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How do we balance pure functionality with the rule of cool [in general]? Is there a formula? Is it always like we're shooting for 70-30?
Chance Rowe · Character Art Director

Well, I mean, there are limitations that we have to abide by. Every project is different. For us, for most of our assets for the clothing for the people, it needs to be modular so you can mix and match the pieces. And so we do have volumes and zones that we have to abide by if it is swappable pieces. So in that regard, some of the things even we're doing here might not play by those rules. So that's something to consider. But as far as the cool factor, at the end of the day, if we're not excited about it, then we're not going to do it. I think that's kind of the balance you have to take. And as far as what I think is important for Star Citizen, it's the immersion, the realism. If it's too fantastical, to the point of just being silly and outrageous, it's not going to fit with what everything else is. But in every project you're on, that's going to be a different balance that you have to take where, for example, we're not going to create something that doesn't fit into lore, right? We're not just going to plug something in. There has to be a backstory. It has to be a reason why; no matter what it is, it has to have a backstory. Not every game is like that, right? Some games, like fighting games: why is that person fighting this person? Aren't they friends? It's just like, who cares? It's Smash Brothers. I want to go play that game, right? So that's kind of the things that we have to consider. But there's many, many considerations. And part of our job is to work with all the other teams and make sure that design and lore and everything, we're making something that fits in with all that. And then from the technical side, can we do it?

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Published on this date.2020-07-17
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