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Laith Shewayish

Concept Artist, Vehicle Concept Team

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What does a concept artist do? How do you explain it?

TL;DRThe artists describe a concept artist as someone who turns words and ideas into visuals and solves problems, such as making designs fit Star Citizen's strict rules like interiors fitting inside exteriors.

Laith ShewayishConcept Artist, Vehicle Concept Team

They do all spaceships for video games.

Jared HuckabyHost, Community

Well, that's a concept artist for video games for spaceships, but a concept artist is broader than that. Talk to me about the position itself.

SamConcept Artist, Vehicle Concept Team

I'd say translate the words to visuals.

JacobConcept Artist, Vehicle Concept Team

I would say in addition to that, problem solving for sure, because usually those visuals aren't correct right away. There's a lot of problems to solve, especially with Star Citizen, where components, metrics, stuff like that.

Jared HuckabyHost, Community

So unlike in other projects, with Star Citizen you have to work to very specific rules. A door has to be as big as a door needs to be. Whoever concepted the Millennium Falcon way back when didn't have to worry about the inside fitting inside the outside. You certainly do.

Alberto PetronioLead Concept Artist, Vehicle Concept Team

I would say that it is that figure between the ideation of a product and the final result of it, the one that explored all the different ways something might go and decided, we'll do this because, and can tell you why it made those choices.

Laith ShewayishConcept Artist, Vehicle Concept Team

I think we're the most important people in the pipeline. We make the things that go in. So without us, all the things that go in look pretty naff.

Jared HuckabyHost, Community

It's taking the words, taking the ideas of somebody else, of a designer, for instance, and giving them form, giving them shape, giving them color, giving them personality. It's finding out if this idea is actually viable, can actually exist. It's literally taking thought and bringing it into reality.

Star Citizen Live›Interview: Vehicle Concept Team·
Published on this date.6 Mar 2025

What's your training like? How do you become a concept artist? Is there specific training?

TL;DRMost of the concept artists are self-taught or came from varied backgrounds, such as product design with a private master's course or a games art degree, rather than one specific training path.

SamConcept Artist, Vehicle Concept Team

I always liked to draw, and then I wanted to draw properly, got into the loop, learned what concept art was, and just liked it, started studying it by myself.

Jared HuckabyHost, Community

So no formal official training, just nose to the grindstone?

Alberto PetronioLead Concept Artist, Vehicle Concept Team

I graduated in product design. I started working in the product design and transportation design industry in a pretty famous car design company, manufacturer in Italy. I understood that it wasn't for me, really. Nothing particular. It was just too real, and I really like the virtual world a little more, so I did a master in concept art, still in Italy, did some indie work in Germany, moved here in production, became concept artist, became senior and lead.

Jared HuckabyHost, Community

They actually had a university program that you can master in for concept art?

Alberto PetronioLead Concept Artist, Vehicle Concept Team

No, it was a private academy. It was a very small course. The best thing it did was really introducing me to the people in the industry and motivating each other. The industry in Italy is not very big, so moving out was almost mandatory.

JacobConcept Artist, Vehicle Concept Team

I'm self-taught as well. Mostly because concept art, I would say, is a bit more of a niche job, at least for now. So where I'm from, Germany, there are not really any, at least not any good schools that have concept design courses. There are some around the world. There are some very good ones. Usually they're quite expensive, though. I'm not saying they are bad, but I'm saying the schools are not as good as ones in other countries. So self-taught, was working freelance for a while, and at some point joined Star Citizen, and it's been very nice so far.

Laith ShewayishConcept Artist, Vehicle Concept Team

I have a degree in games art and design, which I call a gaming license. And I got that six years ago now. And I worked at Frontier for a bit, so I actually worked on Elite Dangerous for a bit. I was at Frontier, but the work they were giving me was not very exciting, because I was on F1 Manager as well. And if you're thinking, what on earth do you design in a Formula 1 management video game? It's a great question. I also didn't know what the hell I was doing. And then I messaged this guy, and he was like, yeah, OK, we'll let you in.

Star Citizen Live›Interview: Vehicle Concept Team·
Published on this date.6 Mar 2025
EpisodeArt & graphics

Why video games? Why not stay in Hollywood, or stay making fancy Italian sports cars?

TL;DRThey chose games over film or luxury design because of who they make things for, player interactivity and, for one artist, a deliberate path aimed at Star Citizen.

Alberto PetronioLead Concept Artist, Vehicle Concept Team

I would say it's who you do it for, and that was my main concern with the luxury market. So I was working for a lot of yachts, planes, politicians, billionaires around the world. The public you do a video game for is generally a very different public from the one you would do the most expensive bracelet in the world for, or an 80 million yacht for. I did a yacht that was consuming as much as the city we designed it in. So that's why. And I wanted video games, not really for video games themselves, but for Star Citizen. That's the reason I chose to go to Egosoft first, because it just made sense if I wanted to end up here, as I was a fan from a long time.

Jared HuckabyHost, Community

So you actually plotted a path to Star Citizen.

Alberto PetronioLead Concept Artist, Vehicle Concept Team

And I plotted a portfolio for Star Citizen.

Laith ShewayishConcept Artist, Vehicle Concept Team

I got into games on my university course in the first year. They have people doing 2D animation, 3D, games. So you try stuff for a whole bunch of different fields, and I dipped my feet in each of them. But video games were the one that spoke to me most, and also because I actually play games in my spare time, so obviously I care about them, so I'd like to make them good. So for me it just makes sense to be doing concept art for games. And also I hear some horror stories about how designs can go in the film or TV industry, where directors can have influence they maybe shouldn't, and it leads to some very bad things happening, is what I've heard. So I thought, let's go with games, and games have been good to me.

JacobConcept Artist, Vehicle Concept Team

I would say for me it's the level of interactability that people have with what you make. It's really cool that in a video game, especially a video game like Star Citizen, a player can really look at every nook and cranny of the design, can walk around, open up all the component bays. I think it's just a lot cooler than seeing the design you made for maybe half a second in a movie, just fly by in a specific shot from a specific perspective. It's an interesting challenge. I think the end result is just more impressive though, usually.

Star Citizen Live›Interview: Vehicle Concept Team·
Published on this date.6 Mar 2025

What are your influences that tend to work their way into your work?

TL;DRThe artists cite influences including music, aviation and car design, Japanese anime, real-world spacecraft and a fondness for chevron warning stripes.

SamConcept Artist, Vehicle Concept Team

I get inspired a lot by music. It all depends on the design that I'm doing.

Jared HuckabyHost, Community

What music is influencing your work right now?

SamConcept Artist, Vehicle Concept Team

I'm listening to the soundtrack of Spider-Man: Across the Spider-Verse.

Jared HuckabyHost, Community

And how does music influence your visual art?

SamConcept Artist, Vehicle Concept Team

That's something really personal, because I hear the sounds and the scenes and everything, and I imagine how this ship will look with this as a soundtrack, and it will sound cool and look cool. So it needs to match the coolness.

JacobConcept Artist, Vehicle Concept Team

So for me, it's a lot of real-world influence. I was always very obsessed with aviation, still am, and car design. So a lot of product design, sleek forms, stuff like that. In terms of media, I would say a lot of Japanese stuff. So classic anime like Ghost in the Shell, Patlabor, Evangelion, that kind of stuff. I would say the media I like is disproportionately from Japan.

Laith ShewayishConcept Artist, Vehicle Concept Team

I also get inspired by some anime stuff, a lot of the same stuff that Jacob's mentioned, but also just space in general is pretty cool. I like to look at real-world spacecraft where I can, because even though the stuff we do is obviously very far removed from anything that NASA is doing right now, it's still good to understand a lot of the principles going on there. Understanding why real-world rockets and ships and cars and whatever look the way they do, I think that's very helpful.

Jared HuckabyHost, Community

Coolest real-world spacecraft?

Laith ShewayishConcept Artist, Vehicle Concept Team

Saturn V is pretty good. It's kind of hard to beat the Saturn V.

Jared HuckabyHost, Community

Favorite fictional spacecraft?

Laith ShewayishConcept Artist, Vehicle Concept Team

Oh, I like the Venture Star from Avatar. It's like a full 10 seconds of screen time. It's pretty cool. It's just a big, long tether.

Alberto PetronioLead Concept Artist, Vehicle Concept Team

I don't know my influences. I guess there is a lot of Japanese stuff. There's definitely a lot of chevrons. I always get to put chevrons everywhere.

Jared HuckabyHost, Community

What is a chevron?

Laith ShewayishConcept Artist, Vehicle Concept Team

Warning stripes.

Alberto PetronioLead Concept Artist, Vehicle Concept Team

Big white-red stripes. The chevron technically is the one that is directional, but I put them everywhere. I just like chevrons.

JacobConcept Artist, Vehicle Concept Team

Alberto, your Instagram profile name is literally Nostromo Industries.

Star Citizen Live›Interview: Vehicle Concept Team·
Published on this date.6 Mar 2025

You spend a lot of your time working on stuff that will never be seen. How do you deal with that? How do you internalize that?

JacobConcept Artist, Vehicle Concept Team

I'd say you have to focus on the fact that you're getting paid for it, at least.

Alberto PetronioLead Concept Artist, Vehicle Concept Team

Jokes apart, I would say it's expected. If all your proposals are stuff you like, you will not be disappointed by any choice.

Laith ShewayishConcept Artist, Vehicle Concept Team

If everything you've made is pretty solid, you can be satisfied just in the fact you've made some pretty cool stuff, even if no one really gets to see it. At least you get personal satisfaction out of it, and maybe they'll be used for other stuff later down the line, even if they're not used for the original purpose. So you make peace with it, I think.

Star Citizen Live›Interview: Vehicle Concept Team·
Published on this date.6 Mar 2025

Do you ever include an easy no? Do you ever include just an absolute piece of trash in there to make another one look better?

Laith ShewayishConcept Artist, Vehicle Concept Team

You can't, because what if they pick it? And then you have to work with that thing for the rest of the process.

Alberto PetronioLead Concept Artist, Vehicle Concept Team

You're shooting yourself into a nightmare. Also, we don't have a fixed number that is mandatory. Usually more than one.

Star Citizen Live›Interview: Vehicle Concept Team·
Published on this date.6 Mar 2025

Laith, what are you working on?

Laith ShewayishConcept Artist, Vehicle Concept Team

It's another RSI thing. Get excited, RSI fans. It's a little RSI salvage ship. It's going to be a tiny little dinky guy. It's going to be smaller than the Vulture. So it's going to be a starter ship as well. So you've just got the game, don't want to fight guys because you're a coward or you're lazy, whatever, you can go salvage, and you can use this thing for it. It'll be cool.

Star Citizen Live›Interview: Vehicle Concept Team·
Published on this date.6 Mar 2025
EpisodeShipsSalvage

What are we looking at here [in the RSI starter salvage concepts]?

TL;DRThe artist walks through three entry-level salvage ship concepts, including RSI-style designs with front salvage grabbers, noting salvage arm movement is undecided and the third design is their personal favorite but not their decision.

Laith ShewayishConcept Artist, Vehicle Concept Team

This was meant to be similar-ish to the Mantis, actually, so it had some inspiration from that. So on the front, it's got its little grabbies for doing its salvage stuff.

Jared HuckabyHost, Community

So the salvage arms will come out of these things here in the front?

Laith ShewayishConcept Artist, Vehicle Concept Team

Yeah, they'd either come out or... We're not sure how much movement it's going to have on it yet, so there's still a lot of interpretation there. But it's also got the little frilly bits on the side, like what the Vulture's got for the scraping stuff.

Jared HuckabyHost, Community

And then there's this guy.

Laith ShewayishConcept Artist, Vehicle Concept Team

This guy, he's a much more stereotypical RSI, I guess, because it's got a Zeus-y silhouette. So it's a lot flatter. But it's also got its big salvage grabbies on the front. It wasn't exactly meant to have the same sort of Zeus look at first, but then I looked at it and I was like, hang on, looks quite similar. So I'm going to say it was on purpose, actually.

Jared HuckabyHost, Community

And again, the brief here is a salvage starter. So this is the entry-level ship. You could start your Star Citizen journey with this one, and obviously you would upgrade to things like the Fortune or the Mole and stuff later on. But a place to start with salvage. And then our third and final look.

Laith ShewayishConcept Artist, Vehicle Concept Team

I quite like this one personally. This one was my favorite of them, but it's not up to me. I just make the pictures. It's quite sharp, maybe a little too sharp, some people might say, but I think it's pretty cool. I think it's pretty RSI. You can't see it from this view, but the cargo comes out the back. It only holds a few cargo, so don't expect to be hauling massive claims in this, but I think he's neat. We'll see how it goes.

Star Citizen Live›Interview: Vehicle Concept Team·
Published on this date.6 Mar 2025
EpisodeShipsSalvage

There's this idea in the community that manufacturers are static and never evolving, that the brands can't change, can't evolve, can't ever try something new in order to attract a new audience. Do you agree with that? Do you disagree with that?

TL;DRBoth artists agree manufacturer aesthetics shouldn't stay static, since real-world brands and tastes evolve over time, and CIG's own designs have changed over a decade.

Laith ShewayishConcept Artist, Vehicle Concept Team

The brands shouldn't stay completely stagnant, because, as you say, real-world car manufacturers don't stay the same forever. I can see where people come from, where stuff doesn't look like a given manufacturer from a set time, but you can think of stuff like the Constellation, the Aurora, that was designed well over a decade ago. So naturally the stuff we do now is going to be different, and we always want to try and improve on the manufacturer aesthetics.

Alberto PetronioLead Concept Artist, Vehicle Concept Team

Even we've changed. Changed during a decade. Changing fashion, changing cars, real cars. So it will change even in the video game aesthetic. A good-looking game from 10 years ago looks different from a good-looking game now, not just because the graphics are better, but because we keep changing the taste. Someone will come and do something completely groundbreaking, and everyone will start copying. This happened all the time in cars: [someone] removed the grille on the front and everyone started removing the grilles on the front.

Star Citizen Live›Interview: Vehicle Concept Team·
Published on this date.6 Mar 2025
EpisodeLoreArt & graphics

Sam, Laith and Alberto, you're in the review right now. If you were going to pick one [of the Kruger light fighter designs], what would you put forward?

Alberto PetronioLead Concept Artist, Vehicle Concept Team

A and G for me.

Jared HuckabyHost, Community

A and G. So there's G. You see some clear links to the Merlin and Archimedes there.

SamConcept Artist, Vehicle Concept Team

I'll pick D. Then A. The more I look at A, the more I just like it. I like the top slot of A. I'll pick A and D.

Laith ShewayishConcept Artist, Vehicle Concept Team

I mean, I think he should start again, personally. I like G. I like G a lot. I really like its thinner silhouette.

Star Citizen Live›Interview: Vehicle Concept Team·
Published on this date.6 Mar 2025

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