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How has the development of Star Citizen (and Squadron 42 of course) evolved in terms of art, style and gameplay as CIG have developed or deployed leading edge technologies? Can you give some examples of before and after examples?asked by KiwiPete

TL;DREric Kieron Davis says development has evolved and will keep evolving, citing the Constellation's new version as an example of improved pipeline and art style, with upfront work meant to pay off later.

Yes, how has it- so, I guess the answer to the question is: Yes, it has- well, I guess that's not the answer to the question, but, a part of the question is: it has evolved, it will continue to evolve and any kind of living project or organism especially the PU type of thing – it will, it will continue to try and push the boundaries until we're breaking all boundaries and make those boundaries better and keep making it better.So how has it? I think even since I've been here – I just had my anniversary a couple weeks ago, very happy I've been here for a year already – one of the iterations I've been here that I was really excited and worked alongside those guys on – even yourself partially as well – was the Constellation, so we're on the next mark of the Constellation.

Oh yeah, that's true.

Chris Smith and Josh Coones and Daniel and everybody really took that thing by the horns to get that ready for multi-crew and the new version of that ship looks amazing-GH: It looks phenomenal.

And what they did was they got all the things that had led up to that pipeline when they started that ship and even during when they tweaked it and that was a new iteration of the pipeline, it was a new iteration of art style, it was a new iteration of how can we make this look even better – within this polycount, within this new engine – as the engine gets optimized you can do more with art, so it's kind of- it's this back and forth and that's something we'll always do and that's always something I think of the most, I don't know if you have another example?

And it's appropriate and I think that was something, for the LA studio, that was our first, well LA and all the US teams – our first major pipeline movement for the ships – and on top of that – Elwin's team they've been able to just fly forward based on all those optimizations we have now.

Yeah, it's great to to watch too and speaking to Elwin – even the ships we're working on now, it's cool that he's able to put a lot up front but the plan is to help move through the pipeline quicker-GH: Yeah, it's like so hard-EKD: It does pay off, sometimes it's a lot of hard- again, up-front work, but it should pay off, if you're doing it right, it should pay off.

Gotta-go-fast to coast...

So yeah, it'll continue to evolve and y'know, the more and more we do this, the more we come out with, I think the goal is to keep it looking as cool as we can with-GH: Totally.

...with the tech, right?

10 for the Developers›Episode 10·
Published on this date.16 May 2016