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When designing more industrial ships versus designing pure combat ships, is it easier because they have a specific role to imbue, versus general fighting, or is it trickier? How does the fact that it has a job that it's intended to do affect the concept?
Paul Jones · Art Director

That's a good question. I think, I mean, the nature of Argo anyway is... it's a style that we all sort of enjoy anyway, it's that industrial kind of thing. So I guess it's more complex. I mean, the trick is really with this ship, we could have gone a really simple route and just turned it into a mobile mining platform, in terms of, it looked like an oil rig kind of thing, and it got some pods attached to it. But really the trick is how to make this interesting, right? How to make it into something that we haven't already seen before, because nobody wants that. That's always the sort of mantra: if it's been done before, we don't want to do it. But then there's always that familiarity that people like. Chris likes the ships to sort of behave how they should, how people expect them to be. If that makes any sense. And so it's just always that sort of tussle: how much can we push? How much can we shove? What can we throw in that Chris might like, that's new, but not too wacky. So we did have a really funny one early in the process. Remember Mr. Tickle? So we had it so that the arms... because you have the two mining cabs on either side and then one at the front. We wanted to give full accessibility. So we made the arms super long. So the one on one side could actually reach over and mine on this side. So we've got some really hilarious movies of just these huge arms. So it was named Mr. Tickle, basically. So it didn't stay. But I think where we ended up is really good. It's a cool looking ship.

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Published on this date.2019-12-06
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