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Star Citizen Live ·
Published on this date.2020-04-03
· 11 Q&As

Star Citizen Live: Art of Ship Concepts

An art director explains how Star Citizen ship concepts are made, from early ships like the Argo MPUV and Gladius to hands-on promo art. A demo uses the unbuilt Aries in KeyShot renders, painted over with effects, and explains why concepts skip the game engine.

Transmission log

Full answers

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.

Paul JonesArt Director

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.

Jared HuckabyHost, Community

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?

Paul JonesArt Director

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.

Star Citizen Live·
Published on this date.3 Apr 2020
Art & graphicsShips

Do you remember what the first ship you did for Star Citizen was?

Paul JonesArt Director

Yeah, it was the Argo MPUV. That was done by Stu Jennet, right at the start.

Jared HuckabyHost, Community

But my disconnect is that was done much earlier than it was introduced to the backer community.

Paul JonesArt Director

Yes, because it was part of Squadron at the time. He did it back then as part of Squadron. And then it was the Gladius. So that was with Rothery. So that's the first time I worked with Gav. And there was a little bit of help from Andrew Lay. Remember Andy Lay?

Star Citizen Live·
Published on this date.3 Apr 2020
ShipsSquadron 42

Would you be surprised to know that that's almost 100 ships [since the Gladius]?

TL;DRHe says he probably didn't work on all of them, since some were done by Chris Roberts and others with concept artists, and he was still learning about spaceships.

Paul JonesArt Director

Yeah, but I don't think I've worked on all of them. Some of them have slipped through. It's a big learning process, this, and I didn't really know a lot about spaceships when I first started, funnily enough. You think you do, and then you realize you don't know anything. And so there's been a big learning curve, and I've just been picking up from lots of people. But there were some ships that were obviously done by Chris and concept artists that he worked with. There were a few by Nate that he worked on with concept artists. Because at the time, I think there were too many at one point for just me to handle because I had Squadron as well. So we were splitting.

Jared HuckabyHost, Community

Just for clarity, when you say Chris, you're referring to Chris Olivia, right?

Paul JonesArt Director

No, Chris Roberts. I guess it was because there was a lot of feedback that I would see from CR on Shotgun. So I'm not quite sure what the process was back then. I wasn't really privy to their working methodology.

Star Citizen Live·
Published on this date.3 Apr 2020
ShipsDevelopment process

When it comes time to put [the ships] in situ and show how they would work in the universe, you tend to be a little more hands-on with that. Is that accurate?

Paul JonesArt Director

Basically, yeah. My methodology is that I try and give the concept artists as much leeway to put themselves into the ship, basically. I don't want to be micromanaging, but if things aren't going right, then I will dig in. We've done interviews recently where, and definitely in the last two years, there's been ships where I've started to do a lot more hands-on in those early stages as well. Generally the concept artist is still finishing off the vehicle or the ship. And so I jump ahead, often do paint schemes and that good stuff, and then start working with Will and the marketing team and Turbulent. Okay, how do we want to... it's a lot more formalized these days. So it's, okay, what are the beats that we're trying to hit? What does the website want? What does the brochure want? Those simple days are gone.

Star Citizen Live·
Published on this date.3 Apr 2020

Is the Aries coming?

Jared HuckabyHost, Community

No, we specifically chose the Aries because this is work that is done during the concept phase. And so we specifically chose a ship that was still in concept phase to use for our demonstration. So the Aries is not in active development right now. It's not being built. So it's not coming in 3.9 or 4.0. We specifically chose it because it's a concept ship and it's still in concept phase.

Paul JonesArt Director

Yes, and we have the assets, and so it's a little simpler just to make an image, basically. It's just showing you guys a peek behind the curtain about how this stuff is made.

Star Citizen Live·
Published on this date.3 Apr 2020
ShipsRelease schedule

[The city is] not necessarily representative of any particular location in the game?

Paul JonesArt Director

Yes, basically. It could be anywhere. And often, sometimes we'll just make stuff up for the promo art and ask narrative to backfill. Sometimes we have a good idea and then we're like, hey, can you give us something that will help support this so we can keep this visual?

Star Citizen Live·
Published on this date.3 Apr 2020
Art & graphicsLore

Why is the Aries yellow?

Paul JonesArt Director

It was from an earlier promo piece. I mean, we can just change it, I hope.

Star Citizen Live·
Published on this date.3 Apr 2020
Art & graphicsShips

So what are you setting here [in the KeyShot render settings]?

Paul JonesArt Director

Basically, I'm just saying, give me a render. I give it a time limit. So you've got three minutes to do your best, and the software alters the settings to render out an image for me. It then renders it out with all the passes: the specular pass, the diffuse, the ambient occlusion, the clown pass. So these are all things that can help with fix-ups a little bit later on.

Star Citizen Live·
Published on this date.3 Apr 2020
Art & graphics

This is not a finished image, but this is an intermediate render that you'll then be going forward with and painting over and stuff like that, right?

TL;DRYes, it is an intermediate render that effects are painted over, and Jones deliberately keeps his pass rough so concept artists, who spent months on the ship, keep the satisfaction of the final polish.

Paul JonesArt Director

Yeah. Basically, we'll take this, and what should happen is they will have rendered out ships, we'll bring it in as a separate layer, and then we'll start adding on all these effects. So there's all sorts of things here. It's a real kit that I've used over the past. So muzzle flashes, sparks for hits, details for ships. We won't need that today. Lens flares. And the funny thing with this stuff is that in the past, it's not a mistake, in the past I've done it where I've taken a concept artist's image and said, make it like this, and I will have put in all the effects and done the color grading and everything. And so it gets you to that 80, 85 percent mark really fast, but it really pisses them off because they're just like, we've done it. It's like you've given them an unwrapped present. And they're like, well, I can see what it is now. What's the benefit? So that's why I try and stick to crappy stuff like this. Seriously, so that they still have that surprise and that magic of, because they've been working on this stuff for, what, three? I mean, some of the stuff is six months we've spent on some of the large ships. I think two months is probably the fastest we've done something. Even that is two months of solid graft, eight hours a day, looking at the same thing, solving problems, solving mechanics, solving visual problems. It's like they're the baker and then suddenly you go, well, here's your cake, it's done, I've decorated it. You want to give them that payoff where they're just like, okay, yeah, this is looking cool. They get to do all that fundamental groundwork.

Star Citizen Live·
Published on this date.3 Apr 2020
Art & graphics

Why not use the game engine for concept images?asked by Zimler

TL;DRConcept ships aren't built in-game yet, and concept models ignore engine efficiency, whereas in-game ships need engine-correct work, so the two workflows are kept separate.

Jared HuckabyHost, Community

Because as concept ships, they have not been implemented in the game yet. They have not been built and modeled out in-game.

Paul JonesArt Director

It depends on the artist as well. Some artists are super clean. There's no right or wrong, everybody just works differently. Somebody might build the same ship and it'll be one million polygons or tris. Another artist might build it and it'll be 200,000. But the ship team, they're spending time on creating something that works for the engine. All the bevels are correct and the shaders are correct and parallax occlusion maps and lighting. There are so many technical issues.

Jared HuckabyHost, Community

I'm remembering the rivets on the second generation Freelancer. In concept art, you don't have to worry about efficiency. You just have to worry about it looking good. But the second version of the Freelancer, maybe it was the third, I don't remember, but it had all the rivets along the lines and each rivet was like tens of thousands of tris because it was just created really dirty really fast. And unfortunately, when it came time to implement it in game, they took the rivet from the concept model and just said, oh good, I don't have to make a rivet. And at one point, because of that concept rivet that was in the actual hangar model, the Freelancer had a greater resource footprint than the entire Idris, because of all the duplicated rivets. It was crazy. It's a vastly different workflow creating concept ships versus in-game ships, and there's a reason they're separated.

Star Citizen Live·
Published on this date.3 Apr 2020
Art & graphicsShips

Is there any concept art that you released that you wish you could redo?asked by Citizen Live

Jared HuckabyHost, Community

Yes. My favorite phrase in creative endeavors is, art is never finished, only abandoned.

Paul JonesArt Director

Yes. Sometimes it's just like you run out of time. You're just like, oh, God, that sucked, that image. It just didn't quite pull off what I wanted it to do. Thankfully, they're few and far between because I'm really not one for failure. I don't deal well with it.

Star Citizen Live·
Published on this date.3 Apr 2020
Art & graphics