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Working with design on some of the hardpoints and some of the actual interactions design has, how's that dialogue with design been going?

TL;DRElwin Bachiller Jr. says working with design has been great, starting with a block-out and adjusting ideas that don't work, such as replacing the Caterpillar's long side ramps with elevator walls.

Elwin Bachiller Jr.Lead Ship Artist, Los Angeles

It's been great. We've worked with them from the very beginning to do sort of a block-out of the ship. So at the very beginning, the first thing we did was block it out, make sure all the spaces felt kind of right for gameplay reasons. And then once that was set, we went in there, did a tiny little bit of a lighting pass, and then used that to move it over to the concept artists, who started doing amazing work fleshing that ship out. And then that guy sent it to us and we built it out. But the interaction specifically with design has been great. What tends to happen with us building some of these ships is design will have a really cool idea, and we'll go ahead and try the first implementation of that and be like, 'Yeah, this is not going to work. Maybe we should go in this direction instead.' One example would be the original Caterpillar had ramps on the sides of the cargo modules, but in order to stick with the restrictions in our game metrics, that would mean that the ramp would have to go out about 13 meters, which is ridiculous. You're not storing that anywhere. So that forces us to sort of move in a direction where the walls come down as elevators instead, so we don't have to deal with that. So that's just one example of the changes we had to make. That happens in almost every room.

Reverse the Verse›2.1 - LA·
Published on this date.29 Jul 2016