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Journey to 4.0

Interior Design | Journey to 4.0

9 February 202300:13:37329 linesWatch on YouTube ↗

Transcript — every row opens the video at that moment

  1. 00:00:00

    this week it's another journey to 4.0 special where we jump farther ahead and take a look at work scheduled to make its persistent Universe debut in the upcoming four point x branch of release and this week we're proud to bring Star Citizen art director Ian Leland back to share with us a first look inside the buildings of star citizens Landing zones [Music] so those Interiors is something we've always wanted to do you know because of um you know we've had cities in the game for a while we have many cities we have many buildings therefore we could have many Interiors it's a perfect opportunity to put in a lot of play Space now with

  2. 00:00:49

    the players flying around these buildings they've been largely Urban Landscapes um fairly uninteractable you know we've done a few landing pads to get the plays in and out there but really the the real good stuff was on the inside so until now we've been on the outside wondering about the inside and today we're going to talk about the inside looking outside all right so we're building interiors and the way in which we approach the concept development now this was just a Pure Blue Sky ideation phase and the

  3. 00:01:38

    idea was to create inspirational material to use that as a content to inspire to inspire conversations to find out what do we want to do for the game what is cool for the game and and use that as the initial springboard for the conversation so what we'll be looking through here is a a presentation of Blue Sky adoration um primarily used as a a springboard to stop conversations with Chris with the design director and the game director do we understand uh what do we want to put in the game what could be cool for the game and we use that as that initial Inspiration Point so I'm talking about building Interiors how could we start to break that down so right off the bat on the top it's the rooftop spaces so these would be the

  4. 00:02:25

    primary access points for the player then just below that the maintenance spaces these could be industrial or technical uh also we can have residential so residential could be entire building blocks so it could be a proportion then after that we've got commercial so these could be uh shopping it could be offices it could be social and then at the bottom obviously we've got lobbies now these also could be access points for the player for example if you're inside Area 18 the player can get access to it there and then lastly we've got the underground now these could be interesting as a connector space between buildings so maybe you've gone in through one building you go down and it could bring you through to another part of a building let's start with rooftops now up until now we've largely designed

  5. 00:03:14

    our cityscapes um to be more of a backdrop to The Landing Zone and we have the social space generally in the middle and then the cityscape goes around it and they've been designed to give the best composition to be interesting to fly around but we've not really thought about designing these uh buildings from the inside out so what we're looking at here is some potential concepts for what could be interesting Landing spaces that drives the architecture of the building with landing pads it doesn't necessarily mean need to be on the top of the building it could be you know halfway down or lower so imagine you know you're in the lower parts of the city and then we'd open up these additional play spaces and as you can see here it's not just the landing pad it's the gameplay space that goes along with it too now it

  6. 00:04:04

    doesn't necessarily need to be a single building imagine there is a network Hub that Services a few different buildings so what we're looking at here is maybe like a Transit Hub where the player could land get on some Transit and then that would lead to some buildings okay so maintenance spaces so these could be really interesting in terms of planar Direction you know they could be dealing with the the power or the maintenance of the building and then also you could have technical spaces so these would be more for technicians it could deal with the data or the communications and what we're looking at here is potential Sun uh you know gameplay puzzles with the players to work their way inside the main uh operation boot so moving on to residential so uh there's a

  7. 00:04:52

    huge amount of potential here what we wanted to do with residential is two things one explore um investigating the potential player housing so with that we want to be able to create a variety of interior layouts and also we want to explore a variety of architectural stats so when we're looking at potential housing layouts we wanted something fairly modular in a way in which we could create a variety of combinations so whether it's Living Spaces or habitation spaces or social spaces and also here we're looking at we want the place to eventually be able to populate the player inhabitations that you see here like a first indication of how you know the sort of dressing styles that you'd be able to do outside of

  8. 00:05:41

    something that's fairly utilitarian we also want to do something that could be fairly high-end so here we're just exploring some ideas about what a space could feel like on a different architectural style and more generous Windows you know uh interior space is dedicated to more than just uh habitation and these would be focused on other Landing zones so imagine you come across these in Area 18 or it could be when we come to Terror and also like I said it could be informing uh future player-owned habitation architectural sets now outside of the living quarters there's also the social spaces just outside and we want these to be more than just the corridors that we're seeing in the game right now so these could be multi-layered social spaces and

  9. 00:06:30

    these could also inform Advanced reversal routes for the player to be able to get inside these habitation rooms so as we're talking through various architectural Styles what you're seeing here is just a a collection of ideas a collection of architectural intent to create like a palette or a mood that will inform art style and gameplay opportunities so outside of residential we're moving into the commercial area so what this means is it means we can look at areas that are more gameplay focused outside of player habitation so when we're talking about these these could be office blocks these could be corporate owned um inside here that could be corporate wings that could be manufacturing there

  10. 00:07:18

    could be office spaces and what we try to think about with these it's more than just a flat room there should be Advanced reversal it should be multi-tiered so outside of the commercial offices we've also got like restaurants and bars so what we're looking at here is a pretty cool uh like Skyline bar in Louisville that could be fun uh but also in restaurants we Chris always described the idea of really high-end restaurants in the game where you can get access to food choices that isn't available anywhere else so right at the foot of the building we're going to start talking about the lobby so as I said before these are going to be access points to the player but also we can do more than just a standard foyer that we're seeing in the

  11. 00:08:07

    game right now so this sort of space we're seeing here is imagine there's an underground Transit Network and that transit station feeds a network of building uh lobbies so these could be social spaces these could be really good combat spaces they could have access to many restaurants or bars or facilities and we've just shown that in a variety of art styles so one's a fairly low end one could be fairly high-end but the the infrastructure is the same so as we're exploring art style opportunities this then drives where it would be appropriate so some would be more appropriate in somewhere like Area 18 some will be more appropriate and someone like Orizon and obviously some

  12. 00:08:55

    would be more appropriate for future Landing zones like Odessa or prime um and also when we're talking about lobbies again what we're trying to do is we're trying to describe multi-layer traversal spaces so in these illustrations you're seeing a variety of routes to then help inform at the initial conversation with level design now finally we're going to talk about the underground now this is I think one of the coolest spaces so rather than just focusing on the the uh positive axis of the building we're going to look at the underground now what this does it means we can access a whole area of play space that doesn't need to be contained inside the building So within a Lobby we want the player to start to Traverse down into these spaces

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    and these could be underground Transit networks they could be abandoned underground Transit networks this then could drive potential racing opportunities so when we was doing this we thought oh it'd be really cool like order look like this there's an underground street race going on there also there could be traversal opportunities like I said before if the player wanted to go into one building down and then through and then up into another building what would that traversal Network be like especially if we're thinking about if it's an older part of the underground of a city maybe it's less used you know people have built up that would instantly inspire a whole bunch of traversal and investigation missions there or maybe there's an old Aqueduct or an old infrastructure

  14. 00:10:34

    underground you know this this could be perfect for underground street racing or other racing opportunities so in a nutshell what we looked at is a blue sky investigation into what building Interiors could be like for the game these are essentially dungeon kits you know we want to be able to work on these areas in a fairly procedural Manner and we want these to be dungeon opportunities for gameplay spaces it also will start to inform the future of play around habitation and the type of visuals or look and feels that that could be so this ties into a much larger initiative so we're seeing it a little bit now with the redo of Louisville

  15. 00:11:23

    that's turning into a much bigger cityscape and what that means is every city in the game is ready um for these building interior spaces now one thing to note is uh the cityscapes are probably going to change a little bit uh just from an initial investigation we found our buildings are quite small so expect to see the skylines go through a period of transition but that's cool because that means we're designing the inside of the buildings and then we'll redo the architecture to fit to that so I think it's going to be super positive for the game so just in case we was thinking it's all just blue sky concept actually we're going to stop full production on these spaces right at the end of this quarter so what did we learn this week well we

  16. 00:12:27

    learned that much like the new underground facilities we showcased before building Interiors will be a new series of modular set pieces enabling a whole host of gameplay opportunities from trade to exploration to combat and PVP and much more and that much like those new ugfs they're going into production now and in fact by the time this airs will already have started and that the journey to 4.0 may have pyro at its Center but it will still continue to evolve all aspects of Star Citizen and the existing persistent Universe around it now we'll be back with more inside Star Citizen next week but for our journey to 4.0 I'm Jared Huckabee and we'll be back in about a month or so with our next big look forward see you then

Transcript from YouTube’s automatic captions — punctuation and Star Citizen jargon are approximate. The video itself is hosted by CIG on the official channel.

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