Yesterdays AtV.

Blind Owl

Hallucinogenic Owl
Donor
Nov 27, 2015
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So apparently yesterday's AtV was all about Drake/piracy, etc. Or so I gathered from the tweet I got before hand.

Being that I am in the field and cannot watch said video, i'm asking my second favourite group of people (first favourite on the interwebs) to give me a run down of what info we got.

Pretty please with sugar on top.
And thank you.
 
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Xian-Luc Picard

Space Marshal
Jan 9, 2016
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If you can't load the page, here is the summary of ATV:
TLDR(TOO LONG;DIDN’T READ)
INTRO
  • Zane Bien teases about working on the overhauled Holotable and writing some of the code for the tech on their planned 3D interfaces.
  • 2.4 testing is going well and some of the teams have moved onto 2.5 already.
  • 2,000 backers participated in unlocking the Drake Buccaneer’s concept image via twitter campaign.
NEWS FROM AROUND THE VERSE
LOS ANGELES
  • New Tech Designer Stephen Hosmer joined the team
  • Tech Design Team has been looking at the new design functions on upcoming power plants, generators etc
  • Kirk Tome in charge of that project
  • Matt Intrieri has taken charge of the Asset Validation Tool which can be used in future to help find errors on assets before they are live
  • More additions to the team possibly coming soon
AUSTIN
  • Test UEC is in it’s there for testing so they can wipe it as needed for now
  • They want to make sure the backend is sorted before finalising design on it for as smooth a transition as possible
  • New shops for the upcoming Pirate Base are being placed
  • New ‘piratey’ feel clothing assets will be added to the shops there
  • New assets will also be added to Casaba
  • The Freelancer ladder on the side has had its animation implemented and is now usable.
FOUNDRY 42 UK
  • Andrew Nicholson has taken the role of Ship Balance Designer.
  • The controls have been moved around to be unified with flight
  • The old control methods are still available but not recommended!
  • The Evocati provided some great feedback and changes were made based on some of the feedback received
FOUNDRY 42 FRANKFURT
  • Frankfurt offices are expanding
  • The work is due to be completed by August 1st and will give room for an additional 25 employees
  • There will also be an option for them to expand for enough space for an additional 9-11 people
ATV BEHIND THE SCENES: DRAKE BUCCANEER – DESIGN W/ MATT SHERMAN
  • Matt Sherman is the Technical Designer in charge of the Buccaneer
  • Designing a ship means working out what it needs in-game to fulfil its intended purpose
  • The original goal for the Buccaneer was to give Drake a complimentary fighter craft
  • It’s all about Drake ships working together in concert:
    • Caterpillar: is the home base ship with lots of space for cargo and lots of potential options
    • Cutlass: is a mixed skirmisher-hauler which has more firepower than other ships with similar cargo capacity
    • Herald: is a bit of a drag-racer: info running is about getting intel and getting out, also long range surveillance and stuff
    • Buccaneer is more that dedicated interceptor-fighter, no discreet cargo but will take advantage of smuggling in the future
  • Being a pirate is intended to be about working in tandem with others, though even a small group with a couple of ships should be able to have fun
  • Loadout: 2xS1, 2xS3 (currently gimbaled S2s), 1xS4 (currently twin linked S2) but lots of options
    • Firing arc for wing mounts will be 30-60 degrees.
  • Belly gun has a canard mount which allows it to shoot behind the ship, no reticle when looking behind in 3rd person view at this time.
  • Engines designed more for maneuverability than top speed.
  • Goes on concept sale Friday May 27th.
SHIP SHAPE: DRAKE BUCCANEER – ART W/ JIM MARTIN
  • The Buccaneer came about because the Cutlass ended up having more cargo and less maneuverability and they wanted to do a ship within the same price range and similar role that focused on maneuverability and weaponry.
  • Drake design is more utility/industrial feel
  • Reference real world technology that has the same aesthetic or utility feel like a Russian helicopter
  • Jim Martin starts with a sheet of loose ideas and picks his top three, do a tighter drawing pass and then getting input from Chris and the art direction team to see what elements they like before moving onto the 3D pass, and then flesh that out into your base scratch model.
  • Buccaneer started with bigger engines that were eventually slimmed down for a more sleeker feel
  • It’s a real back and forth process balancing specs, design concepts and feedback making sure it does what you want it to do. Always keeping function in mind.
  • The landing gear is always the last and toughest part of the process.
  • Jim Martin really enjoys the pure game design from start to finish when compared to film where it may only be for background shot purposes.
  • Jim Martin specializes in people and prop concept art due to his film experience where the overall scene provides a better concept.
  • The Buccaneer’s coolness can best be summed up as being “rugged and tough. It’s a Drake!”
MVP W/TYLER WITKIN
ATV FAST FORWARD
 
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