Can you tell everybody who you are and what you do for Star Citizen?
TL;DRPaul Jones is an art director who leads the spaceship concept team and also looks after FPS weapons, ship weapons and ship components, noting concepts must now meet functional metrics.
Basically, I'm one of the art directors at Cloud Imperium Games. Currently, I look after spaceship concepts, so I work with a small team, internal and external. We do a lot of the cool stuff, which then you guys buy and help fund this fabulous project. Then I also look after FPS weapons, ship weapons and ship components at the moment.
Now, you mentioned that small team of concept artists. We've had Sarah McCulloch on the team, we've had Jim Martin on the show before. Other names folks might know, Gavin Rothery, stuff like that. It's a very talented team that you're the focal point for, the head of the... what's the word I'm looking for here?
Well, I'm like a focus. They're like a bunch of wild horses, and I kind of bring them in and take direction from Chris. Also, we still have quite a lot of leeway in terms of what we get to do. We try and basically hit all the notes that Star Citizen needs to. There's a lot of functionality in our ships. It was a lot easier in those early days, I would say, because there was functionality, but it was like, let's just throw in a door, throw in a table, yeah, it looks cool. We didn't quite have the metrics. Now everything has to hit metrics, and especially we are trying to improve the process. Well, it's a continual thing, but when we deliver and hand off the concept, it's as good as it can be within the timeframe. It's never perfect, and I think the artists are always like, God damn it, why isn't this right? And I'm just like, there's a lot of moving parts.