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On yesterday's ATV you showed a derelict Starfarer, not just in space but down on a planet's surface. What can you tell us about creating that? Why does that exist? Why do you do what you do?

TL;DRThe derelict Starfarer is part of planned derelict passes on every ship, aiming at ambient storytelling and reusable layouts for missions and the procedural system; it's not final.

Nathan DearsleyVehicle Art Director

No, it was always, when we discussed the Idris stuff, it was always a plan to start these passes on every ship. We'd done the Gamescom derelict, which was really like the first step of that. And then from there, it was: we've got these assets. We've got this cool ship that the guys have made. And it's really about taking those elements and getting creative with what we can do with those on terrain surfaces. So for sure, there's been inspiration from the Episode 7 stuff, which is very cool. LV-426 with the alien downed ship. There's these call-outs that you can... The most successful ones for me are always the ones that have got the emotion and the human aspect in there. With the Starfarer, anyone can go along and plow something into the sand and call it a day. I'm not saying that we're not going to do that, but there's also that emotional drive behind everything. Hence, someone's made it their home. There's a little chimney there. There might be a little boiler. All these little touches, we've got that stuff ready to go. So yeah, just a little bit of ambient storytelling, which on the ship team we don't get to do too much of, as it's more environment driven. So it's a nice break from that stuff. Obviously production on the ships continues. But it's nice to jump around a bit. And like I say, just get creative and tell a story without any dialogue. And if you can do that, you're winning.

Jared HuckabyHost, Community Manager

So big surprise that LV-426, Alien influence on something you worked on, really?

Nathan DearsleyVehicle Art Director

No, not this one. Not this one at all. I've not looked at anything Alien related. Not for this one, no. I wanted to do it for ages, and the planetary stuff, when it's come on board and we got the proper scattering system for the light, so we can totally drive a proper desert feel or sunset or sunrise. So it's just, yeah, go for it. It's by no means final. It'll probably end up looking a bit better than that. But yeah, that was put together fairly rapidly. So the overall approach for it all is to essentially have loads of these made with different compositions, different stories, different layouts that design can populate with NPCs and create missions. Yeah, create missions, but it also feeds into the procedural system then. So yeah, I'm excited. There's a really good scene in Oblivion, the Tom Cruise movie, where he's just walking along this terrain and he just falls through the glass. There's nothing there. And even that excites me. So he falls through and then all of a sudden he's in some sky... I think it's the Empire State. I'm not sure. But that's super cool. So you could be walking along and you could hear the sound of the terrain change. Okay, what's under there? And down you go. So visually, it could be interesting, but also visually, it could be nothing until you're on top of it. So yeah, stuff like that.

Reverse the Verse›2.5 - UK·
Published on this date.2 Sep 2016