Back to Search
In looking at these FPS levels and the FPS experience within Squadron 42, I feel like there was a sense that they could be making better use of the features that your team was developing. And that's why building this closer relationship between the feature team and the level design team in Squadron 42 will be a great thing for Squadron 42 gameplay[?]
Richard Tyrer · Squadron 42 FPS Game Director and Core Gameplay Pillar Director

Absolutely. I mean, to be honest, it's about greasing the wheels. We're removing bureaucracy, essentially. And I don't mean that in that the previous way was a bad way. More to just, it's like, how do we improve the communication, the flow of that information? With 700 people working on two projects, across five or six studios in terms of location, there's a significant undertaking in terms of making sure that the vision is clear, that the game we're making is made in a collaborative manner, not a designed-by-committee manner kind of thing. And I think there's a very distinct difference there, where it's not everybody voting, and then we're trying to make a singular vision, because that's how you achieve excellence. And that singular vision has to be unified across all of these people and all of these pillars and all of these different disciplines. And that's hard enough when it's just a 30-man team or a five-man team in one location. So when we're talking about how do we improve those communication channels? How do we improve the vision? Because obviously Squadron 42 is still Chris Roberts' vision. Star Citizen is still Chris Roberts' vision. They're still unified in the same plane. And the same information is still being distilled down to the directors and then onto the teams. It's just how are we smoothing that communication pipeline to the Squadron FPS team and having them be more integrated in. Like I said, it allows two things. It allows Nick to really focus on the flight side of things and just worry about that side of things. And then for me to go, okay, well, I know all the features and the mechanics that we're utilizing. These are things that we should be using. We've got multi-tool tractor beam. We've got cutting. We've got all of these different mechanics of body dragging and stealth gameplay and radar and scanning and physical damage and fire and all of those things. And you go, okay, well, this is what we can do. And it starts giving them the ingredients that the level designers can use. And obviously then me helping those guys and supporting them to make these fantastical levels that fit into this overarching game.

-
Open in pop-up
Open in new tab
Click to copy link to YouTube
|
Published on this date.2021-09-03
Save Card as Image
ID: gHfSNCSbWbg_997 (Click to copy)
Perma link (Click to copy)
All Q&As from this episode