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Star Citizen Live ·
Published on this date.2019-06-21
· 6 Q&As

Star Citizen Live: Dressing the Scene

Environment artists explain how scenes like Area 18 are dressed: light styles that flicker or strobe for effects such as ship emergency klaxons, volume-based prop placement, and how props become interactive through DataForge setup. They also touch on event triggers and Easter eggs like Benny Henge.

Transmission log

Full answers

Will it be possible to add a special event piece to a street?asked by Tourist Galactic

Jared HuckabyHost, Community

I'm assuming you mean like an area where there's a timed event on a specific street where something changes based on the time of day or when somebody walks through and stuff. That's usually in the purview of system designers and game designers and level designers as opposed to the artists who decorate the scene. So we don't have the people on the show to answer that type of question as far as functionality and event design and stuff like that. But I do like the question. The answer is yes, though.

Luan VetoretiEnvironment Artist, PU team

That would be very cool if we can have certain things, maybe a crime that can happen at certain times.

Jared HuckabyHost, Community

We do. We have triggers, things that happen when people enter triggerable areas and stuff like that.

Cory BamfordLead Prop Artist

I suppose that would probably more come under AI behavior and routine as well.

Star Citizen Live·
Published on this date.21 Jun 2019

What value is that that you're changing to make it flicker [on the light]?

Cory BamfordLead Prop Artist

This is the light style. It's basically a set of pre-canned, I guess, animations for the lights themselves. So you can kind of make them flicker, make them strobe, that sort of thing. We use them extensively to dictate light states in terms of like for ships and stuff. If you're in an emergency state, you'll change the light settings, the light presets with these different animations, for like klaxons and stuff.

Star Citizen Live·
Published on this date.21 Jun 2019
Art & graphicsShips

Do you ever use procedural systems to place props?asked by Valorum Geige

TL;DRProps are placed using a tagged volume system (such as for truck stops) that generates presets, but procedural systems are only a starting point that artists then adjust by hand.

Cory BamfordLead Prop Artist

That's a very interesting question, actually. Well, I personally don't. The props team personally doesn't. We do have guys working on that. For instance, truck stops. What we tend to do is, forgive me as an artist explaining this, it's not necessarily my area of expertise. But I can try my best to explain it to you now. But please forgive me if there's any inaccuracies. We basically have a system where we have volumes allocated on surfaces. So for instance, we have a table. We have a volume inside that table that can fit a certain amount of assets. And each asset is given a volume. So for instance, the squeegee ball would be given a volume. And if it fits within that table, we can, based on a tag system, so say for instance, this might be tagged as toy or something along those lines, we can say, okay, this desk should spawn toys. And we use that to generate very rapidly a set of presets that we can then use to be placed around, say for instance, the truck stops. So yeah, basically we do. I hope that was useful.

Jared HuckabyHost, Community

One of the things about Star Citizen in general, we build a lot of procedural systems that touch a lot of aspects of the game. But some games use procedural systems as the end goal. They build a system, then the procedural system is what makes the world that you see and that's it. We tend to use our procedural systems as the starting point. It lays a foundation and then we have artists come in and go through and give it that personal touch. We use the procedural systems in many cases to save us time, to give us a foundation, to bring a bunch of stuff in there. But you never quite can beat that hand touch of then having somebody go through and just moving that coffee maker, even if it's just as little as an inch to the left. But it's like, no, this is more appropriate to where it would be. Nobody would put their coffee cup this far from the sink. It's stuff like that. It's this combination of using procedural systems and the hand care of the artist, I think, that's one of Star Citizen's hallmarks.

Cory BamfordLead Prop Artist

I completely agree with you. I think largely procedural placement of assets can yield pretty good results, but also if you're trying to tell a story, to create a procedural system that can tell a story, I think is quite a significant challenge. So sometimes it's good for fleshing stuff out, but if you kind of want that touch of humanity in a scene, I think, as an aid, procedurally aided environments, I suppose, would be a better description for them rather than procedurally driven. If that makes sense.

Jared HuckabyHost, Community

Because, I mean, it's everything at every level from the big moons down to the individual scenes. You start with the procedural and then you go through and you kind of, all right, this would be a little more interesting if this cliff face were a little more jagged than it currently is, and you just make the adjustments.

Cory BamfordLead Prop Artist

Yeah, exactly. And it's those sort of small touches and that flair that can kind of really help with just bringing the scene to life, as you said.

Jared HuckabyHost, Community

It's the difference between using it to save time and using it to do your work.

Star Citizen Live·
Published on this date.21 Jun 2019

Have you guys ever left any Easter eggs in a scene for people to find?

Cory BamfordLead Prop Artist

We wouldn't tell you. All the time, but we're not going to tell you where.

Star Citizen Live·
Published on this date.21 Jun 2019
Community & events

Can you tell us about any [Easter eggs] that you know people have already found?

Cory BamfordLead Prop Artist

Yeah, I mean, there's been a few. I think there's some turtle-related Easter eggs.

Luan VetoretiEnvironment Artist, PU team

I think there were a few.

Cory BamfordLead Prop Artist

I don't know if those got found.

Luan VetoretiEnvironment Artist, PU team

Yeah, we put a few in in Area 18. We've got one of the artists telling us, yes, we got some in there.

Jared HuckabyHost, Community

Benny Henge was probably the biggest one.

Cory BamfordLead Prop Artist

Benny Henge was, it's kind of tragic because I know I did all the assets for like the graffiti and stuff. I spoke to Luke Pressley a lot when he was making that, his ideas for it and stuff. I'm kind of sad that the players were able to find it without solving the puzzle to get there, if you know what I mean.

Jared HuckabyHost, Community

Somebody stumbled onto it.

Cory BamfordLead Prop Artist

Yeah, exactly. Someone just saw a bright light in the distance and flew towards it and there you go.

Star Citizen Live·
Published on this date.21 Jun 2019

When things are made interactable, is that done at the prop level when you're creating the prop, or is that done when you put it in here and you do something to it after the fact to make it interactable?

Cory BamfordLead Prop Artist

That's a great question. We tend to work with the design team to create interactive props. We don't really have to do much to the prop itself to make it interactive. There's a bit of setup in DataForge to create an entity that has certain parameters. If it's carryable, we need to set up physics, how much it weighs, we need to add a point to the prop to say your hand is here, maybe your grip size is dictated in this entity. These are things we can do to any existing prop really. Obviously, it's quite an extensive task to go through our entire library of props and make them all interactive. It's something we want to do going forward, making interaction a larger part of our pipeline when we create a prop. But yeah, it's not too bad actually to make an interactive prop. It's pretty straightforward.

Star Citizen Live·
Published on this date.21 Jun 2019
PhysicsArt & graphics