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Star Citizen Live ·
Published on this date.2025-03-06
· 19 Q&As

Star Citizen Live Interview: Vehicle Concept Team

Vehicle concept artists describe their work, training and influences, and how multiple design options are proposed and reviewed. Current projects include Pioneer interior concepts (refinery), a heavy strike fighter based on the RSI Mantis, a small RSI starter salvage ship, and a new Kruger light fighter.

Transmission log

Full answers

What does a concept artist do? How do you explain it?

TL;DRThe artists describe a concept artist as someone who turns words and ideas into visuals and solves problems, such as making designs fit Star Citizen's strict rules like interiors fitting inside exteriors.

Laith ShewayishConcept Artist, Vehicle Concept Team

They do all spaceships for video games.

Jared HuckabyHost, Community

Well, that's a concept artist for video games for spaceships, but a concept artist is broader than that. Talk to me about the position itself.

SamConcept Artist, Vehicle Concept Team

I'd say translate the words to visuals.

JacobConcept Artist, Vehicle Concept Team

I would say in addition to that, problem solving for sure, because usually those visuals aren't correct right away. There's a lot of problems to solve, especially with Star Citizen, where components, metrics, stuff like that.

Jared HuckabyHost, Community

So unlike in other projects, with Star Citizen you have to work to very specific rules. A door has to be as big as a door needs to be. Whoever concepted the Millennium Falcon way back when didn't have to worry about the inside fitting inside the outside. You certainly do.

Alberto PetronioLead Concept Artist, Vehicle Concept Team

I would say that it is that figure between the ideation of a product and the final result of it, the one that explored all the different ways something might go and decided, we'll do this because, and can tell you why it made those choices.

Laith ShewayishConcept Artist, Vehicle Concept Team

I think we're the most important people in the pipeline. We make the things that go in. So without us, all the things that go in look pretty naff.

Jared HuckabyHost, Community

It's taking the words, taking the ideas of somebody else, of a designer, for instance, and giving them form, giving them shape, giving them color, giving them personality. It's finding out if this idea is actually viable, can actually exist. It's literally taking thought and bringing it into reality.

Star Citizen Live›Interview: Vehicle Concept Team·
Published on this date.6 Mar 2025
Art & graphicsShips

What's your training like? How do you become a concept artist? Is there specific training?

TL;DRMost of the concept artists are self-taught or came from varied backgrounds, such as product design with a private master's course or a games art degree, rather than one specific training path.

SamConcept Artist, Vehicle Concept Team

I always liked to draw, and then I wanted to draw properly, got into the loop, learned what concept art was, and just liked it, started studying it by myself.

Jared HuckabyHost, Community

So no formal official training, just nose to the grindstone?

Alberto PetronioLead Concept Artist, Vehicle Concept Team

I graduated in product design. I started working in the product design and transportation design industry in a pretty famous car design company, manufacturer in Italy. I understood that it wasn't for me, really. Nothing particular. It was just too real, and I really like the virtual world a little more, so I did a master in concept art, still in Italy, did some indie work in Germany, moved here in production, became concept artist, became senior and lead.

Jared HuckabyHost, Community

They actually had a university program that you can master in for concept art?

Alberto PetronioLead Concept Artist, Vehicle Concept Team

No, it was a private academy. It was a very small course. The best thing it did was really introducing me to the people in the industry and motivating each other. The industry in Italy is not very big, so moving out was almost mandatory.

JacobConcept Artist, Vehicle Concept Team

I'm self-taught as well. Mostly because concept art, I would say, is a bit more of a niche job, at least for now. So where I'm from, Germany, there are not really any, at least not any good schools that have concept design courses. There are some around the world. There are some very good ones. Usually they're quite expensive, though. I'm not saying they are bad, but I'm saying the schools are not as good as ones in other countries. So self-taught, was working freelance for a while, and at some point joined Star Citizen, and it's been very nice so far.

Laith ShewayishConcept Artist, Vehicle Concept Team

I have a degree in games art and design, which I call a gaming license. And I got that six years ago now. And I worked at Frontier for a bit, so I actually worked on Elite Dangerous for a bit. I was at Frontier, but the work they were giving me was not very exciting, because I was on F1 Manager as well. And if you're thinking, what on earth do you design in a Formula 1 management video game? It's a great question. I also didn't know what the hell I was doing. And then I messaged this guy, and he was like, yeah, OK, we'll let you in.

Star Citizen Live›Interview: Vehicle Concept Team·
Published on this date.6 Mar 2025
Art & graphics

Self-taught or not, was CIG your first job in the industry? Talk to me about your journeys.

TL;DRThe artists describe varied earlier paths, including indie studio work, freelance jobs and a film production, before joining CIG, so it wasn't necessarily anyone's first industry job.

Alberto PetronioLead Concept Artist, Vehicle Concept Team

The guys at Egosoft. So I worked on two DLCs for X4: Foundations, Split Vendetta and the Terran one. I forgot the name of it, sorry. And it was an indie experience, a very ambitious game for a lot of things. Comparable with Star Citizen because it's a space game, space exploration, there is first person, there is interior of ships. So a lot of overlapping, a huge difference in budget. So there were different problems. At the time I was both concept artist and production artist. We had a lot of limits in terms of how many materials we could use, how many polygons we could use, limits that we don't have here because we use different tools. At the time they were 17. Now they grew up a lot. I'm still in contact with them. They are really lovely.

SamConcept Artist, Vehicle Concept Team

I worked before in freelance too. I had a couple of freelance gigs when I was still learning and got the skill to work on this. And then a couple months later, I messaged Alberto and he had the kindness to give me feedback on personal projects that I was doing. And we started talking more, and one day he asked me if I would like to work with him. I actually asked first. I asked because I didn't know the difference between a vehicle artist and a vehicle concept artist. And I asked him, listen, if I apply for vehicle artist, I'll do a concept. And he said, no, because that's not a concept artist.

JacobConcept Artist, Vehicle Concept Team

So about four and a half years ago, when I was 20, my first job after graduating from high school, doing my final exams, was on a Hollywood production for Sony Pictures Entertainment, which was pretty terrifying, but also pretty exciting. And I did a spaceship for a movie called 65 starring Adam Driver, which I don't think is a good movie at all, but it was fun to work on. I did the spaceship that crashes. After that I did a bunch of freelance jobs for a variety of projects, some stuff for Riot Games outsourcing, as well as about a year of work for 1047 Games, working on Splitgate 2, the sequel, which is in beta right now, I believe. It was a pretty fun time. But at some point Alberto told me that he was interested in getting me on the team.

Star Citizen Live›Interview: Vehicle Concept Team·
Published on this date.6 Mar 2025
Art & graphics

Why video games? Why not stay in Hollywood, or stay making fancy Italian sports cars?

TL;DRThey chose games over film or luxury design because of who they make things for, player interactivity and, for one artist, a deliberate path aimed at Star Citizen.

Alberto PetronioLead Concept Artist, Vehicle Concept Team

I would say it's who you do it for, and that was my main concern with the luxury market. So I was working for a lot of yachts, planes, politicians, billionaires around the world. The public you do a video game for is generally a very different public from the one you would do the most expensive bracelet in the world for, or an 80 million yacht for. I did a yacht that was consuming as much as the city we designed it in. So that's why. And I wanted video games, not really for video games themselves, but for Star Citizen. That's the reason I chose to go to Egosoft first, because it just made sense if I wanted to end up here, as I was a fan from a long time.

Jared HuckabyHost, Community

So you actually plotted a path to Star Citizen.

Alberto PetronioLead Concept Artist, Vehicle Concept Team

And I plotted a portfolio for Star Citizen.

Laith ShewayishConcept Artist, Vehicle Concept Team

I got into games on my university course in the first year. They have people doing 2D animation, 3D, games. So you try stuff for a whole bunch of different fields, and I dipped my feet in each of them. But video games were the one that spoke to me most, and also because I actually play games in my spare time, so obviously I care about them, so I'd like to make them good. So for me it just makes sense to be doing concept art for games. And also I hear some horror stories about how designs can go in the film or TV industry, where directors can have influence they maybe shouldn't, and it leads to some very bad things happening, is what I've heard. So I thought, let's go with games, and games have been good to me.

JacobConcept Artist, Vehicle Concept Team

I would say for me it's the level of interactability that people have with what you make. It's really cool that in a video game, especially a video game like Star Citizen, a player can really look at every nook and cranny of the design, can walk around, open up all the component bays. I think it's just a lot cooler than seeing the design you made for maybe half a second in a movie, just fly by in a specific shot from a specific perspective. It's an interesting challenge. I think the end result is just more impressive though, usually.

Star Citizen Live›Interview: Vehicle Concept Team·
Published on this date.6 Mar 2025

What are your influences that tend to work their way into your work?

TL;DRThe artists cite influences including music, aviation and car design, Japanese anime, real-world spacecraft and a fondness for chevron warning stripes.

SamConcept Artist, Vehicle Concept Team

I get inspired a lot by music. It all depends on the design that I'm doing.

Jared HuckabyHost, Community

What music is influencing your work right now?

SamConcept Artist, Vehicle Concept Team

I'm listening to the soundtrack of Spider-Man: Across the Spider-Verse.

Jared HuckabyHost, Community

And how does music influence your visual art?

SamConcept Artist, Vehicle Concept Team

That's something really personal, because I hear the sounds and the scenes and everything, and I imagine how this ship will look with this as a soundtrack, and it will sound cool and look cool. So it needs to match the coolness.

JacobConcept Artist, Vehicle Concept Team

So for me, it's a lot of real-world influence. I was always very obsessed with aviation, still am, and car design. So a lot of product design, sleek forms, stuff like that. In terms of media, I would say a lot of Japanese stuff. So classic anime like Ghost in the Shell, Patlabor, Evangelion, that kind of stuff. I would say the media I like is disproportionately from Japan.

Laith ShewayishConcept Artist, Vehicle Concept Team

I also get inspired by some anime stuff, a lot of the same stuff that Jacob's mentioned, but also just space in general is pretty cool. I like to look at real-world spacecraft where I can, because even though the stuff we do is obviously very far removed from anything that NASA is doing right now, it's still good to understand a lot of the principles going on there. Understanding why real-world rockets and ships and cars and whatever look the way they do, I think that's very helpful.

Jared HuckabyHost, Community

Coolest real-world spacecraft?

Laith ShewayishConcept Artist, Vehicle Concept Team

Saturn V is pretty good. It's kind of hard to beat the Saturn V.

Jared HuckabyHost, Community

Favorite fictional spacecraft?

Laith ShewayishConcept Artist, Vehicle Concept Team

Oh, I like the Venture Star from Avatar. It's like a full 10 seconds of screen time. It's pretty cool. It's just a big, long tether.

Alberto PetronioLead Concept Artist, Vehicle Concept Team

I don't know my influences. I guess there is a lot of Japanese stuff. There's definitely a lot of chevrons. I always get to put chevrons everywhere.

Jared HuckabyHost, Community

What is a chevron?

Laith ShewayishConcept Artist, Vehicle Concept Team

Warning stripes.

Alberto PetronioLead Concept Artist, Vehicle Concept Team

Big white-red stripes. The chevron technically is the one that is directional, but I put them everywhere. I just like chevrons.

JacobConcept Artist, Vehicle Concept Team

Alberto, your Instagram profile name is literally Nostromo Industries.

Star Citizen Live›Interview: Vehicle Concept Team·
Published on this date.6 Mar 2025
Art & graphicsShips

You spend a lot of your time working on stuff that will never be seen. How do you deal with that? How do you internalize that?

JacobConcept Artist, Vehicle Concept Team

I'd say you have to focus on the fact that you're getting paid for it, at least.

Alberto PetronioLead Concept Artist, Vehicle Concept Team

Jokes apart, I would say it's expected. If all your proposals are stuff you like, you will not be disappointed by any choice.

Laith ShewayishConcept Artist, Vehicle Concept Team

If everything you've made is pretty solid, you can be satisfied just in the fact you've made some pretty cool stuff, even if no one really gets to see it. At least you get personal satisfaction out of it, and maybe they'll be used for other stuff later down the line, even if they're not used for the original purpose. So you make peace with it, I think.

Star Citizen Live›Interview: Vehicle Concept Team·
Published on this date.6 Mar 2025

You said something: make sure you always like what you put forward?

Alberto PetronioLead Concept Artist, Vehicle Concept Team

It's a strong word. I mean, there's obviously stuff I like more than others, safer options than others. There is always a wild card. There is always generally the one I like the most, and even the one I like the most about other people's work. It doesn't always get chosen, fine. The work doesn't end there. We go into two more passes, one for defining how everything works and then one for defining the art direction.

Star Citizen Live›Interview: Vehicle Concept Team·
Published on this date.6 Mar 2025

Do you ever include an easy no? Do you ever include just an absolute piece of trash in there to make another one look better?

Laith ShewayishConcept Artist, Vehicle Concept Team

You can't, because what if they pick it? And then you have to work with that thing for the rest of the process.

Alberto PetronioLead Concept Artist, Vehicle Concept Team

You're shooting yourself into a nightmare. Also, we don't have a fixed number that is mandatory. Usually more than one.

Star Citizen Live›Interview: Vehicle Concept Team·
Published on this date.6 Mar 2025
Development process

What are you working on right now as far as vehicle concepts?

TL;DROne artist is doing vertical slices of different Pioneer interior areas, so production artists have solid references, since concepts never fully map every interior and bigger ships can't be fully worked out.

Alberto PetronioLead Concept Artist, Vehicle Concept Team

I'm doing a vertical slice for different areas of the interiors of the Pioneer, to understand better how the Pioneer works, what rules it should follow in production, and how to help the production guys towards the final art.

Jared HuckabyHost, Community

So this is a common misconception I see. When we do a ship concept, not every single area of the interior is fully mapped out, is fully figured out. We do enough to get an idea, enough to get a concept of it and understand what it is, but after that's done and before it goes into production, you guys have to then go back and revisit and flesh out all of these major internal areas that are never seen. So that's what you're doing with the Pioneer.

Alberto PetronioLead Concept Artist, Vehicle Concept Team

Yes, we do this mostly for old concepts. We're trying to fix it with the internal team right now. Smaller ships, of course, allow us to dedicate some time to fully understand interiors. We did this with the Syulen. But bigger ships need a vertical slice. So we try to pick the types of room that are most different from each other and figure them out, so that the 3D artists have a solid reference to translate to the other areas that we don't have the time to work on.

Star Citizen Live›Interview: Vehicle Concept Team·
Published on this date.6 Mar 2025
ShipsDevelopment process

What are we looking at here [in the Pioneer interior concepts]?

TL;DRThe concept shows the Pioneer's refinery, with color-coded areas such as crafting stations, cargo and elevators, plus layered structure, to guide players and 3D artists, and none of it is approved yet.

Alberto PetronioLead Concept Artist, Vehicle Concept Team

We're looking at the refinery of the Pioneer. And this was one of the rooms that recently changed a little bit. So the 3D artists wanted to know: okay, what should we do here? What color should we use? How should we approach the color palette? How should we approach the way the room is built? Ben was focusing a lot on how a ship this big is built. So there is a hierarchy between the structures that create these rooms. There are secondary beams, secondary bulkheads that are attached to the first ones, and the floor is attached over the structure, so there is space below the floor. How do you approach all this layering? We compartmentalized the different functions of this area with the color palette. For example, we have the crafting stations in yellow, we have the cargo area and the passage in blue, something a little more calm because there is not a lot of movement. And where there is a lot of movement, like the elevator, we use red, so we try to be bold and catch attention towards indication and direction. All stuff we're trying to implement from feedback from the other capital ships we did. We're looking at the bottom floor of the refinery.

Jared HuckabyHost, Community

Is there any significance to the numbers, or is that just random numbers?

Alberto PetronioLead Concept Artist, Vehicle Concept Team

No, I just literally smush my hand on the keyboard.

Jared HuckabyHost, Community

So what is this room?

Alberto PetronioLead Concept Artist, Vehicle Concept Team

This is the crafting station, so all of these are crafting pods, and we try to give every area its own personality and try to be very bold with colors. This was inspired by a current called Graphic Realism that uses a lot of graphics to point out points of interest: how to attract the attention of the player towards where you can actually interact, how to not get lost in such a big ship.

Jared HuckabyHost, Community

These are concepts. These are explorations of what the interior will be. What we're going to look at today, none of these are approved. That's what the concept phase is. So we are literally exploring, the same exploration that's going on right now. This is what concept phase is for, is exploration.

Star Citizen Live›Interview: Vehicle Concept Team·
Published on this date.6 Mar 2025
ShipsArt & graphics

What are these triangle things here?

TL;DRThe triangle details and floor perforations help establish a high-tech but industrial, non-luxury Consolidated Outland look and indicate where cargo can go, as part of finding the Pioneer's rules.

Alberto PetronioLead Concept Artist, Vehicle Concept Team

It's not easy to convey the art direction for something so new, because we don't have any comparison with other ships. We have one CNOU ship that is completely different in terms of function and size. So you have to come up with ways to understand that this is high-tech yet industrial. We don't want to let it look too fancy, but we have to let it look high-tech. It doesn't have to be over-designed, doesn't have to be luxury at all. It has to still be a working industry ship made for a B2B type of industry, part of a pipeline. So all these details, even if they don't have particular functions, help me to convey what kind of details we need to put there, how to distinguish it from Crusader, how to distinguish it from RSI, how to distinguish it from Argo. It's research just based on finding the personality of CNOU in the industrial part.

Jared HuckabyHost, Community

I like the little perforations in the floor.

Alberto PetronioLead Concept Artist, Vehicle Concept Team

All the perforations are meant to show a little bit, with the parallax, the maglev cargo plates, so that we can show with subtle details where the cargo is going to be and where it's not, where you can pass with all the lines and where you can't. Basically, what I'm doing right now is trying to find out the rules for the Pioneer.

Jared HuckabyHost, Community

And by extension, CNOU, Consolidated Outland.

Star Citizen Live›Interview: Vehicle Concept Team·
Published on this date.6 Mar 2025
ShipsArt & graphics

Samuel, what are you working on right now?

TL;DROne artist is working on an early-stage heavy strike fighter built on the Mantis platform as a new vehicle rather than a variant, with no timetable and nothing to show yet.

SamConcept Artist, Vehicle Concept Team

I'm working on a fighter.

Jared HuckabyHost, Community

A heavy strike fighter?

SamConcept Artist, Vehicle Concept Team

Yes, sir. And it's based on the Mantis.

Jared HuckabyHost, Community

Based on the RSI Mantis. So taking that beautiful, gorgeous, sleek silhouette of the Mantis and giving it a new life.

SamConcept Artist, Vehicle Concept Team

Giving it a new life. A new look. Hopefully a better look.

Jared HuckabyHost, Community

There's a reason we're not using the word variant. It's not a variant in the traditional sense. You're going to see car manufacturers who share a lot of the same language and stuff. This is something like the Centurion and the Atlas platform, not the Atlas mech. The Ballista, things that are built on the same platform. This is a new vehicle based on the Mantis platform, so it will share a lot of the same shape language and stuff with the Mantis.

SamConcept Artist, Vehicle Concept Team

I chose this one because it's way cooler than the Mantis.

Jared HuckabyHost, Community

Obviously, like I said, this one's super early days, which is why we don't have anything to show. The Mantis is one of the coolest looking ships we've ever made, and I hated the purpose of it. The Mantis was so cool looking, I would fly it as my daily driver, but I don't enjoy interdiction gameplay. So this idea that we get to revisit that platform and revisit that kind of aesthetic and do a new ship that somebody like me would fly every day is really exciting to me. So that's in development. No timetables or anything right now, but that's something you can look forward to.

Star Citizen Live›Interview: Vehicle Concept Team·
Published on this date.6 Mar 2025
Ships

Laith, what are you working on?

Laith ShewayishConcept Artist, Vehicle Concept Team

It's another RSI thing. Get excited, RSI fans. It's a little RSI salvage ship. It's going to be a tiny little dinky guy. It's going to be smaller than the Vulture. So it's going to be a starter ship as well. So you've just got the game, don't want to fight guys because you're a coward or you're lazy, whatever, you can go salvage, and you can use this thing for it. It'll be cool.

Star Citizen Live›Interview: Vehicle Concept Team·
Published on this date.6 Mar 2025
ShipsSalvage

What are we looking at here [in the RSI starter salvage concepts]?

TL;DRThe artist walks through three entry-level salvage ship concepts, including RSI-style designs with front salvage grabbers, noting salvage arm movement is undecided and the third design is their personal favorite but not their decision.

Laith ShewayishConcept Artist, Vehicle Concept Team

This was meant to be similar-ish to the Mantis, actually, so it had some inspiration from that. So on the front, it's got its little grabbies for doing its salvage stuff.

Jared HuckabyHost, Community

So the salvage arms will come out of these things here in the front?

Laith ShewayishConcept Artist, Vehicle Concept Team

Yeah, they'd either come out or... We're not sure how much movement it's going to have on it yet, so there's still a lot of interpretation there. But it's also got the little frilly bits on the side, like what the Vulture's got for the scraping stuff.

Jared HuckabyHost, Community

And then there's this guy.

Laith ShewayishConcept Artist, Vehicle Concept Team

This guy, he's a much more stereotypical RSI, I guess, because it's got a Zeus-y silhouette. So it's a lot flatter. But it's also got its big salvage grabbies on the front. It wasn't exactly meant to have the same sort of Zeus look at first, but then I looked at it and I was like, hang on, looks quite similar. So I'm going to say it was on purpose, actually.

Jared HuckabyHost, Community

And again, the brief here is a salvage starter. So this is the entry-level ship. You could start your Star Citizen journey with this one, and obviously you would upgrade to things like the Fortune or the Mole and stuff later on. But a place to start with salvage. And then our third and final look.

Laith ShewayishConcept Artist, Vehicle Concept Team

I quite like this one personally. This one was my favorite of them, but it's not up to me. I just make the pictures. It's quite sharp, maybe a little too sharp, some people might say, but I think it's pretty cool. I think it's pretty RSI. You can't see it from this view, but the cargo comes out the back. It only holds a few cargo, so don't expect to be hauling massive claims in this, but I think he's neat. We'll see how it goes.

Star Citizen Live›Interview: Vehicle Concept Team·
Published on this date.6 Mar 2025
ShipsSalvage

There's this idea in the community that manufacturers are static and never evolving, that the brands can't change, can't evolve, can't ever try something new in order to attract a new audience. Do you agree with that? Do you disagree with that?

TL;DRBoth artists agree manufacturer aesthetics shouldn't stay static, since real-world brands and tastes evolve over time, and CIG's own designs have changed over a decade.

Laith ShewayishConcept Artist, Vehicle Concept Team

The brands shouldn't stay completely stagnant, because, as you say, real-world car manufacturers don't stay the same forever. I can see where people come from, where stuff doesn't look like a given manufacturer from a set time, but you can think of stuff like the Constellation, the Aurora, that was designed well over a decade ago. So naturally the stuff we do now is going to be different, and we always want to try and improve on the manufacturer aesthetics.

Alberto PetronioLead Concept Artist, Vehicle Concept Team

Even we've changed. Changed during a decade. Changing fashion, changing cars, real cars. So it will change even in the video game aesthetic. A good-looking game from 10 years ago looks different from a good-looking game now, not just because the graphics are better, but because we keep changing the taste. Someone will come and do something completely groundbreaking, and everyone will start copying. This happened all the time in cars: [someone] removed the grille on the front and everyone started removing the grilles on the front.

Star Citizen Live›Interview: Vehicle Concept Team·
Published on this date.6 Mar 2025
LoreArt & graphics

Jacob, what are you working on?

TL;DRJacob is working on a new light fighter from Kruger Intergalactic, a manufacturer with few ships so far, drawing on retro 1950s cars and World War II planes for a sleek, chrome, spiky look.

JacobConcept Artist, Vehicle Concept Team

I'm working on something that I think and hope some people might be kind of excited about, because the manufacturer only has one ship in the game so far. Okay, fair enough, two, but they look pretty much the same. But it's been a while since those came into existence. And when I got the brief for that ship, someone outside our team actually told me that I should be pretty excited, because it's kind of a big deal. It is a Kruger ship, a new Kruger Intergalactic. And it is a light fighter.

Jared HuckabyHost, Community

I'm seeing some strong 1950s retro sci-fi vibes here.

JacobConcept Artist, Vehicle Concept Team

Yeah, for sure. Some of the ref that Ben and John picked out was old cars, retro cars, '50s hot rods, World War II planes especially, like the Spitfire, P-51 Mustang, Me 262, stuff like that. So very sleek, very chrome, spiky, rounded forms. And that's just the scale comparison here.

Star Citizen Live›Interview: Vehicle Concept Team·
Published on this date.6 Mar 2025
Ships

What's this thing in the back supposed to be?

JacobConcept Artist, Vehicle Concept Team

This was just an idea for keeping the circular motif that the Merlin, or the Archimedes as well, has: this negative space, this hole in the middle of the fuselage on the wings, which is just a circle. So I was trying to implement that somewhere in the design.

Star Citizen Live›Interview: Vehicle Concept Team·
Published on this date.6 Mar 2025
ShipsArt & graphics

Do you have a favorite, Jacob?

JacobConcept Artist, Vehicle Concept Team

It was one of the situations that Alberto mentioned earlier, where it's kind of ideal, because I was happy with any one of these getting picked. I liked F, just the fact that it has the engine nacelle underneath the cockpit. It has a bit of a higher stance if you look at it from the side. I liked E as well. It's pretty different, but I kind of liked it. D was kind of cool. I was pretty happy with B. It is a bit of a more generic silhouette, I would say, but I think it works. And A is cool as well.

Star Citizen Live›Interview: Vehicle Concept Team·
Published on this date.6 Mar 2025
Ships

Sam, Laith and Alberto, you're in the review right now. If you were going to pick one [of the Kruger light fighter designs], what would you put forward?

Alberto PetronioLead Concept Artist, Vehicle Concept Team

A and G for me.

Jared HuckabyHost, Community

A and G. So there's G. You see some clear links to the Merlin and Archimedes there.

SamConcept Artist, Vehicle Concept Team

I'll pick D. Then A. The more I look at A, the more I just like it. I like the top slot of A. I'll pick A and D.

Laith ShewayishConcept Artist, Vehicle Concept Team

I mean, I think he should start again, personally. I like G. I like G a lot. I really like its thinner silhouette.

Star Citizen Live›Interview: Vehicle Concept Team·
Published on this date.6 Mar 2025
Development processShips