Developer dossier

Nick Elms

Creative Director, Squadron 42

All 19 answers
19answers
2020–2023active
The Briefing Roommost heard in
Squadron 42top topic

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Answers per year

2020 · 15
2021 · 0
2022 · 0
2023 · 4
20202023

Recent transmissionslatest 19 of 19

Nick, was it you who brought Robbie in, or did Robbie bring you in? Who got here first?

Nick ElmsCreative Director, Squadron 42

I got here first. I was working with Robbie going back to TT, when we were doing the Lego games and things. I thought, right, why have a dog and bark yourself? I'll bring him across here.

Robbie ElmsLead Designer, Squadron 42

Well, I remember there was no hope for me. When I think I was four, you got me a Sega Mega Drive. It's like, "Here, here's X-Men, here's Street Fighter, get good." No hope from there onwards; I got hooked on games and it's all I want to do.

Nick ElmsCreative Director, Squadron 42

That was my excuse for research, though, when your kid used to come in, the Nintendo 64, play GoldenEye.

Robbie ElmsLead Designer, Squadron 42

Well, that's it. That was my birthday present, and I woke up to him playing GoldenEye.

Star Citizen Live›Mission Features·
Published on this date.3 Feb 2023
Episode

Nick, how did you [get into games], of everything that you could do with your life?

TL;DRNick Elms got into games through drawing pixels on the BBC Micro with Chris, then training companies on 3D Studio, and joined the games industry when a studio was set up for EA.

Nick ElmsCreative Director, Squadron 42

Well, I started off working with Chris. We were just finishing school and just playing around with graphics on the BBC Micro. And he was doing his games, Stryker's Run and Match Day, and kind of said to Phil and I, because we all liked doing art, we all did art at school, "Come draw some pixels, let's do some stuff on here." So we did that, and all of a sudden he's driving around in a really flashy car, and Phil and I are looking at each other going, "What's happened here?" And he's like, "Sold this game," and he's minted. So then we cottoned on to this, and Chris hung around for a bit, and then he went to Origin, and obviously the rest is history.

Jared HuckabyHost, Community

So you've been with Chris for a long time then.

Nick ElmsCreative Director, Squadron 42

Yeah, well, I went into training. I was on the tech side and I was training companies. I was one of the only authorized Autodesk trainers of 3D Studio. So I was going around to games companies in the area, training their staff how to use 3D Studio. One of them was a company called Rowan Software, which did a lot of flight simulator games, so I was teaching them how to build planes. And I kind of got, "Well, I can do this. I can do this for a living." So Erin came back to the UK, set up a studio for EA and pulled a load of us in, and that was me in the games industry from there on.

Star Citizen Live›Mission Features·
Published on this date.3 Feb 2023
Episode

How far does your relationship with Chris go back?

TL;DRNick Elms has known Chris since primary school and tells how, as teenagers, Chris ran D&D with scripted voices and sound effects, which lasted only about three sessions because it was too much work.

Nick ElmsCreative Director, Squadron 42

We went to primary school together. It goes back a long way. But yeah, I'm glad you gave me a heads up on that, because being put on the spot with "Tell me a story about Chris" I think could have ended with career suicide for me.

Jared HuckabyHost, Community

Tell me a story about Chris.

Nick ElmsCreative Director, Squadron 42

One that hopefully won't get me fired, and I think anyone who's seen Chris will probably attest it's fairly accurate. Go back to when we were like 15 or 16 and we just played D&D. Chris kind of got bored with the wooden delivery from the DMs. Somebody would be droning on, and he's like, "This needs more emotion, needs spicing up." So he got this idea to bring his friends in to do voices for the creatures, writing a script, getting sounds like rain sounds or wind sounds in the background. And he's having us all doing these crazy orc voices or dragon voices and things like that to play on a tape recorder while he's DMing. Probably about 40 years back, nearly.

Jared HuckabyHost, Community

What kind of DM [was he]?

Nick ElmsCreative Director, Squadron 42

It was fantastic. But the thing is, I think it only went for about three sessions, because it was so work intensive. Like I said before, we were all quite good artists at school, so we were even drawing concept art for environments, just to have the maximum amount of immersion for this game. But I think we got about three sessions in and everyone was like, "Jesus, this is too much work. It's like a job. We're only 15." But yeah, it was an experience. I think everyone who played those campaigns, even for three sessions, would remember it. Certainly Erin and my younger brother Simon, who's the financial director.

Star Citizen Live›Mission Features·
Published on this date.3 Feb 2023
Episode

What's the first story from your time here that comes to mind?

Robbie ElmsLead Designer, Squadron 42

I think for me, because we have essentially built it from the ground up near enough, it's when we first got, and this is not just even Squadron related, when we first got quantum travel working, and it's like, "Oh my God, we can achieve this," that kind of moment of, oh, the scale of what we're going for. That was when the penny dropped for me: we can do this, it's going to be great. That's probably my story.

Nick ElmsCreative Director, Squadron 42

Yeah, I'd go back to when we first started to get some of the rushes in from the actors, and the team that Chris assembled was just mind-blowing. Seeing that coming in, and then seeing the amount of it that was coming in and going, "Oh my God, this is going to be huge." It's like hours and hours of it. It's so impressive.

Star Citizen Live›Mission Features·
Published on this date.3 Feb 2023

Because it's a little complex on the design side, can you give a high-level breakdown of the design team and how that's made up for Squadron?

Nick ElmsCreative Director, Squadron 42

The Squadron 42 design team is split into three, actually. It's three teams that work very closely with each other. First being Ross's team, the FPS team, which works predominantly on the ground and gravity-based areas where combat and exploration are a focus.

Brian ChambersVP of Development

All the pew-pews?

Nick ElmsCreative Director, Squadron 42

Yes, all the pew-pew stuff is down to Ross. The flight team work on the space sections of the game, as you might expect. That includes dogfighting, exploration, landing, takeoff, all that kind of stuff, obviously working very closely with the various AI feature teams as well. And then finally, we've got the social team, and they're kind of the glue for all the narrative elements of the game, building the interactive experience, presenting it to the player cinematically with a focus on maximum immersion, as Chris has called out.

The Briefing Room›Episode 1·
Published on this date.10 Oct 2020

And the area [the habitation section] is expandable as well, isn't it? You can add another one underneath if you had more need for habitation.

TL;DRYes, the habitation section can be extended quickly if more personnel are needed, and the team wants Squadron 42 locations to feel fully realised and explorable rather than just corridors to an objective.

Ross WildingLead Level Designer, Squadron 42

Yeah, it is. And again, that's the kind of idea of just drilling down into the functionality of these spaces, is that this is interchangeable, and if this space suddenly needed more personnel to come and work there, they could basically extend the size of this quite easily.

Nick ElmsCreative Director, Squadron 42

It's like everything is all fully realised, all the locations and things. They're not just a straight shooter map.

Ross WildingLead Level Designer, Squadron 42

Yeah, and this is one of the things that we're driving at, is that a lot of what we want to do in Squadron is have a lot of exploration and feel like you're basically behaving how you would behave in these locations, as opposed to just, this is a game, I'm obviously going to go in, kill some guys and get to the objective, I'm just going down a corridor, I'm looking for where the objective marker is taking me. We really wanted it so players can start to explore these spaces and see how people were living.

The Briefing Room›Episode 1·
Published on this date.10 Oct 2020

I guess another cog in that balance is that we have an idea of what the intended gameplay could be, but it's not always a straight line, so you also have to think about the layout and the design, what that gameplay means and the choices the player can make?

TL;DRThey say it is planned that AI reacts to stimuli like lights switching on, and that environments should be as interactive as possible, with physicalized objects usable to distract enemies or as cover.

Nick ElmsCreative Director, Squadron 42

Yeah, absolutely. And we've also got the stimulus that the AI here are going to react to as well. If you're in an area where there's no lights and you suddenly switch the lights on, then you could draw the attention of the AI. And all that kind of stuff is planned at this stage as well.

Ross WildingLead Level Designer, Squadron 42

Yeah, and that's something we can dig into in a little bit, where we basically talk about how we want as much of these environments to be interactive as possible. So we're basically going through them, and you see terminals and consoles. You should be able to interact with them and read the stuff in there, and a lot of the things are going to be physicalized in there, so you can pick them up, throw them around, move them about, do that sort of thing. And all those, again, will feed back into the sandbox environment. So if there's enemies in these spaces, you can actually use them to distract enemies or even use them as cover and that sort of thing.

Nick ElmsCreative Director, Squadron 42

Stealth kill and drag the body away so you don't get seen.

The Briefing Room›Episode 1·
Published on this date.10 Oct 2020

When some of those decisions are made [to change a space from its blockout], I know it's an iterative process, but is it about getting in, reviewing and understanding what the main goals are, and looking at the architecture, the mood and the lighting all coming together?

TL;DRChanges to blockout spaces are driven partly by gameplay not working as hoped and partly by art reference showing a shape isn't believable, and the narrative reacts to how aggressively the player plays.

Ross WildingLead Level Designer, Squadron 42

Yeah, basically. I mean, that's a large combination of it. And in some cases, as I said, it's gameplay driven, and the fact that it's like, oh, well, this doesn't actually work for what we hoped, in which case we'll go in and we'll change it. And in other cases, it's just we've blocked something out, and again, when we're doing it very early on, the art guys have gone in there, and they've obviously got a lot more reference material and stuff. So there'll be some cases where a shape just doesn't quite work for a believable space. And in those cases, we basically say, OK, well, we need to change the layout a little bit to accommodate.

Nick ElmsCreative Director, Squadron 42

Narratively, we pretty much cater for what the player does as well. So if the player goes in there all guns blazing, then the whole base is going to be on alert. Maybe you get to pick up some bits of information here and there, especially if you're in a crawl space or something like that.

The Briefing Room›Episode 1·
Published on this date.10 Oct 2020

Is this all traversable by the player right now?

Ross WildingLead Level Designer, Squadron 42

Yeah, so like I said, this is obviously in the Editor. So if I hit Control-G, for example, I'm actually in game now.

Nick ElmsCreative Director, Squadron 42

You've switched the AI layer off so we're not in a world of chaos.

Ross WildingLead Level Designer, Squadron 42

Yeah, so right now, this is just as it's intended from a visual and artistic standpoint. Obviously, the level is fully traversable and doors all work and everything. But one of the things is that AI is obviously an ongoing process, and obviously, live demoing at this point, anything could happen. So we're just trying to save ourselves a little bit of pain right now from showing too much stuff, basically.

The Briefing Room›Episode 1·
Published on this date.10 Oct 2020

Could it ever get elevated, though? Zone 1 is trying to handle it, and then, just for proximity, could Zone 4 or Zone 3 join in if it gets to a certain amount of craziness, if it's really loud and stuff's blowing up, with those audible cues?

TL;DRStill experimenting: a struggling enemy might radio nearby zones for help, and some locations may have dropship reinforcements, though this is undecided for this location, and players will get systems to gain advantages.

Ross WildingLead Level Designer, Squadron 42

So that's something we're still experimenting with at the moment. But what might be nice, for example, is if, say, again, you're in here, you fight these guys, and they're down to the last man, and he's on his own, and he's struggling. Maybe he radios for support. And then in that case, we could say the nearest next zone, he's basically requesting help. And then something else, which we've not decided yet for this location, but something we may do in other locations, is if an enemy or a group of enemies are struggling, perhaps they call in dropship support, and then an extra wave of enemies could actually come to the location. And in that case, we can obviously make things more difficult for the player.

Nick ElmsCreative Director, Squadron 42

Could end up with enemies coming in from behind him that he thought he'd already dealt with.

Ross WildingLead Level Designer, Squadron 42

Exactly. And again, we're working on some of the systems at the moment, but there will be systems that also allow players to give themselves a little bit more of an advantage in tackling some of these situations as well.

The Briefing Room›Episode 1·
Published on this date.10 Oct 2020

How are you and the team feeling about it so far, about where it's been, how it's come and where you're at?

TL;DRRoss Wilding says the team is getting excited because they are past the early unknowns of blockout, the spaces are known, mechanics are coming online, and the art looks great.

Ross WildingLead Level Designer, Squadron 42

To be honest, at the moment, I feel like everyone's starting to get quite excited about everything, because in the past, when you're in blockout, especially when you're developing a new game, the tech is moving along with it at the same time. There's a lot of unknowns, and you're planning and setting things up with the assumption of how something's going to work. But we're past that first hurdle, and we're getting into the stage now where we know what the spaces are. We've obviously been developing them for a while. Now we know what the mechanics are, and they're starting to come online.

Nick ElmsCreative Director, Squadron 42

Plus, we've got some gorgeous art as well now to run around, which always really helps.

Ross WildingLead Level Designer, Squadron 42

I mean, the art is obviously stunning. And the thing I'm most grateful for in this video is I can take all the credit for the artwork that's been shown.

The Briefing Room›Episode 1·
Published on this date.10 Oct 2020

Hence the term interrupt tech, right?

Philip MellorLead Designer, Squadron 42

Yes. Well, interrupt tech, that's a part of it. So then, for example, say you interrupt the conversation, then during that conversation you have break points. And that's points throughout the conversation where you can potentially back off. You can 180, just break off from the conversation, and they have to adapt to that. So then that's when the wild lines kick in, you know, oh, you've got somewhere to be.

Nick ElmsCreative Director, Squadron 42

That was rude, that kind of stuff.

Philip MellorLead Designer, Squadron 42

Yeah, there's all sorts. But then the player's given an opportunity to rejoin or abandon. And if you rejoin, the NPC's got to pick up the conversation. And if you abandon, the NPC's got to go back to pretty much, they gesticulate and go, oh, what the hell? I guess you don't want to talk. Then they go back to what they were doing.

The Briefing Room›Episode 1·
Published on this date.10 Oct 2020
EpisodeNPCs & AI

So you show us how the magic's done in this one [the dynamic trigger conditions video]?

Philip MellorLead Designer, Squadron 42

Yeah. So that was all done in first person, and it was all range-based. So you were backing off when you were doing the interrupts. This shows off the player in these examples. Here, I'll show you the video. So that was his focus trigger, realizing he'd seen you, and this is the player, can you see? Being fairly obnoxious.

Nick ElmsCreative Director, Squadron 42

He's got the debug markers from his feet coming out.

Philip MellorLead Designer, Squadron 42

Yeah, he's got an interaction trigger around him, and that's dynamically scaling depending on what the player's doing. So when the player 180s, it shrinks. When the player 180s again, here you can see it now, it goes back into it, increases, and then he actually picks up the conversation again.

The Briefing Room›Episode 1·
Published on this date.10 Oct 2020
EpisodeNPCs & AI

So it's that marker that's going out, and if that's within proximity, it then triggers a certain action?

Philip MellorLead Designer, Squadron 42

Yeah.

Nick ElmsCreative Director, Squadron 42

Yeah, like a head look and then resume.

Philip MellorLead Designer, Squadron 42

Yeah, so the player maintains eye contact for, say, four seconds for example's sake, and he picks up the conversation.

The Briefing Room›Episode 1·
Published on this date.10 Oct 2020
EpisodeNPCs & AI

What does a creative director do for Squadron 42?

Nick ElmsCreative Director, Squadron 42

As creative director on Squadron 42, I guess I'm steward for Chris's vision of the game. I work across the whole company to ensure that we're aligned on what is required across all teams to deliver this engaging cinematic experience that Chris has promised for Squadron.

Calling All Devs›Squadron 42·
Published on this date.13 Mar 2020

What can we learn about Squadron 42 progress from looking at Star Citizen?

TL;DRSquadron 42 and Star Citizen are developed in tandem, so the current flight model, AI and first-person gameplay reflect Squadron 42, though both speakers admit it isn't yet where they want it to be.

Nick ElmsCreative Director, Squadron 42

Like you said, both Squadron 42 and Star Citizen are completely developed in tandem. So what you're seeing in the flight model right now is what we have in Squadron. What you're seeing in the AI and the FPS side is what we have in Squadron. Again, that's something that we've actually seen as a big benefit for Squadron, because we can refine that experience with the help of the backers. We can take the feedback of what people like and don't like and put it into Squadron, and make sure that we're closer to the bullseye when the game comes out, without spoiling anything, which is cool. We're not exactly where we want to be right now, but we're pretty close. We're getting closer by the day.

Jared HuckabyHost, Community

I think it's fair to say that many people will share the sentiment that it is not where we want it to be. But as we review, as we re-examine at the top of every year, find new ways to improve stuff, we've done things like create the Vehicle Experience team to help refine the flight model. We're going to talk to Francesco Roccucci about advances in AI that we've made a little bit later. I think we're really poised to make some terrific progress this year.

Nick ElmsCreative Director, Squadron 42

Yeah, absolutely. We've had some really good hires, some new additions to the company that really made a difference in those areas.

Calling All Devs›Squadron 42·
Published on this date.13 Mar 2020

What is a recent update you can share with us that is not spoiler-related?

TL;DRThe team recently worked on a new female player character, integrating a full, different performance into each scene rather than just swapping head and voice, with pickup filming already done and more planned.

Nick ElmsCreative Director, Squadron 42

I guess, if I'm looking for a non-spoiler, which is always quite difficult on Squadron, we've recently been working on the new female player PCAP. As with everything in Star Citizen and Squadron 42, it's more than just a head and voice replacement. We're integrating a full performance into each scene to enhance the experience of a gender choice in the game. So if you choose the female character, you will have a different performance within the game. Chris has been vocal in the past about almost presenting the cinematic and story elements of the game as a director's cut kind of thing. But we've always said we're going to allow the player to wiggle out of that and experience it the way they want to. You will see the nuances of a female performance within the same scenes if you choose that gender now in the game.

Jared HuckabyHost, Community

And with all the subtle differences in the storytelling and the performance of other characters that that might entail.

Nick ElmsCreative Director, Squadron 42

Yes. You've got a lot of slightly different interactions as well in there. So it's going to be interesting. We shot quite a lot of scenes. So it's a lot of work, but it makes a big difference.

Jared HuckabyHost, Community

And I suppose it adds to the replay value, too, because you can go through playing with one gender and then go through and play with the other gender and see the differences. And of course, the recent filming we just did was not the first time. They were pickups. It was additional filming with our female player character.

Nick ElmsCreative Director, Squadron 42

Yeah, absolutely. And we know in the future, obviously, we are going to be doing pickups here and there for a lot of the story elements as they develop.

Calling All Devs›Squadron 42·
Published on this date.13 Mar 2020

How is design structured for Squadron [42]?

Nick ElmsCreative Director, Squadron 42

So in Squadron, we've split the design team into three principal groups. You've got the FPS team, you've got the flight dogfighting team, and you've got the social team. They're all sat together here in the Wilmslow office, so they all work seamlessly across the various game chapters. It's just that we have experts in various fields that drive elements of the game forward, maintaining consistency and quality across the game.

Jared HuckabyHost, Community

And folks who follow Star Citizen's development will notice that the ship combat, the FPS combat and the social aspects are the same divisions we use for our AI as well.

Nick ElmsCreative Director, Squadron 42

Yeah, they work in tandem with those guys literally every day. The teams are in constant communication with the AI teams on the various aspects.

Calling All Devs›Squadron 42·
Published on this date.13 Mar 2020

One of the things that Squadron has that Star Citizen doesn't are the heavy narrative scenes. What can you tell us about the development of those?

TL;DRSquadron 42's heavily narrative scenes are cinematically driven and immersive, letting players leave, rejoin or time out of conversations, with rudeness carrying consequences that can affect how characters treat them later.

Nick ElmsCreative Director, Squadron 42

That is obviously one of the pillars of Squadron 42. It's very cinematically driven, and that's how Chris has wanted it to be. We've got the addition of these heavily narrative scenes that drive the story forward. We're shooting for a level of immersion that I guess you weren't seeing in most games previously. You're not just a disembodied ghost spectator on conversations. When you go there, you can break out, you can abandon, you can rejoin conversations, they'll time out. You actually feel like you're part of the scene completely. And that's quite engaging. Obviously, rudeness will carry a negative marker, so if I wander off in the middle of a conversation with you... but we have that even filter into the story as well, so if you upset someone, then later on they might be rude to you.

Jared HuckabyHost, Community

Sounds very complex.

Nick ElmsCreative Director, Squadron 42

It is, yeah. But overall, it makes you feel part of the crew. You feel like you're there, which is good.

Calling All Devs›Squadron 42·
Published on this date.13 Mar 2020

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