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Sarah McCulloch

Concept Artist, CIG UK

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2018–2020active
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2018 · 6
2019 · 16
2020 · 30
20182020

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Does the hump [on Crusader ships] have any practical purpose or is it just a stylistic choice?

Sarah McCullochVehicle Concept Artist

It's a stylistic choice on my end, because when we first did the Crusader, we looked at the Genesis Starliner and we wanted to keep some of its core shapes and things like that. So when we did the Starlifter and the Star Runner, we kept some of its elements. And one of the elements was that it had a hump on it, which we thought was pretty cool. So it kind of just transitioned across all of the new ones that we've done. And it looks cool. It kind of adds to its silhouette, which is nice.

Star Citizen Live›Intragalactic Noodle Delivery·
Published on this date.5 Jun 2020

So you've obviously done some work on this prior to the show. You decided on some kind of external apparatus for the cargo containers?

TL;DRSarah McCulloch explains the external cargo container mount as a mag-plate-like system, inspired by farm machinery, that grabs and lifts containers to make loading easier and clearly signal the ship's delivery purpose.

Sarah McCullochVehicle Concept Artist

Yeah. So this would be almost what I imagine mag plates to be. And your cargo container could drop down on a hydraulic system and pick them up and then pull them up, so that loading is a bit easier for you instead of manually loading it with a crane or something like that. This thing can just come across, grab them and pull them back up to its surface, and then they can sit there and off you go with your precious noodle cargo containment and stuff. That's my thinking anyway on this: it's always, how can I make people's lives easier when we're making this kind of thing. And mag plates definitely do it for me for this, because these can be quite big containers.

Jared HuckabyHost, Community

Yeah, because thinking about it, it would be easy enough to take something like a Starlifter or whatever and just load it up with a bunch of internal shipping containers full of Bennies. But if you're trying to design something purpose-built as a delivery vehicle, where it clearly says this is for this purpose, having this stuff on the exterior is probably one of the only ways to really communicate that.

Sarah McCullochVehicle Concept Artist

Yeah, that's it. It's just thinking about those little things that really do help with the design and making it feel a bit more solid rather than, as you say, loading things little by little. And because I live by a farm, I was looking at all the haystackers, and they've got these big bars that go across and it's all external. And so I was thinking maybe some sort of grabber or some sort of magnetic plate would be pretty cool. And that's how I came up with this idea, because there's a lot of farm machinery by mine. And that's how I get a lot of ref for a lot of this stuff.

Star Citizen Live›Intragalactic Noodle Delivery·
Published on this date.5 Jun 2020

Inadvertently or maybe intentionally, you'll have to tell me, is there some MISC influence here? This definitely looks like Crusader took a look at the Hull series and said, how could we make it better?

Sarah McCullochVehicle Concept Artist

Yeah, that's it. It is influenced by MISC, because we do have the Hull, which I think is such an awesome idea: this external cargo, and you can see it, and some of the shapes as well are really nice, and I like the thrusters, the shapes of them and things. And Crusader, they've been building ships for the longest time, so they're kind of like, how can we make it bigger and better?

Star Citizen Live›Intragalactic Noodle Delivery·
Published on this date.5 Jun 2020

Can the noodles be a form of heat sink to both keep the noodles warm and cool the ship components?

Sarah McCullochVehicle Concept Artist

That's a very good question. I mean, have you seen those videos where people have sculpted toilets out of them and utilized them for making false nails out of them and things like that?

Jared HuckabyHost, Community

I don't think that's the same thing.

Sarah McCullochVehicle Concept Artist

Well, I think at this point they can be used for anything. I think I could probably fashion it into some sort of heat sink. Like you doping up your ship item instead of like a fuse.

Jared HuckabyHost, Community

Yeah, like the ship power components would be on the exterior next to the crate so that they could keep the noodles warm. I mean, it's not a bad idea.

Star Citizen Live›Intragalactic Noodle Delivery·
Published on this date.5 Jun 2020

What was your first concept for Star Citizen?

Sarah McCullochVehicle Concept Artist

My first concept was a fire extinguisher, a sci-fi fire extinguisher that had to have different types of foam in it. So the fire extinguishers that you see around, I think it's Port Olisar, are mine from when I first started, like six years ago, when I was innocent and just did fire extinguishers.

Star Citizen Live›Intragalactic Noodle Delivery·
Published on this date.5 Jun 2020
EpisodeArt & graphics

What was your first ship concept for Star Citizen?

Sarah McCullochVehicle Concept Artist

Mercury. Sorry, the Star Runner, the Mercury. It was my very first one that I ever did. I'd worked on other ones, but just in terms of parts of corridors or engine rooms, like the Starfarer engine room I did way, way back.

Jared HuckabyHost, Community

Right. You were assisting on other concepts for the first couple of years you were here.

Sarah McCullochVehicle Concept Artist

Yeah, that's it. I dabbled in quite a lot before I started on the Star Runner. It was interesting because I kind of learnt from the ground up all the stuff that I needed to know, which was really cool. And it's fun.

Star Citizen Live›Intragalactic Noodle Delivery·
Published on this date.5 Jun 2020

Are you suggesting that that one expands and collapses just like the Hull series does?

TL;DRShe says it might expand and collapse like the Hull series, and could combine extra cargo storage with a magnetic plate for specialized deliveries like vending machines, as an all-in-one package.

Sarah McCullochVehicle Concept Artist

Maybe. I don't see why not. I think it would be fun to do it. Or, like I say, it's got that section and it also has some sort of magnetic plate as well. So you've got this double thing going on where you can have extra cargo storage, or maybe if you're opening a store, you could grab some of these vending machines and things like that. You've got a special delivery of just little vending machines that you can stick to this.

Jared HuckabyHost, Community

So you've got the giant crates in the back for your mass market stuff, but then a specific module for the delivery of vending machines.

Sarah McCullochVehicle Concept Artist

Yeah, that's it. So you've got an all-in-one package: you've got your shop stuff and then you're basically set. And that's what Crusader is all about, solving stuff, because they've been building ships for one of the longest times. So you'd think they'd be pretty good at it by now, right?

Star Citizen Live›Intragalactic Noodle Delivery·
Published on this date.5 Jun 2020

What are some of the reasons why concepts get rejected, or sent back for changes, or just not used?

TL;DRConcepts get sent back mainly when they don't look like their intended role or are too wacky for the purpose, but experimental pitches can still prove valuable, and the process is one of refining toward what the art director wants.

Sarah McCullochVehicle Concept Artist

I suppose it's a few things. Sometimes when you do something, it doesn't look like what it's supposed to do. That's one reason. It can be quite tricky sometimes to nail a certain look and aesthetic to a craft, especially when it doesn't look like its job role. So sometimes, I know me, I get really excited, and I make a bunch sometimes that don't even look like their role, but it looks cool, so I'll just pitch it anyway. And then it'll be like, it's a bit too off the mark of what we're looking for, sort of thing. But for me, it's kind of like a wild card. It might be really good and be like, yeah, you know what, we can use that. Or you might just be like, no, that's far too wacky, that's not going to work for its purpose, sort of thing.

Jared HuckabyHost, Community

The number of things that have been discovered through blue sky experimentation cannot be underestimated. Concept artists will get a brief, and trying to pull that image that only exists in somebody else's head out onto the paper is hard enough, but sometimes there can be a lot of value in discovering the things you don't want along the path of finding the things you do want.

Sarah McCullochVehicle Concept Artist

Yeah, that's it. It is a huge refinement process of exactly what you're after. And sometimes you don't really know what you're after until you do go a bit wide of the mark or are a bit wacky, because you kind of just have to get it out into the open and just do it. Because I think you feel better as well as an artist to just try and get these ideas out, because no one can see inside my head. So it's kind of just like, well, this is actually what I'm thinking when I'm concepting this. And hopefully my art director will be like, yeah, that's good, we like that. Or, no, that's a bit overzealous and it's a bit crazy. So it is a huge refining process. And as I say, as you do it more, you do get better at doing it.

Star Citizen Live›Intragalactic Noodle Delivery·
Published on this date.5 Jun 2020

What's the smallest detail that you've spent the most time on? What sent you down the rabbit hole?

TL;DRSarah McCulloch says thruster placement, which must fit the ship's shape language, and choosing a sensible spot for an interior toilet are small details that can take a very long time.

Sarah McCullochVehicle Concept Artist

I suppose it's integration of, I know it sounds crazy, but thruster placements. Because you have to make sure that they look right on the craft. And as I say, on the Mercury, they're built in a certain way so that they don't interfere with the exterior of the ship too much. And I spent quite a considerable amount of time getting the correct placements of them so that it didn't interfere too much with the overall shape language, because when you start cutting into stuff, you pull stuff away. It was just making sure that the flow of the ship looked correct with exterior placements like thrusters and things like that. It's little details like that that you can spend an insane amount of time on. And even stuff like choosing the right destination for the toilet in the interior of a ship can take you quite some time, because you're just like, right, okay, don't want it to be too close to a bed just in case you might hear things, that sort of stuff. Especially if it's a multi-crew. Don't want space belly or whatever. So I always try and pick a good destination for the toilet, out of the way, away from everything.

Star Citizen Live›Intragalactic Noodle Delivery·
Published on this date.5 Jun 2020

Does "far too wacky" exist in CIG's vocabulary?

Sarah McCullochVehicle Concept Artist

I think it can be. I suppose it just depends, really. I mean, this is probably what I would say is far too wacky, because we have a bowl-shaped noodle-firing turret thing. And as I say, a lot of the stuff is based in a lot of real-world stuff as well, so you kind of have to be a little bit careful of just how wacky you go. But a lot of the time, as I say, I do come to my poor art director with some crazy stuff. I like out of the ordinary. It's just something that I tend to do naturally anyway. So it's why I think making stuff like this is just my bread and butter.

Star Citizen Live›Intragalactic Noodle Delivery·
Published on this date.5 Jun 2020

Is this why there are not so many flight-ready ships in the game?asked by Finn raps

Jared HuckabyHost, Community

No, this is how Sarah, after hours in her private time, chooses to hang out and blow off a little steam with us on the weekend.

Sarah McCullochVehicle Concept Artist

Yeah, that's it. I love doing this with you guys and stuff, and I would have been doing this anyway in my spare time. So it's nothing crazy for me to do. It just means that you actually see what I do in my spare time now, embarrassingly creating crazy stuff like this.

Star Citizen Live›Intragalactic Noodle Delivery·
Published on this date.5 Jun 2020
EpisodeArt & graphics

How long does it normally take to get a concept approved from start to finish? Is there a normal, or is it dependent on the size and shape and purpose of the ship?

TL;DRApproval depends on size and shape: smaller concepts take about a week or two and bigger ones roughly three to four weeks, with back-and-forth refinement along the way.

Sarah McCullochVehicle Concept Artist

Yeah, it does depend on obviously size and shape. The smaller ones can take a lot less. I suppose it takes about a week or two for the smaller ones, and then it can take about three weeks, four weeks, something like that maybe for the bigger ones, just because there's so much to them. There's a lot that has to be accounted for, and then getting the feel of it right, because they're such huge silhouettes on the landscape and stuff like that. As I say, it just does depend as well. It's just a refinement process, and sometimes you might not hit it straight away, and there's a backwards and forwards that does go between. But this stage for me is one of my most enjoyable, because this is where I get to let my hair down and create crazy stuff. And not too crazy stuff really, simple stuff as well. It was weird actually, when I was making all the pieces as well, I was looking at this chap and I was thinking, actually, that looks like a cool little ship by itself, sort of thing. And that doesn't even sell noodles. That's a thing as well with different types of pieces: sometimes you can repurpose stuff like that, that you think, actually, that might make a cool ship, and you kind of save these types of things for later down the road, when you think that would actually be quite cool to work off. As I say, it's a cool process that I do love to do.

Star Citizen Live›Intragalactic Noodle Delivery·
Published on this date.5 Jun 2020

This thing that we're looking at, what is this in general?

Sarah McCullochConcept Artist, CIG UK

So with the Mercury, we tried out a lot of different, varied shapes of this. This was just off the back of the Hercules, so we kind of knew what direction to go in, but we also wanted to have a little bit of a different spin on it. So we took that and just ran with it, and we ended up with quite a lot of varied, different shapes and ideas. We always had an underlying feeling like this for us is our next step in Crusader Industries. And it was like a courier craft. What do we want out of this, ultimately?

Star Citizen Live›Conceptualization - Spaceship·
Published on this date.14 Feb 2020

When you started this, we had only shown two Crusader Industries ships before, the Genesis Starliner (2015) and the Hercules Starlifter (2019), with four years of game development in between. How do you reconcile those two when you start concepting a new one?

TL;DRThe team borrowed the Starliner's raised midsection and anvil-like top shape and the Hercules' air-intake inspiration, and explored asymmetry, which is why several of the designs are asymmetrical.

Sarah McCullochConcept Artist, CIG UK

Well, we looked at the base shape of the Starliner, and it had almost like a hump in the middle section, and then it kind of looks like an anvil from the very top. So that's what we did with a few of these. We've had this midsection that's slightly raised in the middle and then kind of just spread out further towards the back. So it kind of gives that same appeal as the Starliner. And the Hercules had these sort of air intakes, and we got some of the inspiration from that from real life aircraft. So that's what we did for these ones. But as you can see, we did quite a lot of investigation work with these because originally it was going to go really far out, because we also had in the back of our minds asymmetry as well. So that's why there's a few of these that are asymmetrical, because it's what we wanted to go for.

Star Citizen Live›Conceptualization - Spaceship·
Published on this date.14 Feb 2020

Do you remember why you wanted asymmetry? How did we get to asymmetry?

Sarah McCullochConcept Artist, CIG UK

Well, asymmetry, I think silhouette-wise, it's a good thing to stand out from the rest of ships, which is quite nice. I know the Caterpillar is quite a nice example because that's slightly asymmetrical. I absolutely love asymmetry. And also, it was just a point of interest for us to just investigate it and see. That's actually how it looked. And as it turned out, it looked quite nice.

Star Citizen Live›Conceptualization - Spaceship·
Published on this date.14 Feb 2020

What was the circle on the right [in the early thumbnails]? That was some kind of broadcast or sensor thing that would raise up?

Sarah McCullochConcept Artist, CIG UK

Yeah, it's a long-range scanner for picking up data, maybe some data that you shouldn't actually acquire, but data nonetheless.

Jared HuckabyHost, Community

So originally we were thinking it would be something that was recessed and then when you needed it, it would raise up from there.

Sarah McCullochConcept Artist, CIG UK

Deploys, yeah, exactly. Just so it doesn't get in the way too much.

Star Citizen Live›Conceptualization - Spaceship·
Published on this date.14 Feb 2020

What insects were you thinking of here?

Sarah McCullochConcept Artist, CIG UK

Well, it's mainly beetles, because they also have their wings encased in an exterior, and then they're deployed outwards. So like this one, which is like a sweeping wing. I use a lot of ladybirds' wings, which are quite delicate, but they fold out into such a cool shape.

Star Citizen Live›Conceptualization - Spaceship·
Published on this date.14 Feb 2020

For those asking in chat how you do all of these: how would you describe thumbnails?

TL;DRThumbnails are very quick first-idea silhouettes made in 3ds Max and doodled over in Photoshop, aimed at giving a ship an instantly recognizable shape and purpose even from far away.

Sarah McCullochConcept Artist, CIG UK

So a thumbnail is just getting it on the paper as quick as you can. It's like your first thoughts of what you're thinking internally. And these are done very quickly in 3ds Max, and then I put them into Photoshop and just literally doodle over them. And as you can see, this is number 73. So these are very fast, but they're just initial ideas formed off everything else that's come before it. And then we obviously get feedback and then they change.

Jared HuckabyHost, Community

Just to find that initial silhouette. Historians might remember the old spotter cards from World War II, when they would just have the silhouettes of planes so that soldiers on the ground could identify which plane was overhead, whether they were friendly or foe. The silhouette is your first read of a ship, and thumbnails are super important to just get that initial first glimpse, like, yes, that's how we want the ship to feel, before you go into all the crazy detail that comes throughout the process of building the ship.

Sarah McCullochConcept Artist, CIG UK

Yeah, and that's why asymmetry works quite well as well, because you'll know instantly, even if it's in silhouette, exactly what ship it is. That's what I want. I want an instant read, even if it's miles and miles away. I want people to know exactly what it is when it's approaching you, because that way, like you said, you can identify its purpose as it's approaching.

Star Citizen Live›Conceptualization - Spaceship·
Published on this date.14 Feb 2020

What do you remember of the purpose for the Star Runner?

Sarah McCullochConcept Artist, CIG UK

Data carrier as its main objective. However, I like to have little surprises on my ship. I gave it a ventilation system as well, with compartments in the ventilation system for sensitive data, or if you've collected anything in particular that you want to stay hidden, shall we say. It evolved actually into something much more complex, and for me, I want it to be a really fun experience when you're on a ship. So it's almost like a level. So you can run around, and if you're getting hijacked or whatever, you can actually get out of that situation by what you've got on your ship, in terms of placement of objects and how the flow of the ship is. Which is what I did with this.

Star Citizen Live›Conceptualization - Spaceship·
Published on this date.14 Feb 2020

What is a data runner, and why can't every ship run data?asked by Maximus Primus

Jared HuckabyHost, Community

That's an excellent question. It's something that's still being developed, still being worked out by our game and systems design teams. When we have more information on that specifically, we'll of course do a segment on that stuff, but I would encourage you to check out the original promotion page, which will have the available information we have on those game systems there. Luckily for concept artists, they don't have to worry about things like how the game systems have to work.

Sarah McCullochConcept Artist, CIG UK

It's got a lot of avionics on board a data runner, and it's got data pods as well. That was something that we had to factor in for a data runner.

Star Citizen Live›Conceptualization - Spaceship·
Published on this date.14 Feb 2020
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