John Crewe · Vehicle DirectorI think the number one thing we get asked about a lot is NPC crews and duty cycles and things like that because whilst it is quite related to vehicles, like we obviously want to have NPCs in our ships doing things, we and specifically the vehicle coders are not the people doing that. We simply go, we will let someone in their seat have this role, but we don't control hiring an NPC or making them get in the seats and stuff like that. That's other teams. We make it work for a player doing that, and then other teams leverage that to make NPC schedules work around those sort of things. I think that's the biggest one for me at least.
Mark Gibson · Vehicle Systems DesignerThe most common one by far is, do you make the art? For vehicle system designers, we don't do anything with art. We assemble everything and get it functional. We follow the ships from the beginning of the lifecycle where we come up with the original brief and follow it all the way through to the actual release, but we work with every team to assemble everyone's work together to get the ship to actually work, function, and out there to the backers as a whole. So for me, it's definitely we don't do the art, but someone else may have a very different answer about the art. Ben Curtis.
Ben Curtis · Vehicle Art DirectorI guess I'm the opposite of Mark, right? I get asked a lot, why doesn't this work? And I'm like, I don't know, we just make it pretty. So that's probably a lot of the time. When we get things in, they come through and we do a bit of a triaging session between us and work out who's responsible for what because even though it's a game that we're making, it can be quite complicated. And even ourselves, we sometimes get bugs and things come in that need more expertise than I have to work out where they should belong. And also I get asked a lot about props still. Like me personally, why is this prop not working? I look after ships now.