I’ve spent most of my career on this one, and most of that time on the people in it!
So can't help but point out a few things.
The Faces. Every principal character started life as a full head scan of the actor, and every performance was captured in one go: face, body, and voice, same stage, same take. When Gary Oldman pauses mid-sentence, you’re watching Gary Oldman pause. That was the whole bar we set ourselves: get the performance from the actor to the screen without losing it on the way.
When Trejo turns her head and her hair actually moves, that’s StarHair. Strand simulated, colliding with helmets and collars and the wind coming off a landing pad. It took years to get to the point where nobody notices it, which I’ll take as the win.
Character DNA. Every face in the game comes out of the same system, hero or background. Scans of real people, blended through Character DNA into thousands of characters who each look like a specific person. Walk the deck of a capital ship and the crew you pass are running the same skin, the same eyes, and the same facial animation as Mark Hamill’s character. We built it once and it runs across the whole universe.
The cloth. Coats, straps, flight-suit folds, the flags hanging in a hangar: all simulated. When a character drops into a chair, the clothing drops with them.
The Vanduul. All of the above applies to the enemy too. Their faces run on a fully custom facial system built by
Robert Howes, so an alien can hold a close-up and you can read what it’s about to do. Their armor is Maelstrom-enabled, so hit it and it cracks, dents, and comes off in chunks. We built them to be frightening, and when one is standing two feet from you, they are.
Maelstrom. The world breaks the way you’d expect. Walls, hulls, cover, and the people behind it. Armor cracks and comes apart. Helmets shatter. Soldiers end up looking like whatever just happened to them, and none of it is scripted.
And none of it ships without the tools.
Sandbox Editor, the character customizer, the animation and tech-art toolchain, and the central engineering tools that let hundreds of people across Austin, Manchester, Frankfurt, and Montreal work in the same universe at the same time. The tools are the game. They just don’t get a trailer. I’m proud of all of it, and prouder of the character, animation, tech art, locations tech, and tools teams who carried this a very long way. It’s been an honor.
https://squadron42.com/en/
Trailer below. Go wishlist it so I can stop refreshing the page.
https://lnkd.in/gwxkk2Cr https://lnkd.in/gJYHimRr
#Squadron42 #StarCitizen #CloudImperiumGames #GameDev #TechArt #TechAnimation #CharacterTech #StarEngine #Tools
Squadron 42 - Official Wishlist Trailer
Squadron 42 - Official Wishlist Trailer