Calvin Williams · Senior Ship ArtistYeah, that's all it is. It comes from what actually needs to be inside the ship, doesn't it?
John Crewe · Vehicle Pipeline Director / Lead Systems DesignerThere's various levels of getting stuff bigger. Sometimes it's just filling the space more effectively. Other times it's, oh, we need to put a dog leg in this corridor, which means things need to go out. There's just a knock-on effect. There's very few times that we just simply scale up the ship. The only example I can think of is the Orion. We had the concept mesh. You look at the concept mesh and you think, well, that's fine. And when you actually went to start making it, because it didn't really detail the mechanics of the inside of it, it starts at the front where the big maw is to crunch all the rocks, and by the time they'd put the tube through the middle, there was about five meters around it to put everything else in. So we're like, oh, well, the design is fine, it's just the scale is completely off by the time you properly model the inside of it. So that one I think was literally 200%, and now everything's fine. They're not all like that.
Calvin Williams · Senior Ship ArtistYeah, it is a unique problem to have it working from the inside all the way through to the outside, in multiple layers.
John Crewe · Vehicle Pipeline Director / Lead Systems DesignerSome of it is just to make it look nicer. If we follow the concepts or the interior plan 100%, it sounds weird, but it often doesn't turn out how the concept looks, given that you're following it.
Calvin Williams · Senior Ship ArtistYeah, because that concept is only from one or two angles, so you've got to take into account that it's a fully explorable area, and it needs to look good from every different angle, and sometimes that just means things have to change.