The Star Citizen Thread V2.0

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the most they learn is to fly Elite-Like so their ingame comercial flying looks good and not like the real game ^^

Again no insight to development. Commercials not only help them reach a cinematic quality for SQ 42 they also make them push in engine assets for use in the Persistent Universe. First glimpse of proper in game planet assets was in the Freelancer commercial. Chris Roberts confirmed that the commercials also act as asset milestrones.

http://youtu.be/lfR9rTlAPPM?t=43m

And I knew that they were doing this for a loooong time. Commercials are not just for marketing.
 
Marketing 101

Produced any in engine commercials with in game assets? Guess how those assets are made and what they are made for? You don't need to be a rocket scientist.

The ship commercials are a total win win situation. They draw in media attention, they push funding, they make the team reach art milestones, they increase the cinematic experience the team has for Squadron 42 and they will also become in lore content within the PU for Ship manufacturers. Efficient to say the least.

By the way if anybody is interested in the financial situation of the project. This document is very very detailed.

https://docs.google.com/spreadsheet...rDW3OaLO4zgBA1RSYoQOQoNSI/edit#gid=1694467207
 
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Why does that matter?

these assets can be used in game for something else.

example: build a shoe for a commercial. use the shoe in the game aswell.

or build a car for the commercial - use the car in the game aswell.

the car and the shoe must had been build anyway..

another one: build a character model for the commercial. use the character model for the game aswell!

something more different: build a sound for a commercial. use the sound in the game aswell!

hah?

another one: build a city background for a commercial. use a citiy background for the game aswell!

watch how this goes... maybe theres another one?


while not all assets from the commercial might be 100% useful or top priority to build right now - many of those are and those that arent increase the depth. and with those other points Nowak mentioned its clear thats its pretty efficient!

I have another one: Build a Design for a company Logo for a commercial. use the design for a company logo in the game aswell!
 
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these assets can be used in game for something else.

example: build a shoe for a commercial. use the shoe in the game aswell.

or build a car for the commercial - use the car in the game aswell.

the car and the shoe must had been build anyway..

another one: build a character model for the commercial. use the character model for the game aswell!

something more different: build a sound for a commercial. use the sound in the game aswell!

hah?

another one: build a city background for a commercial. use a citiy background for the game aswell!

watch how this goes... maybe theres another one?


while not all assets from the commercial might be useful - many of those are. and with those other points Nowak mentioned its clear thats its pretty efficient!

Actually I think he was asking me personally. You should read the posts maybe.

As for your train of thought: other games build assets for the game then use them in cinematics.
Are you saying SC builds them for commercials and then uses them in the game? ;)
 
Actually I think he was asking me personally. You should read the posts maybe.

As for your train of thought: other games build assets for the game then use them in cinematics.
Are you saying SC builds them for commercials and then uses them in the game? ;)

what I am saying is, its irrelevant.. assets had to be made anyway. where they are used first isnt that important...
 
I hope they're making these assets with ingame purpose in mind (read polycount optimized, LODs, texture size...): there's a big difference between an ingame asset and a inengine asset for a prerendered sequence.
 
Actually I think he was asking me personally. You should read the posts maybe.

As for your train of thought: other games build assets for the game then use them in cinematics.
Are you saying SC builds them for commercials and then uses them in the game? ;)

The hornet commercial asteroid belt was used as a DFM and AI test map...
 
I hope they're making these assets with ingame purpose in mind (read polycount optimized, LODs, texture size...): there's a big difference between an ingame asset and a inengine asset for a prerendered sequence.


good point. but doesnt sc want to look the best as possible? and isnt all the commercials in game rendered?

The crysis engine migh tprobably just redo some lower LOD's automatically

https://www.youtube.com/watch?v=aseq4T81P7g

look at 1:41
 
good point. but doesnt sc want to look the best as possible? and isnt all the commercials in game rendered?

The crysis engine migh tprobably just redo some lower LOD's automatically

Performance as far as assets are concerned doesn't just come down to LOD.
 
Let me give you guys a few time stamps of in engine assets that we will see in the PU next year.

Freelacer Commercial:

https://www.youtube.com/watch?v=vO7RxsZpcKc

00:48 (First jump effect visual concept)

Alright first 1:23 (Gold Horizon station asset)

1:25 (Bengal Greybox flying in the distance behind the station)

1:26 (ArcCorp planet. This was also shown here:https://www.youtube.com/watch?v=BeQfK9hrfDY 0:13)

1:28 until 1:48 (Arccorp landing zone)

--

Hornet Commercial:

https://www.youtube.com/watch?v=g0gZES2pTWk

2:00 (Terra planet)

2:11 to 2:20 (First proper built Landing zone for SC the Terra Landing Zone)

--

There are many many more asset details in the Connie commercial that got added to the dev build of SC. As you can see the quality of the commercials are also increasing step by step the same thing goes for the assets that are used in them that will be present in the PU.
 
By the way if anybody is interested in the financial situation of the project. This document is very very detailed.

https://docs.google.com/spreadsheet...rDW3OaLO4zgBA1RSYoQOQoNSI/edit#gid=1694467207
No offense, but it's not a detailed document of the financial situation. It is a nicely prepared document about the number of pledges, and their total amount, but that's only income data. Based only on that, you can't draw any sort of conclusions about the financial state of the company.
If you wanted that, you'd need much more than this. For example, how much are their total current liabilities? Assets? Net worth? And so on.

Since CIG is not a public company (it's an LLC), that information is unfortunately not publicly available. But since FD is (a PLC), you can get detailed documents about the company's finances.
Don't get me wrong, though: this is not because David Braben is an angel or something. Rather, UK law requires PLC-s to submit financial reports to the Companies House, from which anyone can request the documents.
 
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