Yeah, I'm not doing more art than before, but I think it was natural. It was the next step. It's practically the same thing, but 10,000 times bigger. Instead of having just one small team...
TL;DRThe assistant art director supports the team and keeps people focused on decisions already made, still works in the editor and fixes bugs, and information flows down from the art director through the leads.
The thing is, Ian is the art director, and me as assistant, actually, I'm just helping all the team to stay on track, because we have concepts to create our environment. So I'm not going to decide, okay, today we're going to do this or that, because all that has already been decided. So it's just giving support and just being sure that people stay focused on the mandate and where we're going.
And it's seeing the high level, right? Because you have your leads under you who can take care of your team. So Nick is there to do the very high level stuff with me where we can see things coming in advance.
TL;DRThe panel gives no strict minimum; QA is described as a great entry point, and they favor willingness to learn and passion over experience, even hiring someone with none.
QA is the starting point for so many people. We have lead producers who started as QA. We have directors who have started as QA. It's a wonderful entry point for almost any path.
It is, I would go as far as saying it is the best entry point. The best producers, it looks like I'm patting myself on the back here, but the best producers I've known in this industry came from QA. Just because it's so versatile, you have your hands everywhere, you have such a top vision of a project when you work in QA, it's pretty similar. When I made the transition to production, it wasn't that big of a jump. Just because I had visibility on the entirety of the project, how it was going, when the patches were coming out, how many bugs were there, what state the maps were in. And to answer the question of minimum requirements, I just hired a dev QA embedded on my team who has zero experience, but the guy has a good background and he looks hungry to learn. And sometimes it's even better to get people with no experience because...
Exactly. It's a blank slate. They didn't catch any bad habit yet from other places. So sometimes it's a blessing in disguise.
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Rainer RicqLead Environment Artist, Turbulent Games
And I guess the will to learn is a huge point. When we hire juniors, when we go through the filtering in the interviews, sometimes it's them showing the willingness to learn. That's a big factor, I find, for selection.
That's experience, man. It's really hard. The amount of time a task will take is just when you've been on a project for a while and you know your people and you know how fast they work.
It's not one size fits all. Not at all. And granular, again, it depends on your team. My art team is very autonomous, and I don't need to go into too much detail to keep them focused. But other teams will function in a way where they'll hammer out 10 tasks a week. So you need to be more granular with them. But it really depends on the discipline you're managing. Not knowing which project you're managing, it's hard to answer, but it really depends on your team. Get to know your team and their strong points and their weaknesses, and that's really what helps.
TL;DRRainer is working on derelict habs, such as habitation pods, garages or workshops built from ship pieces, to dress up crash sites in following releases as part of an asset library.
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Rainer RicqLead Environment Artist, Turbulent Games
I'm working on the derelict habs. So it'll be habitation pods or even maybe garages or little workshops built from ship pieces. So that's something that we'll be bringing into the following releases, something to dress up the crash sites. So we saw one of the early ones in the Ghost Hollow mission. That was one of the first habs that we made. And we're just adding more of...
Yeah, we'll see those on, I think it's the first ISC back after the new year. We'll have a segment on the new derelict habs and the big asset library zoo that we're creating.
TL;DRFor the next year derelict work will focus more on Stanton since Pyro isn't ready, with Pyro eventually following, and Pyro can't enter the Persistent Universe until Server Meshing is in.
Right now, we're thinking about making more on Stanton because Pyro is not ready yet to create too much stuff on it. So, yeah, we'll say that, but eventually we're going to have a lot of them. It should go to Pyro. Not right now, but soon. For the next year, we'll be more Stanton, but eventually we'll be everywhere.
Yeah, with the use of the Raastar tool and its development, Stanton is basically the testing bed for that tool. They're placing down the new upcoming outposts with it now. And then, yeah, it will, of course, be used for Pyro when that time comes.
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Rainer RicqLead Environment Artist, Turbulent Games
And to go with one of your questions, while we were here, actually meeting the guys working with Raastar, that was one of the reasons why we came, to get some training on it and see how it works live. Sometimes training is a bit easier doing it in person rather than over Zoom or Teams.
For folks who maybe don't follow the entire breadth of Star Citizen's development, Pyro can't be added to the Persistent Universe until Server Meshing is in. Server Meshing needs prerequisites like Persistent Entity Streaming coming in 3.18, and these things all take months and months to do. Stanton's not finished. I saw somebody say Stanton is finished, and Stanton's not finished. We're still building Stanton. We're still building Pyro. We're still building Nyx, stuff like this. It goes akin to what John Crewe said, actually it wasn't John Crewe, it was Ben Curtis, in our IAE All Ships Supertalk Spectacular from a couple weeks ago, which was also taken out of context, where they talked about where's the best place to put your work and your effort right now. If you can work right now to put something in the game right now, that's a better use than if you can work to put something in the game six months from now, because you can work next month to put the thing in six months from now. So game development is a constant series of priority shifts and adjustments. The priorities change and shift dramatically during the course of development, but it always prioritizes what can be done now and what can be done next. So as we move closer to the time where, okay, now the underlying systems are in place and we can actually put Pyro into the Persistent Universe, that's where the ramp-up on that stuff goes. That's why, when we had presentations on Pyro during DCC, he talked about how Pyro is basically 80% complete. They bring the planets to that 80% and then they pause, because there's no need to finish it off now when the technology will continue to grow and continue to evolve. When it's ready to go in, that's when they will finish it off and polish it up with the technology and the tools and the procedures that are available to us then. So I don't think I'm telling anybody anything that isn't already out there. That's just how game development works.
TL;DRThe team says they pick what they want to work on, naming building interiors, underground facilities and surface compounds, and more collaboration with the Manchester team, while some mandates can't yet be discussed.
The building interiors. So in the future, I'm going to develop the building interiors and I'm very much interested in developing the procedural level building basically.
And building interiors are not just to be able to walk inside a building and have more stuff to look at. You mean building interiors so that we can do mission content and gameplay content and stuff like that inside.
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Rainer RicqLead Environment Artist, Turbulent Games
And mine would be the opposite, doing exteriors, since I've been doing a lot of interiors since I started, well, besides Ghost Hollow. I don't know if I can say what I'll be working on...
Yes, you can. Nothing you guys are working on is secret.
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Rainer RicqLead Environment Artist, Turbulent Games
So I'll be jumping onto the UGFs, the underground facilities. And the Montreal team is going to start with the first zone, the surface parts. So working directly on the planet and making a big compound.
That's another thing that we came here for. We wanted to meet with John Griffith and company so that we could get a solid kickoff and hit the ground running in Q1.
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Rainer RicqLead Environment Artist, Turbulent Games
Yeah, since they'll be working on the UGF as well, but in different zones. So we'll be working as a team, but Montreal will be working on the surface and Manchester will be working on one of the floors, and then we'll switch and dig.
Exactly. I try to make sure that everyone goes on to something that they're passionate about. So, yeah, we've hammered this out in the past couple months and we've distributed our teams on mandates that would motivate them.
The buildings there are going to be crazy. All those buildings over there, maybe not all, but a lot of them will have content in them. We'll have some industrial, residential, commercial, rooftops, maybe sewer. We'll be able to connect each other, so we're going to add so much gameplay.
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Rainer RicqLead Environment Artist, Turbulent Games
Eventually, we're all looking at that. We're seeing what works, what doesn't, and yeah, we'll hammer out the proof of concept for this, and then we'll be doing a bunch of those.
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Rainer RicqLead Environment Artist, Turbulent Games
Well, I'm really, really excited about the mandates that they just talked about. And yeah, we're going to have a lot more in the next year. I think you guys are aware that Montreal is ramping up the team. So we're going to take on more and more super exciting mandates. But sadly, I can't talk about all of them. So it'll be for next time I'm over. I can tell you guys about it.
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Rainer RicqLead Environment Artist, Turbulent Games
I was going to add something. With the UGF, I think one thing that's going to be different, because all the other mandates we had were very local, everything was made in Montreal. So for the UGF, that's going to be one mandate where we're really going to work with the Manchester team.
I think you're talking about the Javelin. You're talking about the big Javelin crash, the kind of proof of concept, one of the earliest things you worked on.
Technology has already moved forward quite a bit since we touched that, but we can take that idea and put it in our back pocket and think about it in a while. But yeah, it would need some massive rework.
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Rainer RicqLead Environment Artist, Turbulent Games
Because it was more of a proof of concept. And like Max said, it would probably have to be redone.
TL;DRStory and lore shape the work through close collaboration, with narrative involved early to build on concepts and placeholders, and sometimes the art team sends its own ideas to narrative.
I think we bring in the narrative team, we show them where we're at. For Lorville skyline in particular, we just show them where we're at in terms of placeholder, and then there's a branding, and telling them that this is the size of the city, these are the different areas that we have, and we need a little bit of variation in that. Then they go to work with that and they bring their ideas, too. And it's just a synergy.
Yeah, it's a healthy mix of both. I think we get the concept from the concept artist and then we work something out, and then we try to involve narrative as early as possible in the process so that they can have a first look and wrap their head around what we're trying to do. And then they always come up with the most wonderful ideas. So yeah, we try to meld everything together.
But sometimes the ideas come from us. We have ideas about crashes, why those crashes happen, and we can just send our ideas to narrative and they can just accept it and say, oh, yeah, we can do that.
TL;DRDerelict or crashed stations have been discussed, including possibly crashing the old Port Olisar onto a planet, but this is only talk; the intention is to end it eventually, with how and when undecided and possibly years away.
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Rainer RicqLead Environment Artist, Turbulent Games
We're talking about it. I don't remember the name. What's the name of the big, big, big station? Port Olisar. Thank you. We were talking about maybe we're going to crash Port Olisar on the planet somewhere eventually.
This is where I have to remind people that talking is talking. We discuss a lot of things. It's just concepts and whatnot. We will explore many ideas. I already see the one running to Reddit right now: Nicholas said they're going to crash Port Olisar on a planet.
We've had lots of discussions over the years about what we can do with Port Olisar. We've even talked about it here on this show and on other things. I think there's a definitive intention to end Port Olisar's life at some point. How we're going to do it and in what manner is still being discussed. It could still be years away.
We'll see. I don't even know necessarily what we have against it, other than it's really old and really resource intensive because it was made with the procedures and knowledge that we had in 2015. And we desperately want to replace it and improve it, put something better that's more performant, that serves more needs and stuff like that.
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Rainer RicqLead Environment Artist, Turbulent Games
It'd be a poetic way to end it, turning the page on an old relic and kind of giving a story to Star Citizen.