News Meet the Team #13- Sandy Sammarco (Senior Designer)

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I've racked my brains for questions, but come up a bit short:

What have you done to try and make the art style for Elite unique?

Have there been any unusual challenges mixing traditional art with procedural techniques? For instance spacestations built from modules not looking 'right' to the human eye, or things of that nature...

We know there is some kind of style guide for Imperial, Federation and Alliance factions. Are there further style guides for smaller factions?

How much variety can we expect to see from spacestations?
 
Questions for Jonathan. Hopefully not too lame :)

1) Are there any plans for creating new ship skins by your dept? this specifically feeds into queries about micro-transactions i guess. But I'd still like to know what sort of thinking you have along the lines of ship skins.

2) How much does the "reality" of technology limit what you initially create in the art dept to what actually gets made and produced at the end of the line in the game.

3) How does your dept envision the creation of backgrounds in space to try to make flying around in them more interesting?
 
Tinny! :)

Your gonna get infractionated by da mods at this rate for trolling about maps and alphas :)

Worth it!! :p

Nah, you know what? I don't even care anymore! I'm fine with them telling us on their own terms...

zeDfNxU.jpg
 
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We're still looking for more questions for Jon.

Michael

  • Apart from the previous games, what have been the greatest influences on the Elite Dangerous aesthetic?
  • What has been the most time-consuming part of the process?
  • What are the similarities & differences in the art process to that of programming and design?
  • What have been the stand-out challenges?
  • What are your aspirations for the game as a work of art?
  • What is your proudest moment?
  • Is there anything you wanted to do that got vetoed or wasn't possible in terms of time or technology?
 
... Yuri Gagarin and Buzz Aldrin :D

Who are they? :D

And, for Jonathan:

Do you have problems restraining the artistic creativity or do you find you have to encourage it. If you find you have to encourage it, how do you achieve this (Bribes? Booze? A kick up the pants? P45? Drugs? Threatening to let Tinman meet the miscreant?) ;)

Have there been any ideas/creations that have been so outlandish you've had to veto them?
 
Question for Johnathan

Q: What happens if you design something that the developers say they can't make work? Do you redesign to meet the developer's restrictions, or do you make the developers figure out how to make it work?


P.S: Would probably get more questions if you create a new thread asking for them. I rarely trawl old "Meet The Team" threads once the interview has been posted, I'm sure others are similar.
 
P.S: Would probably get more questions if you create a new thread asking for them. I rarely trawl old "Meet The Team" threads once the interview has been posted, I'm sure others are similar.

This for definite!

Would get more take up if it was given some fanfare and not hidden away in threads that like chap says people dont revisit after a few pages.
 
This for definite!

Would get more take up if it was given some fanfare and not hidden away in threads that like chap says people dont revisit after a few pages.


Agreed. It can be done very simply with the forum Mod tools to create the new dedicated thread and bulk moderate the existing posts in this and move them into the new thread. You're probably talking about no more than 5-10 minutes of work there.
 
Hey everyone, are there anymore questions for Jonathan Bottone?

Will there be any horror elements in Elite Dangerous?

I don't know how exactly and maybe this would only work for first person. But there are many great horror science fiction stories and VR lends itself especially good to horror experiences.
Maybe ships sneaking up on you? Like you fly around an asteroid, and suddenly you are surrounded by a group of space ships? :)

PS: I guess the more general question would be: Will ED tap into different types of emotions like horror, romance, companionship, heroism, wonder, greed, selflessness / sacrifice in their generated missions and experiences?
 
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Hey everyone, are there anymore questions for Jonathan Bottone?

Thanks!

Hi Jonathan! :)

In the development of the art design how closely do you work with other departments and developers at Frontier?
For example, if you have a graphical representation or idea of a background scene or object, static or animated, do you also take into account what other elements might dynamically enhance the artwork from the perspective of for instance, audio?...and vice versa. Would some audio elements in the game be further enhanced by graphical representations (where possible) and artwork?
In other words....do you see a scene from a purely graphical viewpoint, or do you also imagine to some extent what that scene might contain in an audio sense as well, and does that influence you in anyway during the course of your design work. :)
 
In a previous video it was mentioned that you wanted to give different star systems and different look and feel. The aesthetic being that as soon as you jumped in on a system you recognised something in its features that made it familiar or unique. How far have you been successful in implementing this, and what have been the challenges with doing this in a procedural generated galaxy?

Ab
 
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