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Star Citizen Live ·
Published on this date.2023-03-03
· 14 Q&As

Star Citizen Live: Talkin' VFX

The VFX team (21 people covering Star Citizen and Squadron 42) explains what counts as VFX: smoke, explosions, thrusters, muzzle flashes and particle lights. They cover budgets, the overdraw previewer, and systemic effects versus Squadron 42's controlled levels. Quantum travel concept work and early Squadron 42 production history also come up.

Transmission log

Full answers

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·
Published on this date.3 Mar 2023
Art & 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·
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·
Published on this date.3 Mar 2023
Art & 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·
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·
Published on this date.3 Mar 2023
Art & 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·
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·
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·
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·
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·
Published on this date.3 Mar 2023

In a single-player game you can take a Hollywood approach and only build the facade the camera will see, but in a multiplayer game things have to work from every possible angle. Does that change the way you author things?

Leo VansteenkistePrincipal VFX Programmer

Yeah, for sure. Well, it changes the way you create systems. Everything has to be systemic. It's a buzzword, but for Star Citizen, everything we do needs to be possible on all scales. If it's big enough, you can look at it from very far out, but then you also go inside, like you're inside a gas cloud or whatever. And then the whole scale, the travel from outside to inside, everything has to work, and it has to work from all angles. And it gives an interesting problem to solve for us. So we try to make as much as possible systemic, but then the Squadron guys come in and they ask, 'How do we control this?' That's the other side of your question. We need to provide some control over the systemic nature of the game.

Star Citizen Live·
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·
Published on this date.3 Mar 2023

How did you hook up with Chris [Roberts]?

TL;DRSchimmel, between jobs, was steered away from a bad employer by a colleague, worked for Chris Roberts's film company, kept having monthly lunches with him, and was later asked to run narrative.

John SchimmelExecutive Producer

I was between jobs and Hollywood was in a strange time, so you took what you could get. And I was about to go to work with somebody who is written up in more than one book about Hollywood as the worst person in the world to work for. And I had met a guy named Hawk Koch. He was the line producer on the Schwarzenegger movie Collateral Damage that I helped produce. And Hawk called me up and said, 'You can't do that.' And he had just become a partner in Ascendant Pictures, which was Chris's film company, which was the venture that he did between the Wing Commander stuff. And so I met Chris and his partners at the time, and he brought me on as president of production at that company. It was a really interesting company. We were somehow the American agents for a German tax fund. And for anybody that knows about filmmaking, we had 20% first money in, last money out to contribute to movies, which made us incredibly valuable. And we did Lord of War and we did Outlander and Lucky Number Slevin and a bunch of interesting films. And then that company went the way of production companies. The distribution deals make it really hard to survive. And then after that went away, Chris and I had lunch once a month for a while while he was putting this together. Chris and me and his giant dog, Paddington, who we would walk to lunch and then feed bread, his favorite bread from the restaurant we always ate at. Anyway, at some point, Chris said he had put this together and asked me if I wanted to come run narrative. And I said, 'Yeah, sure.' That was 10 years ago.

Star Citizen Live·
Published on this date.3 Mar 2023

What was the Squadron 42 performance capture shoot back in Ealing like?

TL;DRSchimmel describes the hurried, chaotic but fun 90-day performance capture shoot, built on a schedule from outlines with few scripts written, with actors working on bare plywood sets and mostly enjoying it.

John SchimmelExecutive Producer

That shoot was like nothing I think anybody has ever encountered. Actually, the first role I had on that shoot was that from Los Angeles I decorated a house in Ealing for Chris and Dave Haddock and myself and Hannes Appel to live in. So we had this sort of communal house. We had turned the living room into the face scan place, and I turned the garage into a clubhouse with a giant television in it. And we were about a block from the studio. So that was pretty wonderful. The conceit of that shoot was, it was 2015 and we were going to release the game in 2017. So we were in sort of a hurry. It was a 90-day shoot. We had, I think, three days of pre-production meetings, maybe. And we had, I think, seven out of what eventually became 21 or 23 scripts written. And so Hannes and Dave and Phil Meller and I basically built a schedule together based on an outline. We would go, 'Well, this is what's going to happen in this scene. Well, that'll probably take three days,' right? Insane. And then started making these giant cast deals, because we had that spectacular cast, but we were sort of guessing about how much time we were going to need for it. So it wasn't exactly relaxing, that process. I started there with just me and a production manager, and then Chris brought on this amazing line producer, Philippa Knott, and I'm going to say her name because she's amazing and she deserves employee appreciation. And the three of us ran the production office, and it was on fire most days, a metaphorical fire. And the goal was to not allow that fire to touch the set, so that Chris could have a relaxed set. But we were juggling actors and trying to make deals and script pages. I don't know why Haddock or Weissbaum are alive. Dave especially was on set all day, because he was valuable to Chris as a creative partner on set, and then he'd go home and write scripts, and then he'd show up in the morning with the pages they were going to shoot that day. It was nuts. But it was really fun. At the time we didn't really have much of an in-house mocap crew, so the Imaginarium crew were sort of half of the control area, and they were wonderful. And our side was Will and Dave and Chris and myself and Hannes and this completely irreverent script supervisor, whose name I will leave out, who would say anything to anybody. And we laughed for 90 days, basically. It was enormous fun, and we got great, great stuff. It was still early in the mocap technology life. So many of our actors, especially the name actors, had never done it before. And what they discovered was a kind of democracy on the set, because everybody was wearing the same not flattering suit, the jumpsuit with the buttons on it. There are no real sets on stage. Sometimes we would pull up a set from the game, but mostly you're working with plywood and two-by-four timbers, because the motion capture cameras don't see anything on set except the balls. So it doesn't matter what they look like. They just need to match the measurements in the engine so that people aren't leaning through a bar or sleeping in the middle of a bed or something. So they variously described it as kindergarten, as black box theater. But it required tremendous imagination on their part. And they mostly loved, not everybody, but mostly loved it.

Jared HuckabyHost, Community

It's a lot like doing a play, or rehearsing a play rather, because the audience isn't in the room.

John SchimmelExecutive Producer

It's a lot like doing a play. Well, and the other thing is that if you're doing a movie or you're shooting a television show... and this is part of the challenge of shooting it, of acting it, and of writing it: you don't have a focus. You're playing to the world, because everything in the environment is visible and possible. So you're playing for big, you're playing for small, you're playing for next to you, you're playing for somebody across. It's very interesting.

Star Citizen Live·
Published on this date.3 Mar 2023