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Is the Redeemer in that long pipeline?

TL;DRThe Redeemer is on the list, but it needs rework to fit the newly settled ship metrics and component systems, which is substantial work on a very complex model.

Nathan DearsleyVehicle Art Director, Foundry 42 UK

Yes, it is. And if you want a little bit more information on what's going on now, I'll speak quite openly about it. Obviously the Redeemer came from The Next Great Starship. And it was at a time when the project was in its infancy. And obviously having people off-site make these things for us is a fantastic idea and it's great. But it's got to a point where we're realizing that, again, it's linked to the legacy ship stuff, that a lot of stuff wasn't really resolved at that point. The standard metrics: how big is the doorway, how steep is the staircase? How do you get into a turret? Can we reuse those turret metrics and animations for other uses? So we've got all that information now, and it's really a case of going back over these things and the legacy ships and making sure that they work with those new systems. And it goes way above that. That's just the basics. We've got all the ship components coming in. The ship won't be able to function without these, and these are actually going to be physical things that you can interact with in your ship. If they're not there, the ship will not function. There are these layers coming in that, for me, are going to unlock a lot of really cool gameplay. For me, with a lot of the ships, you look at them and you can't put your finger on what that space is for. When you're making the bathroom, you know it's a bathroom because there's a bath in it or a toilet, but there are a lot of spaces where you're just like, what can we do here? How can we give this place purpose? And the components are feeding into that. And we're like, oh, you know what? If the shield generator is going there, then we should totally address it like this. And that's a positive thing as well. But the Redeemer for sure, we know how important it is, and it is on that list.

Jared HuckabyHost, Community Manager

So the model that's in the hangar right now was the model that Paul D'Alessi and the team there created, and we just brought it into CryEngine, but it has to be rebuilt with the component system in mind, with the metrics in mind. So it's got a substantial amount of work.

Nathan DearsleyVehicle Art Director, Foundry 42 UK

Yeah, they're just incredibly complex ships. I've got quite a lot of experience. I've handled some really complex models in the past, and I get a little bit of a fear factor even now when I open a Max file. 3ds Max is the program that we make the ships in. And it's really complex, and there are a lot of dependencies on one another. It's kind of crazy in a lot of respects, but it's worth it in the end when you pull it off. It is actually pretty much rocket science.

Reverse the Verse›2.10 - UK·
Published on this date.21 Oct 2016