What can you tell us about your work on 3.0?
TL;DRTheir 3.0 work focused heavily on surface outposts, building themed sets of furnishings, mining, storage, hydroponics and habitation props plus exterior assets, and working with the procedural tech developer.
So 3.0, like I said, a big focus for us has been the surface outposts. Again, they're something that I've really enjoyed, because we're getting to theme them, and when you get to go in there and do a whole theme set, I think it's really rewarding seeing that big picture come together. So, again, from that point of view, it's been quite a heavy investment of our time, building a lot of these dressing sets. So we tend to break the props down into: you start off with your empty room, and you go in there, and the first pass will be...
Like furnishings, large furnishings.
Yeah, so the set piece props. So it will be the machinery or the desks and the chairs or the beds, and all that habitation and hydroponic set.
The stuff that gives the room the purpose.
And then the more time we spend on stuff, the more granular we get with it. I think the way that the environment team and designers use our assets is also really interesting, because you might go in there and we might make a science set, and then you turn around and it's being used in a criminal den. That's cool. We weren't expecting you to use that. I think we've invested quite a lot of time in our theming and hopefully our storytelling. Again, design will come to us and be like, we're thinking about this particular mission, or we want to go into this room and it's where you can go and collect cargo from. So we want these storage lockers and we want these sorts of different cargoes and things like that. And so it's been, again, a varied mix of things.
All sorts of bits. A big push for surface outpost stuff, though. I know we had a lot of guys on it at one point, and we still do. We're doing the finishing touches on surface outpost props, but we've had guys working on the mining, storage, hydroponics, habitation. I recently got to make the sanitary cubicle, which I actually really enjoyed making, because it's a very small room with a toilet in it. But it was good fun.
And I think, again, with the surface outposts, we've done some of the hydroponics. So it's been the plant life and the different vegetation that's in there as well. And also we've been working on some of the exterior assets. So some of the larger scale props that you would see based around the exterior of these outposts, to help them bed into the environment and make them feel like they've got purpose and they're there being used. They've followed a slightly different workflow because they've used more of the environment art tech. Just because of their scale, it made sense to work the way they work rather than the way we work on the props team. I think the other thing we've been doing is working quite closely with Alex on the procedural tech. Some of the stuff that he's been suggesting and then delivering has been really, really impressive. It's really good to see that stuff coming online and pushing forward with that stuff as well.