http://imperialnews.netwo...he-developers-episode-10/
[1:00] Q: Will CIG release the style guides?
A: We do like to share and while I can’t say we will definitively release them I think it is something we should look into if we aren’t going to do it already.
[1:57] Q: There was mention in the past about working with Warhorse on clothing, is this still the plan?
A: Star Citizen uses a similar system that Warhorse uses but has been built by people such as: Rob Ranniger, Sean Tracey and Paul Reindell. The system has taken some time to develop but is slowly becoming smoother to use and the challenges in implementing clothing layers are getting solved.
[4:35] Q: What are you looking for in future applicants to SC and SQ42?
Q: How do you go about attracting them and retaining them?
A: They want people with experience obviously, but most importantly do they fit with the culture there? You can teach skills, you can’t teach personality. People have to be passionate about the project and all that encompasses it and want to dedicate their time there because it’s like a family in some ways.
A: They attract them by keep making cool stuff and impacting the industry in a way that draws their attention. To keep them we maintain an environment that’s fun, engaging, challenging and rewarding.
[8:52] Q: Is CIG aiming towards a more realistic or stylized look for body shapes and clothing?
A: The characters are 3D scans of real people and our artists are constantly working to perfect their look. And then the outfits, and the environments we put them in, will add extra character and the “sci-fi” look.
[10:15] Q: How hard is it balancing your work time with your personal time?
A: People are very passionate about Star Citizen both inside the studio as well as outside. Management staff try to keep their eye on people’s well being and make sure they aren’t running themselves too hard. With the schedule information they attempt to eliminate crunch time as much as possible so staff are not always having to run at stressful levels.
[13:32] Q: What has been your or the most innovative and impactful contribution so far?
A: Gaige feels he has made his biggest contribution while working as an Associate Rigger with John Riggs and the Tech Content team. For the past month he’s been working on the art side of clothing for 2.4 to ensure it works well within the game.
[14:55] Q: Was the character from the Pupil to Planet video from SQ42? Can we expect to make similar characters in the character creator?
A: That character was one of the head scans of the actors. At some point they’d like all characters – if it makes sense lore and game-wise – to be in SQ42 and the PU. They’ve got a line-up of heads ready and are perfecting one before applying that to all of them. That’s the typical process with most things, perfect one unit of work and build relevant tools then go much faster to apply that to all the units of work.
[16:46] Q: Will loose fitting clothing like capes and full length trenchcoats react to the environment?
A: Hopefully in the distant future yes. This is in an early R&D stage at the moment and is hoping to be implemented at some point but not any time soon if it proves possible to implement.
[18:20] Q: How has development evolve w/ art, style and gameplay through leading edge technologies? Before and after examples?
A: It has, it’ll continue to evolve as living projects do. Particular example was the Constellation Mk4, it was the first iteration of new pipelines, art styles with limitations on the polycount and improved engine. It was the first major pipeline improvement. Pipelines are a lot of up-front work but it pays off. It’ll continue to evolve.
[20:36] Q: What is your favourite cloth you have made?
A: Gaige’s favourite is the “Big Bennys” outfit.