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For the people who spend all their time making vehicles, we've got five studios around the world. How is this broken up? Where are the teams, what's their makeup, and do they have focuses? Does Montreal only work on this and Austin only on that?

TL;DRVehicles are assigned to studios by project and available time rather than by manufacturer, usually staying within one local team, with other studios supporting audio and VFX, and work rotated to avoid burnout.

Mark GibsonLead Vehicle Content Designer

So generally speaking, the way we assign it is no one studio site has any particular manufacturer, but we'll do it by project. Let's say we were going to make, I don't know, the Crusader jalopy. Let's say. So we would figure out how long it was going to take by doing an estimate. Once we had a general estimate we'd see the resources and bandwidth, but generally it would try and stay within a single team, so it would either stay within the Montreal team and the designer of the Montreal team would handle it and the artists would take it through. Obviously not all studios have all the teams that we need, such as audio and VFX, so we'll have to go to a different studio for support for that. But for the actual internal vehicle team, we try to keep them local to the actual studio. So it's a lot easier to work within the same time zone for quick iteration on things. And the UK team, for example, is much bigger than some of the others, so we actually have the vehicle team from an art perspective split into three separate groups to make it easier to manage the different vehicles that are taken through the actual pipeline process. The vehicle team's gotten to the size from an art perspective where we actually need three different art teams within the UK side to do it. But generally speaking, I know that in the past people used to think that the US do all of the RSI ships, I think it was, and the UK do all of the Drake ships, but that was just what was assigned to them at the time. And it'll be like that moving forward. It's whatever time slots we have on different teams. It could be that one team might work on a big ship for 18 months, and a big ship is tiring for 18 months, so then we do smaller projects afterwards and the big ship goes to a different group instead.

Cory BamfordSenior Lead Vehicle Artist

Doing back-to-back capital ships is obviously quite... crushing. I think giving people a variety of manufacturers to work on is important. If you're only making Anvil ships for like five years, you're obviously going to get pretty bored of Anvil ships. So I think it is nice that people get the opportunity to work on different manufacturers from an artistic standpoint, like keeping it fresh, challenging yourself with learning new styles basically.

Star Citizen Live›Q&A: Invictus All-Vehicles·
Published on this date.17 May 2024