Star Citizen : L’artillerie lourde de l’UEE + coulisses – VOSTFR

[Music] past few months there’s been a awful lot going on in regards to not only the small ship but also the capital ships there should we say the big guns of the fleet for the UE that’s the Idris the Bengal and the javelin you seen the javelin in a disarray of state in in the homestead demo [Music] the Idris is consistently been in development for a very long time now there’s been an awful lot going into it there’s there’s so many kind of factors that you need to account for design art aesthetic cinematics does it play well does it feel good there’s all these kind of things going on the Idris is always the first off of that fleet to kind of go through that motion so there’s pretty much there now we’ve got one room I think that’s this left left to do which is the missile room but that’s gonna be a fun good task leave leave the best for the end as they say the history Idris II really kind of started off as a much smaller ship and as we kind of do very well in the UK we make things bigger and bigger and bigger during the development of squadron we kind of realized that really the ship wasn’t gonna be big enough to suit the needs of the story there was so many more kind of spaces that we needed to get in there the hangar needed to feel feel bigger and better and you know there there was there was a lot more kind of requirements being driven from from Shiseido scripts so we’ve done our best to kind of stay true to Ryan church’s original kind of pitch for that stuff obviously when a ship gets kind of wider and wider wider it starts to look a bit tubby your entire unit area so we lengthened it as well to kind of bring the overall kind of should we say the look of the ship back in tow as mentioned it’s slightly more angular it’s slightly more angular to keep it efficient in the engine and you know as you can see it’s just exponentially growing it’s not going to grow any more the beautiful thing about the idris is when you take the exterior shell away from the ship it it does genuinely look like an oil rig inside it is so packed full of stuff it’s it’s quite crazy there’s there’s very little negative space every kind of square inch is used so we’ve been inefficient as we can be we’ve also kind of you know we try to make I’ve always kind of approached it in a way of it needs to feel like a really nice space to walk around and it should feel it should flow you should never kind of you should never kind of walk into walls when you go to a doorway you should always kind of your golden rule with the pretzel design as I call it when you walk into a room and you should see your exit or your entrance within 60 degree that’s your field of view so there’s all these kind of little things that we try to take into account so when you’re playing you know the big games like you know battlefront and college you study the level design they do that very well so it’s something that I’ve always tried to push forward as well and also to try and try and bring in some kind of verticality where possible so you’ll notice there’s a lot more steps up and down you know there’s all these and it kind of it is an absolute nightmare to performance capture with this stuff but it does genuinely feel a little bit more alive than just this kind of flat plane the javelin was always in a good place I was never gonna sweat it it was always going to kind of take care of itself as long as we we kept the primary focus on the idris which is your home should we say doing the deed the story of the squadron so and then we’ve got the Bengal which is the should we say well it’s the first should be saw massive challenge massive want to take in it’s not as black and white as going in and going okay we’re gonna make this big ship it just doesn’t work that way you have to take into account budget view distance ratios can we load stuff efficiently to therefore squeeze more out of the engine the exterior the style of it kind of lends itself to this already it’s very kind of polygonal in form so a lot of planar surfaces that are easy to work with for the engine and they are always going to like well so there’s a lot of factors that we play to our strengths when you study a fleet in in not only star symbol if you go back through the history of very kind of successful sci-fi films and I think the film that executed it the best of all ever was the opening to star wars you know you you see the the runner kind of go across and it’s got these soft forms and it’s generally kind of very softly lit there are lots of cylinders lots of you know fill its do we say you kind of understood without even seen the Star Destroyer what was going on and who was onboard right and then you have this very aggressive angular monolith kind of come over you and you kind of understood instantly know music hues what their role in the universe was and that’s something that we try and achieve with the design and and the execution of the Yui fleet right these guys are your friends they’re not they’re not here to kind of you know be a be shall we say like aggressive they are the human element of this story so when you study the form of of these ships they’re very much in tow with that that very much educational first 30 seconds or Star Wars so you know an end of course you know you can roll into like vandal and stuff like that which which you will see further down the line that is the bi polar opposite of that so you should you know it works both ways if you see a ship and it’s like a 10 pixel silhouette on your screen you should get who it is and if they’re friendly or if their foe and you should also understand if you’re still in the corridor and you’ve just spawned and you just look at a wall panel you should understand exactly where you are just through the basics and that’s that’s what we’ve tried to do so they’re they’re they’re they’re kind of three big bad boys that are in production right now and and I’m moving on and quiet right [Music] [Music] [Music] 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