{"data":{"id":12864,"title":"Meet Chris Olivia!","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/transmission\/12864-Meet-Chris-Olivia","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/12864","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/12864","channel":"Undefined","category":"Undefined","series":"Meet the team","images":[{"id":258,"name":"2013-01-15_headshots_chris_olivia_01.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/snoxkmzqjafl5r\/source\/2013-01-15_headshots_chris_olivia_01.jpg","alt":"","size":2699586,"mime_type":"image\/jpeg","last_modified":"2013-07-19T05:19:12+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/258","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/258\/similar"}],"images_count":1,"translations":{"en_EN":"Today we\u2019re proud to introduce Cloud Imperium\u2019s Chief Visual Officer, Chris Olivia! You already know Chris as the man behind the Xi\u2019an. He got his start working on the Wing Commander series and has been working on films with Robert Rodriguez\u2019s Troublemaker Studios for the past ten years. Now he\u2019s back to gaming and ready to create a unique look for the Star Citizen world!\n\n\n\nHow did you get started in the game industry?\nIn 1993, upon graduating from the very first computer animation program at the Art Institute, I interviewed with Chris Roberts at Origin Systems. I had a lot of space \/ scifi stuff on my student reel and Chris offered me a job. They were in the middle of Wing Commander 3 and needed a cinematic artist. I initially turned down the job to work as a demo artist for Silicon Graphics but came to my senses 8 or so months later and asked if the offer was still on the table. Mr. Roberts welcomed me onboard with open arms. What projects have you worked on? Have you worked with Chris Roberts before?\nAfter working for ABC radio network in the marketing department as a graphic designer, Chris Robert\u2019s gave me my first job in computer animation. From 1994 to 2013, I\u2019ve worked with Chris at 3 different companies and have worked on Wing 3 and 4, Wing commander the movie, Freelancer and Brute Force and now Star Citizen. You spent ten years in Hollywood. What did you work on and how did that differ from game development?\nActually technically, I only spent 2 years in Hollywood. In 1989, at the ripe old age of 21, I worked as a special make up effects artist for the <ahem> adult film industry (freak films were popular at the time). And the second time was 1996, where I first cut my teeth on film visual effects at Rhythm & Hues studios. There is where I learned soooo much about high end visual effects for film, commercial and theme based rides. From around 2001 to 2013 I\u2019ve worked in Austin TX, for Troublemaker Studios, as one of three artists in Robert Rodriguez\u2019s in house creative visual development team. Working in Film differed only slightly for me from a creative standpoint. The end goal for each is to thrill and engage emotionally an audience\u2026. To wrap them up in a story and a world that is not their own\u2026 to escape. The tools in both industries are constantly changing and the lines between them are becoming more overlapped and fuzzier as real time game engines become more and more realistic\u2026. Which is quite exciting. In fact I would say gaming world is pushing the vfx world just because artist and programming geniuses are finding amazing and creative ways to get that photo-realistic look with a very real limitation that film doesn\u2019t have (budget aside). I\u2019ll probably be more closely involved directly in the game engine than I have in the past just because it\u2019s become so artist friendly and has become less steps from concept and creation to execution and end product.\n\nWhat will you be doing for Cloud Imperium?\nI will be helping oversee the visual look of the universe and working with our amazing art team, both in-house and freelancers, to see that the game is set in a convincing, believable and immersive world. We want to push the artistic boundaries of what is capable in the engine to keep the player engaged and amazed. Beyond that, I\u2019ll also help design some of the alien races and fill in any other conceptual design cracks as needed. What are you most excited about seeing in Star Citizen\/Squadron 42?\nThe scope of the world and realism, I\u2019m confident, will be like no other game. The ability to get lost in that world and story\u2026 and beginning to \u201cfeel\u201d the wonder and excitement of living and breathing in this world is, indeed, quite exciting. You won\u2019t be playing a game, you\u2019ll be experiencing an alternate universe. What are you playing right now?\nJust starting Crysis 3. Oh and a little Angry Birds Star Wars on occasion.\n\n:)","de_DE":"Heute sind wir stolz darauf, den Chief Visual Officer von Cloud Imperium, Chris Olivia, vorzustellen! Du kennst Chris bereits als den Mann hinter dem Xi'an. Er begann mit der Arbeit an der Wing Commander Serie und arbeitet seit zehn Jahren an Filmen mit Robert Rodriguez's Troublemaker Studios. Jetzt ist er wieder am Spielen und bereit, einen einzigartigen Look f\u00fcr die Star Citizen-Welt zu kreieren!\n\n\n\n\n\n\n\n\nWie bist du in der Spieleindustrie gestartet?\n\n1993, nach Abschluss des allerersten Computeranimationsprogramms am Art Institute, habe ich ein Interview mit Chris Roberts von Origin Systems gef\u00fchrt. Ich hatte viel Platz \/ Scifi auf meiner Sch\u00fclerrolle und Chris bot mir einen Job an. Sie waren in der Mitte von Wing Commander 3 und brauchten einen Filmk\u00fcnstler. Ich lehnte den Job zun\u00e4chst ab, um als Demo-K\u00fcnstler f\u00fcr Silicon Graphics zu arbeiten, kam aber 8 oder so Monate sp\u00e4ter zur Besinnung und fragte, ob das Angebot noch auf dem Tisch liege. Herr Roberts begr\u00fc\u00dfte mich mit offenen Armen an Bord.\n\n\nAn welchen Projekten hast du gearbeitet? Hast du schon mal mit Chris Roberts gearbeitet?\n\nNachdem ich als Grafikdesigner f\u00fcr ABC Radio Network in der Marketingabteilung gearbeitet hatte, gab mir Chris Robert's meinen ersten Job als Computeranimateur. Von 1994 bis 2013 habe ich mit Chris in 3 verschiedenen Kompanien zusammengearbeitet und an Wing 3 und 4, Wing Commander des Films, Freelancer und Brute Force und jetzt Star Citizen gearbeitet.\n\n\nDu hast zehn Jahre in Hollywood verbracht. Woran hast du gearbeitet und worin bestand der Unterschied zur Spieleentwicklung?\n\nEigentlich habe ich eigentlich nur 2 Jahre in Hollywood verbracht. 1989, im hohen Alter von 21 Jahren, arbeitete ich als Special Make up Effect Artist f\u00fcr die <ahem> Erwachsenenfilmindustrie (damals waren Freakfilme popul\u00e4r). Und das zweite Mal war 1996, als ich zum ersten Mal in den Studios von Rhythm & Hues an visuellen Effekten f\u00fcr Filme arbeitete. Dort habe ich sooooo viel \u00fcber High-End-Visuelleffekte f\u00fcr Film-, Werbe- und Themenfahrten gelernt. Von etwa 2001 bis 2013 arbeitete ich in Austin TX, f\u00fcr die Troublemaker Studios, als einer von drei K\u00fcnstlern in Robert Rodriguez' eigenem kreativen visuellen Entwicklungsteam. Die Arbeit im Bereich Film unterschied sich f\u00fcr mich aus kreativer Sicht nur geringf\u00fcgig. Das Endziel f\u00fcr jeden ist es, ein Publikum emotional zu begeistern und zu begeistern....... Um sie in eine Geschichte und eine Welt einzuschlie\u00dfen, die nicht ihre eigene ist.... um zu entkommen. Die Tools in beiden Branchen \u00e4ndern sich st\u00e4ndig und die Linien zwischen ihnen werden immer \u00fcberlappender und unsch\u00e4rfer, da Echtzeit-Spiele-Engines immer realistischer werden....... Was ziemlich aufregend ist. Tats\u00e4chlich w\u00fcrde ich sagen, dass die Spielewelt die vfx-Welt vorantreibt, nur weil K\u00fcnstler- und Programmiergenies erstaunliche und kreative Wege finden, um diesen fotorealistischen Look mit einer sehr realen Einschr\u00e4nkung zu erhalten, die der Film nicht hat (Budget beiseite). Ich werde wahrscheinlich enger direkt in die Spiele-Engine eingebunden sein als in der Vergangenheit, nur weil sie so k\u00fcnstlerfreundlich geworden ist und weniger Schritte von Konzept und Kreation \u00fcber die Ausf\u00fchrung bis hin zum Endprodukt gemacht hat.\n\n\n\n\nWas werden Sie f\u00fcr Cloud Imperium tun?\n\nIch werde helfen, den visuellen Look des Universums zu \u00fcberwachen und mit unserem erstaunlichen Kunstteam, sowohl intern als auch extern, zusammenzuarbeiten, um zu sehen, dass das Spiel in einer \u00fcberzeugenden, glaubw\u00fcrdigen und immersiven Welt spielt. Wir wollen die k\u00fcnstlerischen Grenzen dessen, was in der Engine m\u00f6glich ist, erweitern, um den Spieler zu motivieren und zu begeistern. Dar\u00fcber hinaus werde ich auch helfen, einige der au\u00dferirdischen Rassen zu entwerfen und bei Bedarf alle anderen konzeptionellen Designrisse zu f\u00fcllen.\n\n\nWas begeistert dich am meisten, was du in Star Citizen\/Squadron 42 sehen wirst?\n\nDer Umfang der Welt und der Realismus, davon bin ich \u00fcberzeugt, werden wie kein anderes Spiel sein. Die F\u00e4higkeit, sich in dieser Welt und Geschichte zu verlieren.... und das Wunder und die Aufregung des Lebens und Atmens in dieser Welt zu \"f\u00fchlen\", ist in der Tat sehr aufregend. Du wirst kein Spiel spielen, du wirst ein alternatives Universum erleben.\n\n\nWas spielst du gerade?\n\nIch beginne gerade mit Crysis 3. Oh und gelegentlich ein wenig W\u00fctende V\u00f6gel Sternenkriege.\n\n:)","zh_CN":"Today we\u2019re proud to introduce Cloud Imperium\u2019s Chief Visual Officer, Chris Olivia! You already know Chris as the man behind the Xi\u2019an. He got his start working on the Wing Commander series and has been working on films with Robert Rodriguez\u2019s Troublemaker Studios for the past ten years. Now he\u2019s back to gaming and ready to create a unique look for the Star Citizen world!\n\n\n\nHow did you get started in the game industry?\nIn 1993, upon graduating from the very first computer animation program at the Art Institute, I interviewed with Chris Roberts at Origin Systems. I had a lot of space \/ scifi stuff on my student reel and Chris offered me a job. They were in the middle of Wing Commander 3 and needed a cinematic artist. I initially turned down the job to work as a demo artist for Silicon Graphics but came to my senses 8 or so months later and asked if the offer was still on the table. Mr. Roberts welcomed me onboard with open arms. What projects have you worked on? Have you worked with Chris Roberts before?\nAfter working for ABC radio network in the marketing department as a graphic designer, Chris Robert\u2019s gave me my first job in computer animation. From 1994 to 2013, I\u2019ve worked with Chris at 3 different companies and have worked on Wing 3 and 4, Wing commander the movie, Freelancer and Brute Force and now Star Citizen. You spent ten years in Hollywood. What did you work on and how did that differ from game development?\nActually technically, I only spent 2 years in Hollywood. In 1989, at the ripe old age of 21, I worked as a special make up effects artist for the <ahem> adult film industry (freak films were popular at the time). And the second time was 1996, where I first cut my teeth on film visual effects at Rhythm & Hues studios. There is where I learned soooo much about high end visual effects for film, commercial and theme based rides. From around 2001 to 2013 I\u2019ve worked in Austin TX, for Troublemaker Studios, as one of three artists in Robert Rodriguez\u2019s in house creative visual development team. Working in Film differed only slightly for me from a creative standpoint. The end goal for each is to thrill and engage emotionally an audience\u2026. To wrap them up in a story and a world that is not their own\u2026 to escape. The tools in both industries are constantly changing and the lines between them are becoming more overlapped and fuzzier as real time game engines become more and more realistic\u2026. Which is quite exciting. In fact I would say gaming world is pushing the vfx world just because artist and programming geniuses are finding amazing and creative ways to get that photo-realistic look with a very real limitation that film doesn\u2019t have (budget aside). I\u2019ll probably be more closely involved directly in the game engine than I have in the past just because it\u2019s become so artist friendly and has become less steps from concept and creation to execution and end product.\n\nWhat will you be doing for Cloud Imperium?\nI will be helping oversee the visual look of the universe and working with our amazing art team, both in-house and freelancers, to see that the game is set in a convincing, believable and immersive world. We want to push the artistic boundaries of what is capable in the engine to keep the player engaged and amazed. Beyond that, I\u2019ll also help design some of the alien races and fill in any other conceptual design cracks as needed. What are you most excited about seeing in Star Citizen\/Squadron 42?\nThe scope of the world and realism, I\u2019m confident, will be like no other game. The ability to get lost in that world and story\u2026 and beginning to \u201cfeel\u201d the wonder and excitement of living and breathing in this world is, indeed, quite exciting. You won\u2019t be playing a game, you\u2019ll be experiencing an alternate universe. What are you playing right now?\nJust starting Crysis 3. Oh and a little Angry Birds Star Wars on occasion.\n\n:)"},"links_count":1,"comment_count":45,"created_at":"2013-01-23T00:00:00+00:00","created_at_human":"13 years ago"},"meta":{"processed_at":"2026-05-15 00:46:00","valid_relations":["images","links"],"prev_id":12863,"next_id":12865}}