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Because it's a little complex on the design side, can you give a high-level breakdown of the design team and how that's made up for Squadron?

Nick ElmsCreative Director, Squadron 42

The Squadron 42 design team is split into three, actually. It's three teams that work very closely with each other. First being Ross's team, the FPS team, which works predominantly on the ground and gravity-based areas where combat and exploration are a focus.

Brian ChambersVP of Development

All the pew-pews?

Nick ElmsCreative Director, Squadron 42

Yes, all the pew-pew stuff is down to Ross. The flight team work on the space sections of the game, as you might expect. That includes dogfighting, exploration, landing, takeoff, all that kind of stuff, obviously working very closely with the various AI feature teams as well. And then finally, we've got the social team, and they're kind of the glue for all the narrative elements of the game, building the interactive experience, presenting it to the player cinematically with a focus on maximum immersion, as Chris has called out.

The Briefing Room›Episode 1·
Published on this date.10 Oct 2020