How is it different working on all the ships that you just mentioned? You've been here for a long time, so you've seen the process and the pipeline change or evolve. What has that been like? How has it changed?
TL;DRChris Smith says the ship pipeline has improved a lot since the early pre-production years, is now solid and fast, and allows asset reuse to build ships faster.
Well, from the first ship, it's changed quite a bit. It took a while. The first couple of years were a lot of almost pre-production and trying out things. Now we're kind of reworking the ships because we have changed it and improved it so much, also with the help of some of the guys in England. Nathan, he knows a lot about CryEngine, and those guys. They helped out a lot and we built out the pipeline and now it's pretty solid. It's good, it's fast, and now we're able to reuse some of the textures or assets to build ships faster.
I think a lot of people have noticed that and even called it out. It seems like there's a flight-ready ship, a hangar-ready ship coming out practically every patch. And I think that mentality of honing a process over time and structuring that pipeline really goes even further than just ships. It seems like a lot of the content picks up momentum, and then we start seeing large amounts of content get pushed out.
Yeah, it pushed through the whole development, like the characters and the environment and all that. It just gets better and more efficient as you go, and everybody just kind of gets worked in and then it just kind of flows. And for the ships, we definitely need it because there's a lot of ships to be done.