPS Systems Designer

I can speak to this from a design side first if you want. Basically, it's something that we really, really want to do. And obviously, we plan on doing it at some point. But I think I may have said this before. Essentially, we're trying to build out our more standard set of weapons first. So everything you'd basically expect to see in an FPS game, all of the tools available. You want your anti-vehicle weapons, LMGs, rifles, all that stuff. And we've got these existing human manufacturers that we want to build out while we've got our heads in the right space to do them, so we're not jumping all over the place. But yeah, it's the most exciting part of making weapons in my eyes. When we start to visit this new tech, we get to speak to the writing team and talk with them about what would this alien race have technology-wise that differs them from these human manufacturers. Then that ties into the art and it's like, how can we get this tech level across and this special functionality across in how the weapon looks? Which then ties into animation, and you talk to them as well, and everyone's just getting really excited about this new thing that you're doing, and everyone gets to input and shape this weapon together. And an example of that is what we've done before with the Atzkav. That was a new manufacturer when it was coming out. It was new tech because it was an electron weapon. And you're going through all of these really exciting steps of collaborating with all of the other teams and going, how does it work? What happens when you shoot someone? Speak to the VFX team, speak to the art team. What's it going to look like? How's it going to feel? It's just very exciting stuff. So yeah, certainly something that we on the design team want to get to doing at some point. And we're starting to move very slowly in that direction.

Jared HuckabyHost, Community

Art team, are they moving fast enough? Do you want to get your hands on some alien weapons?

DavidSenior Weapons Artist

Definitely not fast enough. We want to do more weapons, right, Jake?

Jake TaylorWeapons Artist

Yeah, absolutely. I mean, I really do. With the alien weapons, they're quite complex, and they're much more organic in their form. So I think they'll be more challenging, but that's part of the fun of it, really. So yeah, I'd like to do some more alien weapons.

Ben CurtisArt Director, Ships and Weapons

Yeah, and I think pretty much everyone's really excited about getting onto alien stuff at some point. I think the scope there to do some really fun weaponry is massive. Like JJ says, at the moment we've got our focus, and as we tick off all of that stuff we get to explore the new stuff, especially when we start exploring other systems. Not committing that the next system is going to be an alien system, but what I'm saying is that as we do a game with as many star systems in it as we're looking to deliver, if it was all human, personally... I can see Jared looking at me being like, what's he going to say? I survived last week, so I'm bulletproof. From my point of view, there's scope for so much variation, not just alien, but advanced tech.

Cory BamfordLead Prop Artist

Stylistically, with ultra-modern stuff, there's a lot of room to explore, I think.

DavidSenior Weapons Artist

Yeah, but ultimately this is story driven. So the further we go with the story, the more we can explore things like aliens and alien technology.

Star Citizen Live›Weapons and Props·
Published on this date.5 Feb 2021

Why is there so little leather in the props and weapons design? You don't find leather exciting?

TL;DRLittle leather reflects the military, function-driven manufacturers established so far; civilian or rarer manufacturers could use other materials, and leather-like furnishings and homestead pelts already exist.

Jake TaylorWeapons Artist

Maybe the concept artists don't have as much excitement for leather as we do as a group.

Ben CurtisArt Director, Ships and Weapons

So to keep it back on track, again, I think that comes down to the manufacturers and the brands that we've currently established so far. A lot of our stuff is military and a lot of it is dictated by its functionality over necessarily its form. But I think as you branch into the less military-specific weapon manufacturers and more into the civilian or the collectibles or the rarer stuff, that's where you start to experiment a little bit more with the materials that are used. I think there's lots of opportunities for other materials to be used.

Cory BamfordLead Prop Artist

We've shown some homestead stuff as well, right? That includes a lot more organic furnishings, including pelts and felts and all that jazz.

Ben CurtisArt Director, Ships and Weapons

We do have a lot of leather sofas.

Cory BamfordLead Prop Artist

Yeah, it's that office synthetic leather, I guess, right? So there's a lot of that kind of furnishing.

Star Citizen Live›Weapons and Props·
Published on this date.5 Feb 2021

Why don't the weapons take the weather effects? Folks are running around with their armor completely covered in snow and stuff, and their weapon is pristine and not covered in snow.

TL;DRWeapons don't show weather effects because wear and dirt tech isn't unified across the company, biome-specific wear is a larger global system, and the artists are preparing maps so weapons can use it later.

Jake TaylorWeapons Artist

It's very much related. I mean, it's kind of the same answer for that question, but there's a lot of reasons why. Company-wide, the whole idea of wear and dirt is not unified. And it depends how it's being done, if it's a ship, a weapon or a character. But on the artist side of things, at least from my point of view, we're trying to get ahead of that as best as we can, in the sense that now part of the pipeline is making sure that we have those WDA maps and those blends there and ready. So when the system is in place, a lot of those guns we can just tick on and they're ready to go.

Cory BamfordLead Prop Artist

I think it's largely just down to the stuff we've seen so far is, I think it's safe to say, fairly experimental. I can't really write checks on behalf of the graphics team. There's work to be done in terms of biome-specific wear; that's a larger system, really. I think that's a global system that expands beyond just weapons. It's a huge thing.

Ben CurtisArt Director, Ships and Weapons

Yeah, I think, although all of these things are just a 3D object in the world, the way they're actually brought into the engine and the way the engine handles them is very different depending on if it is a character or if it is a weapon or a static prop. It's all just 3D geometry, but each one of those things has its own individual pipeline and technical limitations. And the character team got their stuff working and that was the initial push to get that tech in there. But it's not rolled across to the other teams yet, as far as I'm aware.

Jake TaylorWeapons Artist

Yeah, and there's plenty of hurdles to come across really, isn't there? One example: you could drive the wear up on a weapon, the entity, and it will work, you'll see that being driven up, but any attachments, they'll stay pristine. And that's just one of the many things that need to be worked on and we are working on.

Star Citizen Live›Weapons and Props·
Published on this date.5 Feb 2021

We have neon or glowy bits on our clothing and armors, but none on our weapons. What gives?

TL;DRA few weapons already have glowing parts, but glow should serve a purpose, since tactical weapons don't usually glow, though futuristic or alien weapons may get more.

DavidSenior Weapons Artist

I think we have a couple of glowy bits on the Gemini weapons, the blue spinner, and the glowy bits on that SMG that Jake did. Of course, we need to be a little bit careful because it needs to have a certain purpose when it glows. We can't just put glowy stuff on it because it looks cool. It needs to make sense that it's on there. I mean, weapons usually, from a tactical perspective, don't glow that much. Of course, futuristic weapons like the Atzkav, they have glowy bits, and when you reload or if the flaps at the front open, you can see glowy bits inside. We have a lot of stuff like this, not all over the place, but where it makes sense, I would say.

Jake TaylorWeapons Artist

When we move on to alien weapons too, we should have some nice glowy stuff.

Jonny JaceviciusLead FPS Systems Designer

I've heard aliens like glowy bits.

Star Citizen Live›Weapons and Props·
Published on this date.5 Feb 2021

What are some of the weirdest inspiration references you've used for weapons and props?

TL;DRNo single weirdest reference stood out beyond a turtle that appeared in a concept; the team mostly references real-world visuals and how functional problems were already solved, such as automotive or machinery.

Cory BamfordLead Prop Artist

I guess we could say, I don't know, the turtle. That came about because one of the concept artists just drew a tiny thumbnail of a table or something, and there was a little turtle on it. And we were just like, well, it's in the concept, so we're going to have to make it now. So we made the turtle.

Ben CurtisArt Director, Ships and Weapons

I think the weirdest is a tough one. I mean, I find myself always referencing the automotive industry for a lot of stuff, I guess. And I couldn't put my finger on something that stood out as being exceptionally weird. I reference a lot of just general gadgets and electronics and keyboards and...

Jake TaylorWeapons Artist

Usually when you want reference, you're referencing something pretty close to what you want, or at least very accurate, be that geometry or materials.

Ben CurtisArt Director, Ships and Weapons

Yeah, there's two sorts of references. There's the visual reference that you're going for, and then there's the functionality reference that you're going for. So if you're trying to find reference for something that's functional, the best thing you can do is look at how that problem has already been solved. And then what you need to do is take that core element of, okay, these are the core mechanics that I need to use to resolve what I'm trying to do. And then how do I aesthetically make that pleasing and fit the manufacturer or the art style or just our universe? And those two things go hand in hand. So it might be that you're referencing a great big digger for some of its mechanical functions, but then you're translating that into a small little detail that you're using on a weapon or a prop or a ship or whatever it might be. When it comes to references, there's loads of variation. But as Jake says, if you're looking at switches and dials, because you're adding some switches and dials to the back of an asset, then generally you're looking down into those details.

Star Citizen Live›Weapons and Props·
Published on this date.5 Feb 2021
EpisodeArt & graphics

What's the most exciting object you're working on right now?

TL;DRThe panel names the crossbow, with its intricate cable-and-cam rig and high polygon count, and a Volt rifle as exciting current work, while others deflect or say they can't discuss theirs.

Jake TaylorWeapons Artist

Definitely the crossbow for me. I know that has been wanted for a really long time. And when that concept was coming through, I was like, I want to do that. Look at it. I really thought it looked good. And so far, it's been a real challenge, but also really, really fun.

Cory BamfordLead Prop Artist

The rig's pretty crazy, right? Because you've got the cam with the strings, it's like a compound, right? So it's quite an intricate mechanism.

Jake TaylorWeapons Artist

Yeah, I guess the reference I was looking at for that was people shooting bows and arrows in super slow motion. How does this work?

DavidSenior Weapons Artist

Yeah, how the hell does this work? Cables are always tricky to do, and that's the biggest challenge of the rig.

Jake TaylorWeapons Artist

It's quite complex in its geo as well. There's a dense amount of detail to that. There's four arms to it. Just getting that under the poly count, which for us is quite high naturally because of our custom normal workflow, getting that under that highest poly count was pretty tough, while keeping it looking really dense in detail. But I did it. So it's there.

Jared HuckabyHost, Community

What about anybody else?

DavidSenior Weapons Artist

Well, I'm working on two things that I think we haven't talked about yet. So I better not talk anymore.

Ben CurtisArt Director, Ships and Weapons

You mentioned the Volt stuff, we're all right.

DavidSenior Weapons Artist

The Volt stuff? Yeah, that's all right. I'm working on that Volt Parallax rifle right now, which is also pretty cool and has lots of detail and has the same issues as the crossbow of too many polygons that need to get optimized. And yeah, that's a really cool one, and I really like that.

Jared HuckabyHost, Community

JJ, you got something?

Jonny JaceviciusLead FPS Systems Designer

Jared, I'm excited about everything we're doing. And I'm in the very fortunate position where I get to see a lot of it in my day to day. So there's nothing in particular. And there's probably a lot of things that I'm not allowed to talk about. So let's leave it at that.

Jared HuckabyHost, Community

Corey?

Cory BamfordLead Prop Artist

Obviously I spend a lot of my time doing management stuff, making sure the teams are all happy and all that. I do sneak in a few assets here and there just because, obviously, I'm an artist and I enjoy making artwork. So I do little bits here and there, things like hip flasks, flair items and stuff, stuff that's not really a release task. So something that's on the back burner, I jump on some of that stuff. So yeah, hip flask. I did the handcuffs for the Star Runner trailer. They were really fun. Stuff like that.

Star Citizen Live›Weapons and Props·
Published on this date.5 Feb 2021

Do props follow the same three-step high-end, middle-end, low-end philosophy as environmental art does?

TL;DRProps broadly follow the environment's style and have an associated tech level, but because of their variety and use in ships, it's more a spectrum than strict categories.

DavidSenior Weapons Artist

I think props follow environment quite a bit when it comes to the style, right?

Cory BamfordLead Prop Artist

Yes, we split props into, I guess, location-specific props and then props that are separate from locations. If we're making a bench for microTech, it would adhere to that art style. But if we're making a generic flashlight that is used everywhere, that would have its own concept, whether it's high-tech or low-tech. We'd still have a tech level associated with it. And obviously, it would borrow style elements from that.

Jake TaylorWeapons Artist

Yeah, I guess it's like a yes with the high tech, low tech, and universal. But due to the nature of props and the variety that we make, it's more of a spectrum than specific categories.

Cory BamfordLead Prop Artist

Yeah, I guess as well, an apple is an apple.

DavidSenior Weapons Artist

But since props are not only in environments, but also sometimes in ships, there's a lot more variety for that. Because the ships are not necessarily bound to the style of the environment.

Star Citizen Live›Weapons and Props·
Published on this date.5 Feb 2021
EpisodeArt & graphicsLore

What do you anticipate the greatest difficulty for this weapon [the Gemini sniper rifle] to be at this point?

TL;DRThe hardest parts are the organic shapes on a hard-surface asset and making animated mechanisms work without parts intersecting, which they address by blocking out and rigging early to test in-engine.

Jake TaylorProp and 3D Weapons Artist

I know that already. I've had to tackle it a bit. And it's this area around here, all this kind of gubbins, because if I focus on the concept a sec, not only have you got these really difficult organic shapes in a hard surface asset, they're all very slightly turning in.

David ZipperSenior Weapon Artist

Yeah, that's one of the biggest... One of the problems we need to tackle while doing it is that everything needs to be animated, it needs to work, the magazine needs to rotate out, it has a mechanism and all that needs to work, and the parts shouldn't intersect, shouldn't move into each other and have that ugly intersection. That's something we need to prevent while doing it.

Jared HuckabyHost, Community

And of course, that's something that concept artists know to look out for, through metrics and stuff like that. But you don't always discover every single edge case and issue during the concept process.

David ZipperSenior Weapon Artist

That's why we're doing a block out. We're doing this block out in this state and already do a rig. A rig is basically a skeleton that an animator can use. The animator then tests it in engine. While doing it, we usually run into issues and see how this works out. Here we can see that the mechanism is pretty nice. We can test all that in-engine and reiterate on it, because in this state it's really easy to rebuild something or change something. But if it's final and we have already made textures and so on, the more we've done on it, the harder it gets to change. So in this state, it's still pretty easy to change around shapes and rebuild it.

Star Citizen Live›Weapons Grade·
Published on this date.7 Aug 2020

How long a process would this normally take?

TL;DRA weapon usually takes about two weeks if all goes well, up to around a month if problems surface late, such as the shotgun magazine and barrel clipping the character and needing changes.

David ZipperSenior Weapon Artist

It depends on how many problems come up while doing it. In the optimal case, you can do it in about two weeks, I would say. In a non-optimal case, where we need to change a lot, where problems come up and we realize them pretty late in the process, and that sometimes happens, sadly, it can take up to a month or so. So sometimes when problems come up super late in the process, that eats up a lot of time. But usually we try to plan it pretty well and get it done as fast as possible.

Cory BamfordLead Prop Artist

That's the main reason for the block out phase. What we normally do is we get the concept mesh running through some optimization processes and get that in game. And then we can see the character holding it. We can say, does this work on the male rig? Does this work on the female rig? Does it tick the boxes for the hand grips and stuff? Jake will probably show you another weapon later where we had to make some adjustments to the weapon from the concept because the grip wasn't quite working. While the concept artists are very aware of the application of a weapon, like a human holding it, they can't necessarily test all the use cases. Sometimes we do come back and we get it in and we're like, okay, this isn't working, tweak the proportions here, make some changes, just purely because it needs to be used by a character.

David ZipperSenior Weapon Artist

I can show that now. One of the problems that came up, for example, with the shotgun here is that the magazine actually stuck a little bit too much into the armor of the character. And we had to address that. And that's something, while doing the weapon itself, sometimes you can't even think about: the possibility that the magazine, because of the shape it has, clips too much into the body of the character. And therefore we had to change the orientation of it so that the flat side is on the body and not the round side that you can see here. If that makes sense.

Jake TaylorProp and 3D Weapons Artist

So some of those changes that you guys are mentioning, if I change over to the shotgun concept, this was the concept that we were given. I can't really show them side by side, so I'm just going to quickly flash between the two of them. But if I point it out in the concept here, we've got this trigger and then this nice angle here that leads into the magazine, and then it leads out into this really nice long barrel. And this area is where most of the change happened. We were having issues with what you said, David, like the character's arm clipping with this barrel. We're limited, right, by how big this barrel needs to be, because we want it to specifically contain, I think it was 12 shotgun shells. So I had to make this thicker. This has to be sitting right up against the trigger now. And this whole nose area had to be brought way back. And because there's a pump action as well, if you look here, the handle's quite slim. And if you were to grab that and drag that back and forth, you'd probably break your fingers on this or something.

Star Citizen Live›Weapons Grade·
Published on this date.7 Aug 2020

What is your favorite hard surface modeling technique, and why is it Booleans?

Cory BamfordLead Prop Artist

I think mine's actually splines. I'm known for my splines. Everyone loves splines.

Jake TaylorProp and 3D Weapons Artist

And there's definitely Booleans.

Star Citizen Live›Weapons Grade·
Published on this date.7 Aug 2020
EpisodeArt & graphics

Do you have a favorite weapon that you've worked on?

Cory BamfordLead Prop Artist

I've only made one.

David ZipperSenior Weapon Artist

A couple of Squadron things. I don't know if I can talk about that.

Jake TaylorProp and 3D Weapons Artist

Mine is actually the shotgun. I'm fairly new to the weapon pipeline. I've made that pistol and that SMG, but the shotgun's the third one I've made, the fourth being the sniper rifle. But this one was the most fun, because I had a bit more control over it, since there were a lot of things that did have to change thanks to things clipping with the animation. So for me, that's why it was more fun.

Star Citizen Live›Weapons Grade·
Published on this date.7 Aug 2020

Do you ever soften or harden the normals of the geometry on a per-need basis, or do you have a set of guidelines?

David ZipperSenior Weapon Artist

For the normals on the vertices... So usually what I tend to do is I try to have everything soft and have a chamfer or a bevel on all hard edges. So yeah, that's how I usually work; I don't leave a lot of hard edges. But of course, sometimes you need to do it for certain reasons. And then you can just select all the edges, harden them and leave them in that state.

Jake TaylorProp and 3D Weapons Artist

An edge case for having a hard edge amongst custom normals is when you've got a super thin face. Actually, I can show it with the shotgun here, because this is super thin. I haven't actually beveled the edge on the inside, because it doesn't need to be. It's just a bit where I can save some memory.

Star Citizen Live›Weapons Grade·
Published on this date.7 Aug 2020
EpisodeArt & graphics

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