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Un nuovo Around the Verse in versione speciale per l'anniversario di Star Citizen.
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00:15Welcome back to the second episode of our eight-day anniversary special of Around the Verse.
00:21Today we are celebrating Aegeus Dynamics. I'm Sandy Gardner.
00:25And I'm Chris Roberts. At one point, Aegeus Dynamics was considered the apex of military spacecraft.
00:32Their retaliated bombers and gladius fighters were heavily involved in the First Tavaran
00:35War and made an impression on a young officer named Ivar Mesa, who would go on to establish
00:40himself as the first Imperator of the United Empire of Earth. Aegeus was so closely tied
00:46with the Mesa family that when people finally rose up and overthrew them, the company was
00:50equally blamed for centuries of terror and corruption. On the outs with the government,
00:54Aegeus focused their attention on the civilian market with the conversion of the Avenger
00:58and the introduction of the Reclaimer salvage ship. It was a strategy that paid off. It
01:03wasn't long before Aegeus was able to re-establish their reputation and become a military contractor
01:08once again. Today their ships comprise a significant portion of the Navy's fleet, the likes of the
01:13Gladius, Sabre, Retaliator, Vanguard, Idris and Javelin, common sights amongst the front lines.
01:18Since we introduced the Anvil Hawk yesterday, we thought it would only be fair if we let
01:24Aegeus retaliate with a new ship of their own, the Hammerhead.
01:29Retaliator.
01:30That's a pun.
01:31Let's go to Jax McCleary who has a very special episode of Galactic Tour for us.
01:42Everyone enjoys stories about daring naval pilots flying for our freedom and battle-hardened
01:49captains leading the charge. But for every Cal Mason and Admiral Bishop out there blowing
01:54things up, there are dozens of unsung heroes who are just as worthy of our praise and admiration.
02:00And today, here at Conrad Naval Station, Galactic Tour is going to sing an unsung song.
02:12Meet gunner's mate, Alfonso Lange. A master craftsman in his own right, Starman Lange is
02:18in charge of lovingly caring for the deadly armament aboard the UES Thresher.
02:25Every day, well, every day they're not getting shot at, Alfonso EVAs across the entirety of
02:31this 100 metre long Aegis Hammerhead to visually inspect the dozens of guns and missile launchers
02:38that make this patrol ship such a formidable foe. Optics, targeting systems, mount connections,
02:46head threading, even lubrication levels all must be checked, rechecked and meticulously maintained.
02:52Basically, all the worst parts of operating really big and powerful guns.
02:57It's like, if you wanted an elephant for a pet, Alfonso would be the guy going,
03:01yeah, that's great, but what the hell are you going to feed it?
03:05With the aid of advanced diagnostic tools, each of the turrets must be correctly calibrated
03:11so that when the gunners fire at a swift-moving target, say a squad of fighters or an incoming torpedo,
03:17they actually shoot it down instead of the gun jamming and blowing up in their face.
03:22If the Aegis Hammerhead is a sleek shark patrolling the dangerous waters,
03:27then Alfonso is the Remora stuck to its armoured belly, making sure this dangerous predator stays that way.
03:35And I, for one, am damn glad to know he's there.
03:39Starman Lang, we here at Galactic Tor salute you.
04:00If you've ever wondered what it's like to be a human torpedo, well, my friend, wonder no more.
04:11Thanks, Jack. That was great.
04:14With the UEE's recent push for militias to shoulder more of the burden of protecting the Empire,
04:20there's been a big demand for light, fast patrol ships.
04:23Whether it's hunting a pack of outlaws or a Vandal attack squad,
04:27the Aegis Hammerhead is ideally suited to the task.
04:30Let's take a look at what it took to bring the Hammerhead to you.
04:37So, the Hammerhead is a new ship from Aegis.
04:41Basically, it's their new sort of gunboat.
04:43You know, it's a patrol ship.
04:46It's basically, if you have it as part of a group, it's kind of like, you know,
04:51it'll be like the vanguard of your fleet.
04:53It'll be there to sort of bust through the enemy's defences.
04:58And, you know, the beauty of this ship is basically it's just bristling with turrets.
05:02So, it's got six man turrets, two unmanned turrets.
05:06So, if you've got that in your fleet, then, you know, it's something of massive firepower.
05:12So, I'm looking forward to this in the game.
05:15Obviously, this is the Aegis manufacturer.
05:18You know, people are familiar with all the other ships we've done.
05:21You know, the Retaliator, the Javelin, the Idris.
05:26So, the Hammerhead is, what, about 100 metres long, something like that.
05:30We've taken styling from both the Retaliator size ship
05:35and also from some parts from the Javelin and melded them together.
05:40We've had a lot of time already with Aegis and, you know,
05:45there's a sort of level of design theory that we expect to go into this.
05:50and so, it's been basically sort of taking all those things we know, advancing it
05:56and sort of putting it onto this new ship and sort of working with the title of the ship,
06:02which is the Hammerhead, and basically sort of working with that
06:07and working with, you know, sort of reference from, obviously, Hammerhead Sharks.
06:12You know, you've got to look at that.
06:14actual Hammerhead and really just sort of coming up with a sort of unique ship
06:23that will give, hopefully, sort of an intimidating silhouette.
06:26And that's the main theory.
06:29And so, it's been a lot of fun.
06:31I've sort of been working with Gavin Rothery for quite some time on this
06:35and hopefully fans will get to see the sort of progression of the ship.
06:41And, you know, it's gone through quite a lot of iterations.
06:43We've, you know, we've, you know, we probably did sort of seven, seven or eight variants
06:49where, you know, we tried sort of traditional blockade runner style Hammerhead ships.
06:54They were, you know, wanted to sort of push it in a more Star Citizen way,
06:58something that was unique to us.
06:59And pretty much, you know, from very early on, you know, we had the sort of negative space inside it.
07:06So, and that has sort of been a feature of the ship as we've gone along.
07:11And it's gone through ups and downs.
07:13You know, there are some that are less good, some that kind of, it turned into like some kind of
07:17space shrimp or something.
07:20You know, then we went, we veered back towards the Hammerhead and then a couple of functionality tweaks
07:25and a lot of sketching and drawing and eventually came up with something that we were happy with,
07:33Chris was happy with, and hopefully the fans will be happy with too.
07:36We've got a few guys currently working on the exterior.
07:39There's someone looking at the engines and we've got someone working on turrets.
07:44And then someone else is working on the hull specifically.
07:46We've reused some shaders that we already had on other Aegis ships that we knew would work well on this
07:52ship.
07:52And we're currently going through the process of effectively tracing over the concept mesh,
07:58which is way too expensive to use in-engine.
08:02So we kind of have that as our base and then trace over that.
08:07And at the moment the guys are kind of going through detailing up the mesh and applying the shaders that
08:12we already have.
08:12So we can kind of get a quick result in-engine so people can kind of review it at that
08:17point.
08:17So the weaponry on this is quite formidable.
08:21You've got six turrets, six manned turrets with excellent coverage.
08:27Each of those turrets has four guns on them.
08:30You also have two unmanned turrets and then there are also four missile pods,
08:36basically two on the top that pop up and two on the underneath that pop down I guess.
08:40And I think that's in total 32 missiles, S3 missiles.
08:45It's effectively kind of extra firepower for larger capital ships.
08:50This thing is basically just a floating collection of turrets and weapons.
08:54You wouldn't want to see one of these coming at you basically.
08:57The turrets on the side have full motion in all directions and they're mounted on forearms to the sides of
09:07the ship.
09:07So it gets kind of good coverage of firepower.
09:12The interior of the hammerhead you would, you know, you would see a lot of familiar things
09:15because we've used elements from pre-existing kits from the Aegis manufacturer.
09:20We've done tweak on colour schemes, you know, it's just generally darker, a little more imposing.
09:26But there are sort of, there are key rooms which are unique.
09:29So you've got the hammerhead, which is basically filled with these hydraulic rams on the interior,
09:35which you can see they're exposed.
09:37We kind of just sort of wanted to hint at that sort of feeling of maybe it could take a
09:42good hit.
09:44We don't have that gameplay but still thought it was a really strong feature.
09:48And also within the head is basically the docking collar.
09:52And underneath that is the bridge basically.
09:54So that's kind of another unique feature.
09:56The bridge is actually, you know, when you're going to be looking out, you're going to have the head above
10:01you.
10:02So it's going to give it quite a unique feeling.
10:04You have captain's quarters, which is solely just for him where he will reside.
10:09He'll have his own bed, his own shower, his own toilet.
10:12Then you have the crew quarters, which will be for seven people, as well as a co-pilot's separate room.
10:17You have a small mess hall where they can go for food because when they're on the ship,
10:20they're there for months, stretches at a time.
10:23So they need to be able to sustain themselves.
10:25There's a cargo room that can, I think, five metre square area-ish.
10:32All the hallways leading to where the turrets go as well.
10:35Engineering consoles, things like that.
10:37I mean, obviously it's going to be cool because you're going to be coming into dock
10:40and you're going to be right there.
10:41It's going to be right in front of you and stuff.
10:43The other areas are basically sort of the cargo room, which basically is just on four massive,
10:51well, I'd say medium sized hydraulic rams and they lower down and they can hold a good amount of cargo.
10:59They can also hold a rover.
11:01That was one of the requirements.
11:03Just managed to squeeze them in.
11:05And then that's also sort of combined with some of the sort of exposed engineering
11:09because the engines are on essentially on either side of that room.
11:13And there's a small sort of cubby hole basically for the mechanic.
11:17And hopefully, you know, I think it will give quite a nice experience
11:20because you'll be sort of tucked away in there,
11:22but you also have good coverage of your cargo room.
11:26And also that leads to one of the rear turrets.
11:29So it's quite a nice vantage point.
11:31My favourite features, I think, I mean, there's a lot of good stuff.
11:37I think overall probably is the hammerhead and just the sort of silhouette of the ship,
11:46how it's all come together.
11:47You know, I think it's really well designed.
11:51I think that's probably my favourite part of it, you know, aesthetically.
11:55But in terms of functionality, you know,
11:58one of the things that the turrets needed to do is basically have really good sort of coverage in any
12:04angle.
12:04So we had to come up with a system where players can get into it.
12:09And then it sort of moves away slightly from the body to give extra manoeuvrability.
12:14So the fans and players pretty much have really good coverage from any direction.
12:23And so we've achieved that.
12:25And I think it's just, you know, it's, you know, obviously Star Citizen,
12:28we always have a lot of things that we've got to take into account.
12:32Gameplay, what fans want to see, you know, bunk rooms and all those kind of things.
12:37Captain's room and stuff.
12:38And it's just a matter of approaching it logically.
12:42Obviously, this is not our first ship.
12:46But with Gavin, it was our sort of first big ship in terms of like from start to finish, full
12:52turnkey.
12:52So just sort of working on different layouts in terms of flow.
12:57And, you know, getting the cargo room in there, basically,
13:00and make sure it can hold stuff like, say, a rover, you know,
13:03just taking into account all those sort of small things.
13:06So for me, it's more of a, it's not so much one thing.
13:10It's the sum of everything.
13:13It's the sum of all those things, basically, that has come together,
13:17because it's been quite a journey.
13:19And so the fact that we've been able to hit all those targets
13:23and still the ship remain aesthetically in the sort of direction that I wanted,
13:29I think that's probably most what I'm happy with.
13:32Visit our website for more information on the Hammerhead and download a brochure.
13:37A Geos Dynamics full lineup, including some of their limited ships,
13:41are all available for sale from now until December 4,
13:44with a one-week extension on the Hammerhead until December 11.
13:48And we know the Idris and Javelins are popular,
13:51so please look at the schedule for the time slots.
13:53So besides the Hammerhead, we have some updates to share on the Reclaimer and the Javelin.
13:59Let's check in with Jared, our artists and designers for Shipshape,
14:02to see where these ships are in the production pipeline.
14:06Shipshape.
14:11Aegis Dynamics.
14:12From the sleek lines and muted colors of its fighter craft
14:15to the awe-inspiring scale of its capital ships,
14:18Aegis, a brand with history in the Star Citizen universe
14:21going all the way back to the First Tivaran War,
14:24is not one to go quietly into the night,
14:27or allow itself to be easily supplanted by relative newcomers like Anvil or Misk.
14:32With 21 ships and their variants already making their way through the universe
14:36and more on the way, chances are you'll step foot into an Aegis Dynamics ship
14:41at some point in your Star Citizen career.
14:44Whether it's the nimble Gladius, the tried and true Avenger,
14:47the sleek and powerful Saber, or the devastating Retaliator,
14:51there are more Aegis ships than you could shake a stick at.
14:54If you're into that sort of thing.
14:56On today's episode of Shipshape, I'm excited to check in with some of the ship team
15:00working on a ship that's been my personal favorite since the moment it was first introduced,
15:06the Aegis Reclaimer. Let's take a look.
15:09The Reclaimer, it's a salvage ship that's used for going out and scavenging.
15:15It reclaims ships that have been damaged or destroyed
15:18because it has this giant claw underneath that's got lasers on
15:22and it cuts up the material and all gets sucked in through a vacuum inside
15:26which can then get processed.
15:28It's got a drone bay at the top of it, so it's got these hatches that will open out
15:33and you just have player controlled drones that will fly out from there
15:38which can then go to help salvage parts of the ships.
15:43I would expect the Reclaimers, so you and your friend might get intel
15:48on where the latest conflicts happened and you rock up.
15:53And the ship's fairly tough but it's not a combat ship.
15:56So it can probably go in fairly aggressive space but then when it gets there
16:02its role is effectively just to clear up.
16:05It's like a giant space hoover is the idea.
16:08And I expect people will have fun just hunting and exploring,
16:14looking for things that have salvage value in the universe.
16:18The Reclaimer is very industrial and kind of rugged feeling.
16:22So it's an Aegis ship and we take a lot of cues and art styles from other Aegis ships
16:29but we've remixed it, I guess you could say.
16:32So we looked at a lot of industrial spaces like old factories or old kind of steel mills,
16:40that kind of thing.
16:41And we also drew a lot of inspiration from Alien, from the Nostromo.
16:46So you'll see a lot of cues to the Nostromo in there.
16:49That kind of built the style of the Reclaimer.
16:51So yeah, it's a bit more rugged and industrial and it's,
16:54you'll notice it feels a little bit more lived in,
16:56a little bit less clinical than some of the other ships.
17:00It was good fun, just trying to work out that whole system
17:03of how it goes from floating around in space
17:06to being processed and passed into the ship
17:09and then stored inside the ship somewhere
17:11in a way that actually makes sense from point A to point B.
17:15That was quite a challenge but it's quite a fun thing to work on.
17:20Kind of excited to see it actually working in its final form as well.
17:24The actual arm itself is player controlled though, the big claw.
17:29That person sits next to the pilot in the bridge
17:31and you just, from the bridge it's all glass windows everywhere
17:35and you just see the arm shooting out underneath
17:37and that's how the player controls it.
17:41and they just see it and eyeball it.
17:42So it's quite impressive.
17:45We've got seats at the side that the player gets into
17:49and then it's just like a little mini cockpit
17:51but the actual barrel, they're in like a barrel
17:53and it rotates while they're in it
17:56so while the turrets are moving up and down
17:58those seats will rotate dependent on what they're pointing at.
18:01So when everything is moving and working
18:04you just see these players either side of you spinning
18:06and there's smoke going off everywhere, it's really cool.
18:10When I started on the replamer, the first room that I blocked out was the escape pod room
18:14and we used this room to kind of get across the feeling we wanted to kind of carry through
18:20on the rest of the rooms we worked on the ship.
18:22So we took that and we pushed it all the way to final as one of the first assets on
18:27board the ship
18:27and it's full of machinery and pipes, cabling and greebles
18:32and the lighting's kind of cold and atmospheric and dusty
18:36and you should feel the machinery whirring.
18:39And then after I finished that space, I worked on the connecting corridors
18:45which is this step down stairway where you can look through down to the processing room.
18:49obviously when I was working on this space, the processing room wasn't complete
18:53so it was just a void, but now you should be able to walk down
18:57and below you'll have the refinery process and you might see metal and things whirring.
19:04After the stairwell, you head down into the tech corridors.
19:07The tech corridors are the space that is designated for the computer systems and the servers
19:13and basically all the plumbing and wiring for the centre of the ship.
19:18And this is very much the core where all the kind of systems and machinery are controlled from.
19:24And from there you have the central drone room.
19:28We have three drones that are able to be player controlled in order to go out and collect salvage
19:35and bring it back to the reclaimers' machines and process.
19:38And from there you have two control booths and the racks and mechanisms for maintaining your drones
19:44and repairing them and keeping them all in order.
19:47I suppose they're designed to feel quite cold and industrial,
19:50but I've left kind of little kind of comfy corners in places so that it feels kind of cosy.
19:58Like the control booth has got two big comfy chairs and it's quite isolated
20:03and then you go out into the actual drone room and it's quite open and exposed.
20:09And it's the same with other areas on the ship.
20:11It's supposed to be kind of like a big nest effectively.
20:13And you might find a little area where you can kind of drop down and have your cup of coffee
20:18or whatever
20:18and then back to it.
20:20The first room that I worked on was the processing room,
20:22which is kind of like the trash compactor from Star Wars,
20:25but we've thrown in big huge spinning blades in there as well just to help crush it up.
20:29So it's basically a big noisy room that's really sweaty and grimy
20:33and it's just got huge blades spinning churning metal up.
20:35It was actually really fun to work from because it was one of the few pieces of interior work that
20:39we had concept for.
20:40So it was nice to see somebody's interpretation of it and then just put your own spin on it.
20:44It's got a huge door at the back where all the scrap metal gets processed through
20:51and it's cool seeing all the lights spinning off and then that door opening up and it's just, it's filthy.
20:56There are some creature comforts in the ship.
20:59It's not all an industrial workspace.
21:02So the area that I was working on specifically was the habitation area for all the crew and the captain.
21:08So you will see more kind of softer elements.
21:12So you'll see lots of padding on the walls.
21:14The crew have their own sleeping area and, you know, their own bathroom,
21:17their own kind of chill out area as well.
21:19So it's not all industrial, but we tried to break the ship down into zones.
21:24So you have a habitation area, a technical area and engineering areas and all of them are kind of quite
21:31distinct.
21:32And that also actually helps the player with signposting throughout the ship.
21:36So I know a criticism of previous ships was that people would find it very hard to navigate around in
21:43them.
21:43So that's something that we tried to fix from the very beginning and that the layout made sense and you
21:50could find your way around without getting lost.
21:52I worked on the engineering, the engineering deck as well.
21:57That's where the engine's power comes from.
22:02Again, that's another sweaty area full of chains and drew a lot of inspiration from Alien, the Nostromo in this.
22:10The whole ship really is very Nostromo themed.
22:13But yeah, that room's got this floating, there's a floating walkway through this room and it circles around the engine
22:21component.
22:22And it just feels, it's full of smoke and fog.
22:25I think my favourite bits have been the kind of smaller rooms, like the little kind of spaces that wouldn't
22:32normally have that much attention.
22:34But I've gone and put a little bit more effort into those areas because I think it's quite cool for
22:38the context of ship to have like almost little things like the broom cupboard are totally filled out with detail
22:43and little monitors and machines.
22:46And you'll probably hear whirring and tinkering as you go in there.
22:50And everything kind of looks like it's got a function and a kind of reason behind it.
22:55There's a captain's quarters where he's separated from everyone else with his own little office and bedroom and very swanky.
23:02And across the way from him, you've got the crew quarters, which holds six people.
23:07They've got their own bathroom.
23:09And then there's a mess hall as well, which again, is very similar to the one from Alien, where it's
23:15just a table that curves around and people just sit around it and it's sunk into the floor a little
23:19bit.
23:20While I also did the habitation area, I also did the cockpit and the cockpits are easily the most challenging
23:27area of the ships.
23:29The rest of the ship is kind of simple in a way.
23:32As soon as you get to the cockpit, there's so many different systems and departments that become dependent on each
23:37other in a very small area.
23:39So getting the cockpit right was probably one of the biggest challenges, but also one of the things I'm most
23:46proud of that I worked on on the ship.
23:48The challenges are basically making sure that the player has good visibility from the cockpit windows, making sure that the
23:56enter and exit animations work correctly with animation sets that we already have.
24:00So we don't have to make new ones, setting up the whole dashboard so that you have all the UI
24:05there and it's all readable and legible on screen and laid out in a way that makes sense.
24:12Yeah, so there's a lot of elements come together in a very small space.
24:16A lot of the challenge with the ships with Aegis in general is that we have a lot of running
24:21curves and shapes that are kind of consistent.
24:24They carefully run into one another and meet up neatly and this kind of makes the art kind of feel
24:30quite cohesive.
24:32But it does mean that when you're working with assets that connect together in like a modular sort of fashion,
24:39you have to make sure that this piece will connect onto all the other pieces and be reusable.
24:45But yet you want all the edges and lines to kind of connect up neatly together.
24:49And some of the spaces in the Reclaimer are a little bit awkward in some respects, so it's a bit
24:53of a challenge getting all the modular pieces to connect together nicely.
24:56Working on the Reclaimer was the most fun ship I've worked on so far, definitely.
25:01We've got our pipeline to a point now where everyone knows what they're doing.
25:05They know what the quality standards are.
25:07And now it's at a point where there's not really many question marks when we start on a ship unless
25:12there's a new gameplay mechanic in there that we haven't looked at before.
25:15So it's just a case of just making really cool artwork.
25:19And in the past, you know, some of the ships, the layout might have caused issues for the player.
25:25So once we knew that we had the layout right, we knew exactly how we were going to approach the
25:30art and just making it was good fun really.
25:33I think everyone who worked on the ship really enjoyed it from an art perspective.
25:38With an iconic look from renowned concept artist George Hall, I'm looking at you Blade Runner, the Aegis Reclaimer has
25:45been tearing its way through the ship pipeline.
25:48I'm not the pun guy.
25:50And has now completed the entirety of Greybox and begun its journey through the final art phase where it's currently
25:56in the tech setup stages.
25:58Now, we've got a fair amount of work to do, but we've never been closer to the Reclaimer becoming a
26:03reality in the Star Citizen universe.
26:05And my days of dive bombing down to a moon's surface and snatching someone up with its claw are soon
26:11at hand.
26:12Citizens beware.
26:14Now, the Reclaimer is a big ship with an imposing presence to be certain.
26:17But few ships have the awe-inspiring physicality of the Aegis Javelin Destroyer.
26:24Destroyer of, well, a lot.
26:27Let's check in with some of the team working on this massive addition to Star Citizen and Squadron 42.
26:33So, the Javelin is a Destroyer-class capital ship.
26:39In a spectrum of capital ships in the universe, it's actually not the biggest one.
26:44There's a couple of them above.
26:46This one is supposed to be the fast kind of search and destroy class of ship.
26:51It's made by Aegis for UEE.
26:56So, the idea behind a Javelin Destroyer.
27:01This is a ship for large groups of players to probably even do an inner guild, inner clan combat.
27:12It's almost like, let's say, a medieval MMO.
27:17That would be your castle.
27:19It's incredibly expensive to run.
27:22It's very expensive to outfit.
27:25It's quite complex to fly properly.
27:29It's definitely very, very expensive to lose.
27:32So, it's going to be a ship that's being taken out by groups of players for those important tasks.
27:42Or for the more kind of risky and, you know, fans of gambling and excitement.
27:48Maybe this is something you want to do and, you know, give it a go and see how you fare
27:52against maybe another fleet.
27:54And see who comes, who's going to be victorious.
27:59One of those sides is probably going to lose their ship.
28:01But, you know, that's actually quite fun.
28:03The total length is a 470 meter roughly.
28:06It's a double size as Idris, which is like an aircraft carrier, which can carry more and more crew members.
28:15So, the ship is being divided by three different decks.
28:22Like a habitation area, technical area, combat and engineering area.
28:28I think my main focus on the habitation area, which is including the living quarters and the mass hall.
28:41And also the corridor area, medical bay.
28:45All these areas is quite, you know, including with the military style.
28:52So, and also will give the people more feeling like cozy.
28:57You can find out some of the entertainment, even like air hockey table in the metal area.
29:07Like arcing machine, some of this stuff.
29:10So, this is basically what we have that.
29:14And also we need to make those areas have a quite consistent style.
29:21and much more clean and softness.
29:25There's a lot of gameplay contents in the interior level.
29:30This ship just like a small town.
29:34So, you can have a lot of different funny things in the ship.
29:40So, you can even like a large fancy, a phantom windows.
29:45The lift can view the whole universe.
29:50It's not really a multi-purpose ship like some of the, or pretty much most of the ships in Squadron
29:5742 or Persistent Universe in Star Citizen.
30:00It's a destroyer, as the name implies.
30:05It has a size 12 torpedo tubes on the front of the ship.
30:11The biggest torpedoes you can experience in the game.
30:14This is a ship designed to find other capital ships and do what it needs to do.
30:21It also has an array of manned anti-aircraft turrets.
30:28And it also has a contingent of marines and a dropship that it's basically just for Javelin's use.
30:39which can be used for initiating boarding actions.
30:44And also, it can receive small deliveries if the launching pad is empty.
30:49You can land a small transport ship and resupply the ship with like ammunition and stuff like that.
30:54Which is going to be quite cool, I think.
30:56So, the whole process of Javelin.
31:02Javelin followed fairly closely Idris.
31:06So Idris was the first capital ship created by us.
31:11Idris kind of set the style, the visual style of the Aegis capital ships.
31:18It created first pools of modules we can build rooms and corridors out of.
31:24And I was given a task of taking this small pool and this style
31:33and basically expand it on a ship that's much, much bigger.
31:37So, build the first rooms out of what's already there.
31:41And then whatever kind of holes you are left with, fill it with something new.
31:46So, instead of rebuilding stuff from scratch, you pretty much expand on what's already there.
31:53The layout of the ship was set by the original concept artists very, very long time ago.
32:00It has to change quite drastically.
32:03Not a lot of stuff was left in place.
32:06I'm pretty sure only like the cargo hold and the hangar
32:11and the general kind of what kind of rooms are actually on board was left intact.
32:16But once we built what was concepted and started running inside of it, it didn't feel right.
32:22The corridors were super long.
32:24It didn't create a nice kind of gameplay loops.
32:27It was probably way too easy to defend.
32:31It wasn't interesting enough to run around and it was a little bit confusing.
32:37So, there was another pass over the interior of the ship where we created a little bit more game-like
32:45interior.
32:47Sacrificed the realism and efficiency like they probably wouldn't build this ship exactly like that when it was a real
32:53ship.
32:53But realism is very often an enemy of fun.
32:58So, you have to kind of spice things up a little bit from time to time.
33:02We built that again.
33:04It was a little bit better.
33:06But because we created a few more corridors, we created a few more areas of interest,
33:11and just the length, the total length of corridors on the ship became very, very, very long.
33:18By fixing one problem, we kind of introduced another problem, which was you never really knew where you were on
33:24the ship.
33:24There were so many corridors, so many different, so many similar corners, so many, so many similar locations that it
33:32was a little bit, it was, I was getting confused.
33:36I didn't know where I was and I built the thing.
33:39So, we kind of went in between.
33:42We made some, some of the corridors shorter.
33:45We reduced the amount of corners you have to take.
33:49We made some other corridors a little bit longer.
33:51Not as long as the original concept, but just, just kind of long enough.
33:56And then, last thing we've done, we tried to make sure, even if the corridors are on the same deck,
34:00and are using the same modules,
34:03at the most, let's say, at the most extreme corridors on the port and the starboard of the ship,
34:08we introduced windows that weren't there originally.
34:10First of all, it's a very, very nice visual thing.
34:12You can see so much stuff.
34:13When you can see outside, and you can see all the vistas we're creating and everything, it looks really cool.
34:19And then also, now you know, if you have a window in this corridor, you kind of know where you
34:24are on the ship.
34:24And then if you're closer to the center, we all started introducing different kind of guidelines and like the kind
34:32of signposting and stuff like that.
34:34And I think we are in a really, really good place right now.
34:37Obviously, the ship is almost finished, but it's much less confusing than what we kind of struggled with at the
34:43beginning.
34:43The main thing that kind of really differentiates it is probably the amount of space we have to play with
34:48in doing it.
34:48So we could literally have a whole industrial deck.
34:51So you'll have a deck where there's all the engineering components, everything that you would think about what needs to
34:56get the ship running.
34:58It's all on one deck. We've got a habitation zone.
35:00So there's literally, it's kind of set out in much of a compartmental way.
35:06So you would generally have all your habitational stuff is in one area or your industrial engineering stuff is in
35:12another.
35:13You've got the bridge, which has got all your ship computers and everything running in the back.
35:17And it's just really nice that we've been able to have such a big area to play around with and
35:22make everything make sense rather than shoehorning things in.
35:25The ship, because it's quite big, we had to make different visual kind of cues for every deck.
35:32So we have the engineering deck at the bottom, you have a living quarters and kind of like the most
35:39populated deck, which is the middle deck,
35:41which is more of a like a lived in area where you have a lot of kind of leathery pillows.
35:46And it seems like much safer and nicer place to be.
35:49We called the set, the module set for it.
35:53We called it Zen.
35:53So it's like nice.
35:54And then, you know, you would want to be there.
35:57Obviously zero gravity.
35:59You need some safety stuff like that.
36:01Then you have top deck, which is like a technical deck where all your avionics, electronics, where all your control
36:06rooms,
36:06like the captain quarters, the armory, all those kind of rooms are.
36:11And then obviously you have a bridge at the very, very top.
36:14And every one of those areas has a fairly distinctive style, but they kind of work together as an ageist.
36:19So there aren't really elements you would see like the most biggest building blocks.
36:26This is stuff that you will also see on Idris.
36:28The accent beams, how the angles and how the chamfers are being sorted.
36:34But I think it has its own kind of distinctive style.
36:37And I think it looks really nice.
36:41I have more room around corridors and rooms to actually start making art and giving some depth.
36:51We had to figure out a few aspects like the size of the hangar had to get bigger because there
36:57wasn't like enough room for,
36:59there wasn't enough room for Redeemer, but there are other drop ships in a game like the Hoplite.
37:08And there wasn't enough room when it landed.
37:10It's a little bit bigger when it landed.
37:11There wasn't really enough room for players to walk around.
37:13So we had to actually take that into consideration, which pushed on other things.
37:17And it was kind of like that.
37:19The first six months was just making sense out of the layout.
37:22In that process, the ship grew quite a lot.
37:25But from that point on, it was just I can't understand the ship.
37:29I understood the process.
37:31I could start creating art and that's when it kind of bloomed for me.
37:35And I'm quite happy with how it turns out and quite proud by actually making this ship sensical.
37:43Obviously, it wasn't all me.
37:45It was the whole team effort.
37:48Once the first kind of foundations were laid out, other team members came in.
37:53It was between from two to I think like at the peak, we had like nine artists working over a
38:00couple of weeks,
38:00especially on the bridge and other areas.
38:03So obviously there is like my input at that point was like I was just a part of the team.
38:09But like I think the whole team made amazing work with the whole ship and I'm quite excited for everyone
38:14to see what we've done with it.
38:16We've spent a lot of time going back and forth with art and basically saying, you know,
38:20if this section of the ship goes down, we need to be able to close doors here.
38:24If we lose oxygen in this room, we need to shut that off.
38:26And it's been a lot of back and forth.
38:28But yeah, it's really making it into an actual functioning ship over just some art that's been put together.
38:33Yes, I'm really proud actually with the exterior because it is another huge ship.
38:40So having any kind of high level of detail across a mesh that's that big is always a challenge.
38:47But I think with the pipeline that we have and the way that we've approached it,
38:52I think it kind of holds up really well, even quite close up.
38:56And I do actually really like the design of the Javelin exterior with the kind of two forks at the
39:02front of the ship.
39:02Yeah, so one of the coolest parts of the Javelin exterior is the large turret on the top and the
39:07bottom of the ship.
39:08It kind of runs along the spine of the ship.
39:11And when they're not in use, they tuck away to the back of the ship.
39:14So when these systems come online, you see the turrets actually move along the track to kind of, you know,
39:21take down targets.
39:22And that's one of the coolest features on the exterior.
39:25On the art production side, I think the production pipeline, we focus to especially like create the interior.
39:37You know, this ship is quite huge and large.
39:40What we think about is how to build the ship fast, decent.
39:47So we just create like a modular access library.
39:52We create a different vibration, modular access piece.
39:57You can just like a building house to make it a different combination.
40:03We have a standard, like a wall ceiling floor.
40:08So we can have a lot of different materials.
40:14So we can combine each other, even like create a longer, you can expand the room larger and make the
40:23room smaller.
40:25So that's what we call the modular access library.
40:30The type of player who's going to use this is somebody who was lucky enough to buy one of the
40:34limited ones that we sold, to be honest.
40:36It's somebody who wants to really be part of the verse.
40:40They want to be one of these few owners of this enormous gargantuan ship.
40:45And the kind of person who wants to work with a crew, the kind of person who wants to employ
40:49people on board and really make it feel as though they're living and breathing in the verse and not just
40:55tootling around in their own little ship.
40:57It's, you know, managing a crew and going on a huge, huge missions and, and a huge mission, basically.
41:05I'd say it's easily one of the most interesting things I've ever had to work on because just the scale
41:09of it and just the, the complexity of what you have to think about.
41:14Because you're, you're kind of designing your own little world inside a ship rather than just a ship that functions
41:20into stuff because there's so much going on.
41:22You have to think about how this gets impacted by other players working alongside you while you're the owner of
41:27the ship.
41:28And yeah, it's been really interesting to work on.
41:32That's a big boat.
41:35Probably goes without saying, but capital ships, the scale of vessels like the Javelin and the Idris, with fully featured
41:41interiors as detailed as any location found in Star Citizen and Squadron 42, take a fair bit of time to
41:47bring to their full realization.
41:49That said, I'm proud to announce that the Aegis Javelin is currently in final art phase.
41:54And when I say that, I mean all of final art phase.
41:58Due to the Javelin's enormous size and complexity, various parts of it are actually in many individual stages at once.
42:05What that means is, I can pretty much light up all the boxes on this one.
42:10Festive.
42:10With that, this episode of Ship Shape comes to a close.
42:14But I'll be right back here tomorrow with a look at the continuing development of our alien ships and ground
42:19vehicles.
42:20And don't forget, if you haven't already, you can take the observer test that's currently up on the RSI website.
42:25It's your chance to win the brand new bounty hunting ship, the Anvil Hawk.
42:30It's no purchase necessary, and the full rules are there on the website for those of you who are interested.
42:35For Ship Shape, I'm Community Content Manager Jared Huckabee. Back to you, Chris and Sandy.
42:41So both the Reclaimer and the Javelin are looking great.
42:44And if you're wondering about the Idris, we'll give you an update in the holiday livestream,
42:49as it is prominently featured in the Squadron 42 gameplay reveal.
42:53Exciting. I look forward to that.
42:55That's it from Aegis Dynamics for Day 2.
42:58Be sure to check out our store to receive 20% off all merchandise until December 4th.
43:03and, of course, thanks to all of our backers and subscribers for your ongoing support of Star Citizen.
43:08Don't forget...
43:09Yes, thank you.
43:09Yes, don't forget we have a special happy hour coming this Friday to celebrate all of us
43:14and have you vote to create a brand new Drake ship to go into Star Citizen.
43:19So tune in tomorrow for our next ATV special, where we'll take a look at some of our alien ships
43:24and ground vehicles.
43:25But until then, we'll see you...
43:28Around the Burst!
43:30Ready?
43:30Two hammerheads and a hawk in a pear tree.
43:57Two hammerheads and a hawk in a pear tree.
44:00Two hammerheads and a��o.
44:09That's all!راーシャーミーくん
44:23Grazie a tutti.
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