Developer dossier

Mike Snowdon

VFX Director

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2018–2023active
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2018 · 15
2019 · 17
2020 · 19
2021 · 21
2022 · 39
2023 · 11
20182023

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What's a traditional day like for a VFX director?

TL;DRA typical day starts very early with checking messages and testing builds in the editor, then fielding team questions and reviews, and attending the day's regular meetings.

Mike SnowdonVFX Director

Let's do a Tuesday. What's a Tuesday like? Tuesday, well, I get in very, very early in the morning, check all my messages. There's usually a few, although to be honest, I'll probably check them the night before. Just check through the emails, check through the team's messages, see what kind of things need dealing with instantly. Do a little bit of editor work on the side, because as the director, I sort of don't really do as much of that. But play around with the editor, test things out, test the builds, make sure that they're working for when everyone else gets in. By that point, people have started to come in themselves, and then inevitably people in the team will be coming with questions and they'll be needing things reviewed. And before you know it, you're in the meetings that are the established meetings of the day. And eventually it's the end of the day. Typical day.

Star Citizen Live›Talkin' VFX·
Published on this date.3 Mar 2023
EpisodeArt & graphics

How big is the VFX team now?

Mike SnowdonVFX Director

I think it's 21. 21 of us, including production. It's over 20. I think it's 21.

Jared HuckabyHost, Community

21 people managing the VFX for two games, Star Citizen and Squadron 42.

Mike SnowdonVFX Director

Two games and the core tech side of it as well.

Jared HuckabyHost, Community

You get called on for the trailer stuff occasionally?

Mike SnowdonVFX Director

Not so much these days. But the engine itself, the improvements to the engine and to the effects, per Leo's description of what his guys do.

Star Citizen Live›Talkin' VFX·
Published on this date.3 Mar 2023

Talk to me about what is and isn't VFX, since you deal with this misconception far more than I do.

Mike SnowdonVFX Director

I think the common one in our games at least is clouds. Gas clouds, planetary clouds, there's an assumption that that's part of the VFX team's work, which conceivably in other places it could be and it would be, but here we provide support for gas clouds and clouds inasmuch as we'll provide the lightning effects, the space, all the dust inside them, helping with that sense of motion when you're inside these gas cloud areas. But we don't really author the actual clouds themselves. There's other artists and other engineers who deal with that side of it.

Star Citizen Live›Talkin' VFX·
Published on this date.3 Mar 2023
EpisodeArt & graphics

So what is VFX? For someone who logs into Star Citizen today, what part of what they're seeing is the work of the VFX team?

Mike SnowdonVFX Director

Starting with the obvious ones, really, any kind of smoke effects that you see, smoke plumes, explosions, things like that, thrusters, effects coming from the thrusters, the glowing of the thrusters, weapon muzzle flashes, anything that's energy in motion is typically done by the VFX team.

Star Citizen Live›Talkin' VFX·
Published on this date.3 Mar 2023

A lot of those things you just mentioned emit light, but that's not the work of the lighting team. Where do [VFX and lighting] cross over and bleed into each other?

Mike SnowdonVFX Director

Huge amount of crossover, and it's collaboration as well. As VFX artists, we do spawn lights in the game, actually. We spawn a lot of lights through the VFX, but we've got our own special lights that we spawn. They come from the particle system itself, and they're not shadow casting. We're not allowed to blow the budget, so we don't have a shadow casting option. But if we make an energy weapon effect, we'll usually have a particle light that spawns along with the particles themselves. So there's crossover and collaboration.

Star Citizen Live›Talkin' VFX·
Published on this date.3 Mar 2023
EpisodeArt & graphics

Because your stuff creates lights, do you fight [with the lighting team] over lighting budget?

Mike SnowdonVFX Director

There's no falling out at all, to be honest with you. We don't really have a fixed budget per se anyway. It's not like, 'Right, VFX guys, you've got 20 lights, we've got 100 lights.' It doesn't really work like that. It really just is: what does the game need? What is the use case? So we don't really fall out over it.

Star Citizen Live›Talkin' VFX·
Published on this date.3 Mar 2023

How do you manage wanting something to look as giant and dynamic and as crazy and as detailed as possible with knowing you might create some heartburn for others?

Mike SnowdonVFX Director

I think, at least for me, it just comes with experience. I sort of intrinsically know not to use too many lights for an effect. You just use as few as you can. And it's the same for the particles, everything. Just use as few as you possibly can whilst retaining the high quality expectations. So I can honestly say I've not really had the conversation with Chris Campbell, like, 'Hey dude, am I using too many lights? Are we stealing from your budget?' I think he'd let me know if we were. I'm sure he would.

Star Citizen Live›Talkin' VFX·
Published on this date.3 Mar 2023

How do you find the balance between getting [the artists] the things they're asking for and not negatively impacting other things?

Leo VansteenkistePrincipal VFX Programmer

It's a lot about trying to teach people how things affect each other. Basically sharing the knowledge, that's the best way to tackle these kinds of problems. And another part is then offering tools. One of the things that we need to do is take care of the budget, but if people can't see how they affect the budgets, they can't do anything about it. On our side, how do we handle that? We provide tools for artists to actually check themselves. What does your effect actually do? What effect does it have on the performance? So it's those tools, together with actually telling people what it means when this tool shows this or that, that helps artists to better understand and to better optimize for the game.

Mike SnowdonVFX Director

Well, we've got a very new example of that with the overdraw previewer, which is my favorite thing.

Star Citizen Live›Talkin' VFX·
Published on this date.3 Mar 2023

I've never heard this term [overdraw previewer] before, so can you explain it?

TL;DRThe overdraw previewer is a toggleable heat map showing how stacked, transparent particles hurt performance, so artists can spot hidden wasted effects and dial back; a graphics programmer's side project that the VFX team now maintains.

Mike SnowdonVFX Director

Basically, with particles there's a high transparency cost to them, because there's opacity or there's lack of opacity, and that incurs a cost. That's the transparency cost, but there's also the overdraw aspect of it, and Leo will explain it in a more concise way, but for me it's basically: we can quickly blow the budget, we can really hit the frames per second with our transparency costs if we get too carried away with adding particle after particle. So it's how they all stack up over each other. And the overdraw preview basically just shows a heat map. It's a toggle and it just draws the screen as a heat map. And it's got a guide showing you basically if it gets to this color, it's too high, so the overdraw cost is too high. You're wasting particles that can't be seen because there's something else in front of it. It's great. You just toggle it on and off. You can see, 'Oh, wow, great. I can't really see many effects on the screen right now. There's maybe some subtle dust scrolling,' but you stick it into the overdraw preview mode and it's fully white, and that's just too expensive and we need to dial that back.

Jared HuckabyHost, Community

So it's a great way to see things hidden behind other things that don't need to be there because you can't see it from that perspective.

Mike SnowdonVFX Director

Exactly. And like Leo says, the great skill that Leo and his guys have got is that they make our lives easier. They do as many things as they can to make our job easier, to help us stay within the limits of, again, the budget.

Leo VansteenkistePrincipal VFX Programmer

We try to. But for the overdraw visualizer, shout out to Alejandro. He's one of the graphics programmers; he did a side project and he basically gave it to us. We've taken it over and we'll maintain it. This is a nice collaboration again with the graphics guys.

Mike SnowdonVFX Director

Well, there's a massive crossover with graphics and VFX programming anyway. Don't want to sound too cheesy, but it's almost like the same family, isn't it? And you're a niche part of that department. So shout out to them.

Star Citizen Live›Talkin' VFX·
Published on this date.3 Mar 2023

What are the differences in process between working on a single-player game that is often only seen from limited perspectives and a massively multiplayer game that can be seen from a hundred-plus different perspectives all at once?

TL;DRSquadron 42's linear levels and known camera positions let effects be tuned to specific views, whereas Star Citizen's modular, non-linear nature, with unknown numbers of ships, forces VFX to account for far more variables.

Mike SnowdonVFX Director

From my point of view, there's a lot of similarities, but they do have very different challenges. Squadron 42, obviously I can't give away spoilers, but everyone knows it has VFX. It's got lots of them, lots of destruction, but more importantly, as a game, it's more traditional in that there's a series of levels that you linearly progress through. And with that, there's a lot more control. So the effects can be controlled much more. And when I say control, I mean we're much clearer on camera positions and things like that. Cinematic sequences, we know that the camera may or may not be fixed at certain points. And therefore, again going back to the overdraw thing, we can look at it specifically at a frame, a point in the location, and we understand that that's what we're working with, and we can start to dial in the effects to suit those specific viewpoints. Whereas having some kind of similar sequence in Star Citizen, which is much more modular and much more free and not at all linear, you've just got to be able to factor lots more things in. And I guess that's why the tools that you provide to help us have as much information as possible are super useful for it. Again, talking about budgets in Star Citizen, we don't really know how many ships are going to be in any one place. It could be hundreds, could be dozens. All of them, right? And inside a gas cloud, which is full of all kinds of other things. The scalability of Star Citizen is a vastly different challenge to the Squadron 42 cinematic experience.

Star Citizen Live›Talkin' VFX·
Published on this date.3 Mar 2023

For Employee Appreciation Day, why don't you call out some of the folks on your team and share with us a little bit about what they're currently working on?

TL;DRMike Snowdon and Leo Vansteenkiste thank the VFX team, saying who works on Star Citizen or Squadron 42 and some current tasks, while withholding most details as spoilers and a quantum travel item as not shareable yet.

Mike SnowdonVFX Director

I'll start with our producers. Without our producers, we couldn't get anything done. So Mark White, Colin Whiteley, this is for you guys. Thank you very much for producing us. And then we've got our senior VFX concept artist. And by the way, I know everyone. It's just hard to remember them all on live TV. So we've got Rob Lujan, who's our senior VFX concept artist. So Rob, you're awesome, so keep being awesome.

Jared HuckabyHost, Community

What's he working on though?

Mike SnowdonVFX Director

Oh, sorry. So Rob, at the moment, he's working on... am I allowed to say what he's working on?

Jared HuckabyHost, Community

Well, say it and then I'll tell you.

Mike SnowdonVFX Director

Okay, he's currently working on some quantum travel improvements. So he's working on concepts for different types of quantum travel.

Jared HuckabyHost, Community

No, you can't share that yet.

Mike SnowdonVFX Director

Okay, so that's that. And Rob's also doing loads of weapon stuff as well, so he's doing great work. Then we've got the senior VFX artists. I'm just going to go with first names. We've got Rory, we've got Karthik, we've got Ali, we've got Guillaume. These are all our senior group. Rory, Karthik and Guillaume are all working on Squadron 42. You're doing a fantastic job on that. You know you are. Ali's working on Star Citizen, because we've basically got half the artists on Star Citizen, half the artists on Squadron. I can't really go into much about what they're doing because it's all spoilers, but they're doing lots of locations, lots of destruction sequences, et cetera. And then we've got VFX Artist 3s, Ryad and Diego. Ryad's working on Star Citizen, doing some Lorville skyline improvements at the moment. And we've got Diego, who is Mr. Houdini, so Diego's doing loads of amazing stuff with destruction for Squadron 42. Again, can't go into too much detail. Then at VFX Artist 2, we've got Joyce. Joyce is actually on maternity leave. Joyce works on Star Citizen and does everything: ships, locations, feature work, weapons, all sorts of stuff. And then at VFX Artist 1 level, we've got Will Wallace, who's just come back from a career break travelling the world, and Will is on Star Citizen, doing great work at the moment with the MISC Hull C. And then we've got Enrico and Nicolás, and they're both on Squadron 42. So I can't really go into too much detail about what they're doing, but there's lots of cool location stuff. And then we've got Ricardo, who has just joined us this week and is working on Star Citizen. So he's just onboarding. We do an onboarding process that lasts a couple of weeks. It culminates with doing a weapon effect. So welcome to the team, Ricardo. It's great to have you. And we've actually got four interns. All the way from Sweden, we've got David, Kevin, Axel and Nazir. Two of them, Kevin and Axel, are working on Squadron 42, and David and Nazir are working on Star Citizen. Nazir's doing GPU conversions, David's working on the MISC Fury. And then we've got Jake, who is embedded QA. Jake just keeps us all right. Anything that's not working, he highlights it. He helps us debug problems. So Jake, you're doing great. And then I'm going to hand over to you for the programmers, Leo.

Leo VansteenkistePrincipal VFX Programmer

So we have Kiran and Francesco, VFX programmers, and Alexander Meyer, also one of the interns from Sweden. Kiran has been working on the quantum travel effects. Then Francesco has been working on fire hazard visuals. And then Alexander has been working on particle tools, so he's more of a tools programmer. External Ref, it's called, the project, but it's something to organize our particle libraries a little bit better. But I appreciate you guys as well.

Star Citizen Live›Talkin' VFX·
Published on this date.3 Mar 2023

How did you narrow it down to these four choices [for the game dev poll]?

Mike SnowdonVFX Director

They just felt like fairly relatively simple things to be able to recreate in a shortish space of time and to be able to receive direction from the people watching.

Star Citizen Live›Gamedev: Making VFX·
Published on this date.5 Aug 2022

Is there anything in Star Citizen that doesn't get touched by VFX at some point?

Mike SnowdonVFX Director

There's not much. Characters in Star Citizen, there's kind of less character-specific VFX work, but there's still effects requirements for characters, blood and EVA thruster effects and things like that. So no, not much really. Pretty much everything has VFX in it at some point.

Star Citizen Live›Gamedev: Making VFX·
Published on this date.5 Aug 2022
EpisodeArt & graphics

Do you remember the dome shields from Phantom Menace, the ones the Gungans used? Do you think we could pull off something approximating that?

Mike SnowdonVFX Director

I do, because we recreated them in a game that I made at a former company.

Mike SnowdonVFX Director

We could try it, but the thing with that is it's more like, I think of it like sort of Fresnel. I think a mesh-based approach to that would probably work. We can maybe try it later on if we get time, because I do have an actual sphere mesh as a kind of backup that I was going to use.

Star Citizen Live›Gamedev: Making VFX·
Published on this date.5 Aug 2022
EpisodeArt & graphics

What makes a shield look digital?

Mike SnowdonVFX Director

Typically for me, it's more like you sort of emphasize the pixels and that kind of thing. So I'm just going to go straight to a square texture.

Star Citizen Live›Gamedev: Making VFX·
Published on this date.5 Aug 2022
EpisodeArt & graphics

Are you actually going to do dome shields for the game?

Jared HuckabyHost, Community

That's a question for designers who make gameplay decisions and then send them over to VFX people and say, now you need to make this. The answer is, we don't know. Not the folks here on this show.

Mike SnowdonVFX Director

If a designer decides they need it for their game, then we'll be ready to make one for them. No problem.

Star Citizen Live›Gamedev: Making VFX·
Published on this date.5 Aug 2022

I know so much in game dev is bound by draw calls and stuff. Do VFX have the same restrictions in that regard?

Leo VansteenkistePrincipal VFX Programmer

Yes. It's a little bit out of my knowledge sphere, but in essence, they kind of do.

Mike SnowdonVFX Director

It's a little bit out of mine as well.

Jared HuckabyHost, Community

That's where we go to the graphics stuff, and hopefully Gen12 and after that Vulkan can free us up from these draw call limits we've currently got.

Star Citizen Live›Gamedev: Making VFX·
Published on this date.5 Aug 2022

Where's the emitter [the physical device projecting the dome shield]?asked by Only1DShot

Jared HuckabyHost, Community

That's on the props team.

Mike SnowdonVFX Director

Oh, I see what he means, because when you say emitter, in engine terms, that's the emitter. The physical thing, that'll be a little bit out of my bounds. That's another team.

Star Citizen Live›Gamedev: Making VFX·
Published on this date.5 Aug 2022
EpisodeArt & graphics

Can you think of some creative ways we're using vector fields in the game at the moment?

Leo VansteenkistePrincipal VFX Programmer

Yes, the atmospheric entry effects are a very nice example. It's kind of an interesting... Oh, that's not the vector fields, actually. It's SDF.

Mike SnowdonVFX Director

Signed distance fields.

Leo VansteenkistePrincipal VFX Programmer

Yeah, signed distance field. I think in one of the engine rooms, which one was it? Was it the Reclaimer?

Mike SnowdonVFX Director

We've got it in a few. Actually, the vector field I'm using in this is one of the engine room vector fields.

Leo VansteenkistePrincipal VFX Programmer

Yeah, and so it's basically the particles will follow the shape of the room. So the vector field has been created from the geometry in the room. And so anything that's in the room will kind of give a little bit of a sense of wind inside the room so that it doesn't just drop on everything. It will kind of flow away a little bit, which is a good use for this.

Star Citizen Live›Gamedev: Making VFX·
Published on this date.5 Aug 2022

The EMP effect has aged gracefully, but it's starting to show its age next to the Mantis QED or the new engine effects. Any aspirations for a polish pass?

TL;DRMike Snowdon agrees the EMP effect is a prime candidate for improvement and says it's on the list to be redone from scratch through the VFX concept pipeline, with no look or timing given.

Mike SnowdonVFX Director

Yes, absolutely. Thank you for saying they've aged gracefully. They are quite old. I would agree that they are definitely a prime candidate for an improvement, and especially because we have a lot of better options now with the toolset that we've got. We've massively expanded our GPU particle system since we did the EMP effect, and lots of effects actually as well. So yeah, absolutely, it is on the list to be updated.

Jared HuckabyHost, Community

What's it going to look like?

Mike SnowdonVFX Director

Well, we'd have to go through the pipeline, wouldn't we, Jared? So we'd have to go through the VFX concepting process, work out what we can and can't do, work out if there's any kind of things that the designers need from it that the current version doesn't offer. And that's how we kind of define the look, really, just taking all that into consideration and concepting.

Jared HuckabyHost, Community

So it's a back-to-one kind of thing with it. It's not just taking what's there and remastering it, right?

Mike SnowdonVFX Director

No, no. Starting again, really. To be honest, we didn't even have VFX concept back then when we did the EMP effects. So we would definitely go through that pipeline now.

Star Citizen Live›VFX Team Q&A·
Published on this date.11 Mar 2022
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