Maxime Guindon · Lead Environment Artist, Turbulent GamesThe building interiors. So in the future, I'm going to develop the building interiors and I'm very much interested in developing the procedural level building basically.
Jared Huckaby · Host, CommunityAnd building interiors are not just to be able to walk inside a building and have more stuff to look at. You mean building interiors so that we can do mission content and gameplay content and stuff like that inside.
Rainer · Lead Environment Artist, Turbulent GamesAnd mine would be the opposite, doing exteriors, since I've been doing a lot of interiors since I started, well, besides Ghost Hollow. I don't know if I can say what I'll be working on...
Annie · ProducerYes, you can. Nothing you guys are working on is secret.
Rainer · Lead Environment Artist, Turbulent GamesSo I'll be jumping onto the UGFs, the underground facilities. And the Montreal team is going to start with the first zone, the surface parts. So working directly on the planet and making a big compound.
Annie · ProducerThat's another thing that we came here for. We wanted to meet with John Griffith and company so that we could get a solid kickoff and hit the ground running in Q1.
Rainer · Lead Environment Artist, Turbulent GamesYeah, since they'll be working on the UGF as well, but in different zones. So we'll be working as a team, but Montreal will be working on the surface and Manchester will be working on one of the floors, and then we'll switch and dig.
Jared Huckaby · Host, CommunityAnd that's the thing you want to be working on that you're not already working on.
Nicolas Painchaud · Assistant Art Director, Turbulent GamesActually, our next mandates are so awesome that... We always pick what we want to work on.
Annie · ProducerExactly. I try to make sure that everyone goes on to something that they're passionate about. So, yeah, we've hammered this out in the past couple months and we've distributed our teams on mandates that would motivate them.
Nicolas Painchaud · Assistant Art Director, Turbulent GamesThe buildings there are going to be crazy. All those buildings over there, maybe not all, but a lot of them will have content in them. We'll have some industrial, residential, commercial, rooftops, maybe sewer. We'll be able to connect each other, so we're going to add so much gameplay.
Rainer · Lead Environment Artist, Turbulent GamesAnd holding cells, I think, like prisons.
Annie · ProducerEventually, we're all looking at that. We're seeing what works, what doesn't, and yeah, we'll hammer out the proof of concept for this, and then we'll be doing a bunch of those.
Rainer · Lead Environment Artist, Turbulent GamesMaking a world more world.
Jared Huckaby · Host, CommunityAnd how about you? You get to have a vote.
Annie · ProducerWell, I'm really, really excited about the mandates that they just talked about. And yeah, we're going to have a lot more in the next year. I think you guys are aware that Montreal is ramping up the team. So we're going to take on more and more super exciting mandates. But sadly, I can't talk about all of them. So it'll be for next time I'm over. I can tell you guys about it.
Rainer · Lead Environment Artist, Turbulent GamesI was going to add something. With the UGF, I think one thing that's going to be different, because all the other mandates we had were very local, everything was made in Montreal. So for the UGF, that's going to be one mandate where we're really going to work with the Manchester team.
Maxime Guindon · Lead Environment Artist, Turbulent GamesMore collaboration.
Rainer · Lead Environment Artist, Turbulent GamesYeah, a lot more collaboration. So it feels like we're becoming more and more part of the family, which is cool.
Maxime Guindon · Lead Environment Artist, Turbulent GamesIt's one of the initiatives of coming over here to meet those teams.