Frontier need a Elite Dangerous Concept Artist (Vehicle & Weapon Specialist)

https://www.frontier.co.uk/careers/disciplines/art/concept-artist-vehicle-and-weapon-specialist

Elite Dangerous brings the player a vast host of ships and weaponry which must not only follow the iconic styling already in place but also broaden the Elite visual canon ready for technological developments coming our way in the near future.

The successful candidate will take an idea from rough sketches through to final 2d concept while at all times working with the vision holders. The specialism in vehicles and weaponry means the design must not only look good but make functional sense as a machine.

The final concept will perfectly describe the new hardware to the art team tasked with authoring the final ingame asset. With this in mind we expect the successful candidate to have some experience in 3d software, ideally Maya, and use that as part of the concept process to communicate the idea and ensure smooth transition from final concept to in-game model.

While the role is initially focused on Elite Dangerous we fully expect the successful candidate to utilise their keen concept skills on the breadth Frontier’s diverse and growing catalogue of games.

Desirable

  • Contemporary mechanical, vehicle or product design training
  • Concept art skills outside of hard-surface
  • Keen interest in games development. It would be useful if you could match your aspiration for the concept to the requirements of the game
  • Ability to convey realistic surfaces including the narrative of a vehicle through targeted wear and damage.
So there's hope for more vehicles then! Move over SRV! [up]
 
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Likely because they are referring to a wide range of vehicles and didn't want to narrow it down, or give away too much of their plans to beady eyed customers such yourself. ;)
A surface could be a number of things; when taken in context of the requirement (vehicle design); then surface is likely relating to the textures and such of the vehicle itself, including as listed targeted wear and damage.

I'm not disagreeing with you; I'm strongly in favour of more vehicles; but I'm just saying the requirement likely includes spaceships as well. :)
 
I'm really liking the list of requirements, especially the part about "Contemporary mechanical, vehicle or product design training"; most of Elite's ships look like 1990s TV series techo-fantasy CGI, not like plausible working spacecraft. That was fine for 2014 when the game needed to run on weak graphics hardware, but now that DX11 is a requirement there's no excuse. Even indie games from tiny teams like Hellion have more plausible ships and tools than Elite. Hopefully not for long!

ku_beautiful_ship.jpg
 
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most of Elite's ships look like 1990s TV series techo-fantasy CGI, not like plausible working spacecraft. That was fine for 2014 when the game needed to run on weak graphics hardware, but now that DX11 is a requirement there's no excuse. Even indie games from tiny teams like Hellion have more plausible ships and tools than Elite.

Not fair criticism IMHO... "There is nothing new in design and that is doubly true in art"..... all designs encompass style derived from previous seeds...this is much MORE important in the case of Elite Dangerous where the direct lineage from the original Elite ships is a major factor. Let Hellion and Star Citizen to mention but two; have their own "cutting edge" ship designs (which will age just as badly as design taste moves on... often harking backwards!). As for plausibility.... apart from spoiler kits at least ED's SPACE craft are NOT too hampered with aerodynamic wings as some other "space" games depict!

o7
 
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Eh... Never mind. :S

Man, these hiccups are killing me here. Brutal. Gah.
 
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Please add a heavy armoured fighting SRV! It'd be so much fun to have tanks patrol around installations and battle or evade them during an infiltration.

Such as the tanks in Dune 2. It's an old RTS, but the art design is still cool.

4174-dune-ii-the-building-of-a-dynasty-dos-screenshot-a-regular-combat.jpg
 
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Not fair criticism IMHO... "There is nothing new in design and that is doubly true in art"..... all designs encompass style derived from previous seeds...this is much MORE important in the case of Elite Dangerous where the direct lineage from the original Elite ships is a major factor. Let Hellion and Star Citizen to mention but two; have their own "cutting edge" ship designs (which will age just as badly as design taste moves on... often harking backwards!). As for plausibility.... apart from spoiler kits at least ED's SPACE craft are NOT too hampered with aerodynamic wings as some other "space" games depict!

o7

I didn't want to mention Star Citizen because even though they're pretty fanatical about fine detail (Chris Roberts' "fidelity" mantra), a lot of their ships are pretty ludicrous at the macro level - for example the mustang which wouldn't look out of place in Descent, or the Tali bomber which looks like something from a bad 80's anime show. I am willing to forgive the wings on ships like the Hornet or the Buccaneer since atmospheric planets have always been part of the plan.
 
Why not state spaceships then?

I took 'realistic surfaces' as planet surfaces.

Realistic Surfaces can be just damage effects to your ship. While it says "vehicle", it can mean anything. If they wanted to be more specific it would've been land vehicle.
 
I'm really liking the list of requirements, especially the part about "Contemporary mechanical, vehicle or product design training"; most of Elite's ships look like 1990s TV series techo-fantasy CGI, not like plausible working spacecraft. That was fine for 2014 when the game needed to run on weak graphics hardware, but now that DX11 is a requirement there's no excuse. Even indie games from tiny teams like Hellion have more plausible ships and tools than Elite. Hopefully not for long!

https://www.playhellion.com/images/screenshoots/full/ku_beautiful_ship.jpg

The Elite ship design is very nice imo. It has a clean aesthetic. I don't see why it couldn't work as long as it's powered by technology that makes it capable to fly in space and atmospheric worlds.
 
The Elite ship design is very nice imo. It has a clean aesthetic. I don't see why it couldn't work as long as it's powered by technology that makes it capable to fly in space and atmospheric worlds.

We'll have to agree to disagree. I can completely understand why they would want to have the original 1980s ships in the game (the Cobra Mk III in particular was very well done - it's apparent that they spent a lot of time on that ship), but they should have been more of a collector's thing. I'd expect "normal" ships in the game to look more like the Diamondbacks, the T7 and the Chieftain, which if you'll notice shares a lot of traits with the Hellion ship and the more plausible ships in Star Citizen (human-scale cockpit, ship's outline is composed of several distinct shapes and is not just a convex polyhedron)
 
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I'm really glad to see them looking for somebody to fill this role.

For the most part, ED's ships and weapons look cool but there are things about them which are a bit silly, upon closer inspection.

If that doesn't bother you, fair enough.
For those of us who do notice this stuff, it'll mean some of the oopsies can be prevented at the design stage.

If they'd hired such a person 5 years ago, maybe we wouldn't be stuck with Looney-Toons style projectile weapons with extending barrels? :p
 
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