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A lot of what you work on tends to be downstream of so many other teams. Is this a good thing for you guys? Is this a frustrating thing for you guys? Is this just one of those things that has to be that way in video games?

TL;DRBeing downstream can complicate scheduling but isn't frustrating, as it's just the pipeline, and Leo Vansteenkiste adds that VFX sometimes drives projects itself, such as wind and atmospheric pressure, which other teams then use.

Mike SnowdonVFX Director

I guess it can be frustrating, but it is the way it's got to be. Audio are the most downstream, I should add, as well, because any effects that we make, then audio is going to provide the audio that matches the thing we've made. But it's just part of the process. As you say, you said downstream, and that is a phrase that everyone hears a lot in CIG. It affects the scheduling. We can't make a thruster effect until the thruster exists. So maybe from a scheduling point of view, it makes things more complicated because it's a bigger web, isn't it? There's more things that need to come into place. I don't think it's frustrating in the sense that we get frustrated with other people at all. It's just the nature of the pipeline, isn't it? It's all part of the pipeline.

Jared HuckabyHost, Community

Somebody has to be at the end of a pipeline. That is the virtue and nature of a pipeline.

Teo BarraultVFX Artist

And it's not us, it's audio.

Mike SnowdonVFX Director

We work closely with them as well. We've got a good relationship with the audio guys. So, yeah, it's all good.

Jared HuckabyHost, Community

Well, yeah, because you could do all the work you want to make a cool thruster, but when players get it, they just hear this.

Mike SnowdonVFX Director

That's a great point. That's a really good point. Sometimes the audio can make an effect look better. I think I might have said that in the past, but it's really true. The weapons in particular, we did a big pass on improving vehicle weapon effects throughout the latter half of last year. And without Darren, the audio director, and his team making the weapons sound better, it would have made my life more difficult. So it's a great collaboration process.

Leo VansteenkisteVFX Programmer

I want to add to what Mike said, but we're not always downstream either. In some cases, some projects, we're actually the driving team almost. Or we're in quite early, so that we become a driving team. For example, the weather effects or the planetary effects that we have on the planets right now, we were quite early with starting to add those things. So we were in charge of actually implementing wind. We needed the wind for our effects. And other teams have started using the same kind of wind system that we added. Because if we have it, they can use it just as well. And there are some other examples, like the fire that we're working on right now. It's, again, a system that's very VFX heavy. But it will affect quite a lot of gameplay as well. Another one is atmospheric pressure. It was something we already had. But the VFX team has implemented the support for it on planets and gas clouds, because we needed the pressure value, because it drives a lot of our effects. We just added it on planets and on gas clouds. And now a lot of gameplay systems also use that same pressure that we've been adding. So I think it's part of our company as well, because we're quite a big VFX team. I think we're in a special place where we can actually drive projects as well as be a downstream team.

Star Citizen Live›VFX Team·
Published on this date.12 Mar 2021