Paul Jones · Art Director / Vehicle Concept Art Director, Foundry 42So what happened, we hit another road bump just before this, where the concept artist who was working with us decided he wanted to move on to work for a different studio, work in a different field. And of course, that's kind of a bit of a spoke in the wheels. Well, I wouldn't say it was a video game industry thing. It's just concept artists are in demand, and to find the high-quality staff that we need for this project, they're kind of like hen's teeth. When you find one, you just want to keep hold of them for as long as you can. But he'd worked with us for a couple of years and he wanted to move on. So basically, we were kind of stranded for a couple of weeks because we had nobody to work on it. And then I was just like, okay, well, I need to keep this rolling and we just need to keep moving forward. There's another chap that we work with. He's a freelancer. He used to work for us and he created the Dragonfly, basically. And he comes from an automotive industrial design background. He's very good at shotgunning ideas. And I'm kind of mean. I'm like, okay, you've got two days to give me as many ideas as you can, and that's it. All you've got is two days, and he's just like, oh, what? I can't do this. And I'm like, yeah, you can. And so he just crashed out a whole bunch, and this was just one of them. I think he did about six. And pretty much at the same time, one of the guys on the team who was a junior at the time, he was inspired. And so, right off his own bat, one day, because I was working at home, he was like, oh, I've done this this morning, and just sends me, and we'll see it a little bit later on. And so I'm sat there thinking, well, if he can do that, I'm going to have a crack too. Let's all have a go at this. But the one that we're looking at now is a little more off-the-wall thinking.
John Crewe · Vehicle Pipeline DirectorYou can see some of the elements that started coming through to the final.
Jared Huckaby · Host, CommunityYou see the introduction of the arms. This is a ship that has to manipulate physical objects outside the ship, but within close proximity. So you see the introduction of arms here. They're downward.
Paul Jones · Art Director / Vehicle Concept Art Director, Foundry 42Yeah. And this is basically directly in response to that day. I sat at home. I was just thinking about, okay, how do we kick-start, how do we re-kick this off? What's interesting is, and I think I just said to myself, right, as a player, what do I want to see? Like when I'm in my cockpit, what do I want to see? And so I was talking to the team and we were bouncing ideas. And so a couple of us went off in this direction of, okay, we've got these two booms in front of us. Needs to keep it industrial. Let's just see what you come up with.