LORE BUILDER: TWENTY-THREE: Apparel & Approach
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Hello and welcome back to another installment of Lore Builder, where we work with the community to develop previously unexplored areas of the Star Citizen lore. As always, if you are new to this feature, we highly recommend reviewing the updated caveats and suggested background reading described in this previous issue, so you can get a clear understanding of what’s already been established.
First off, let’s review last week’s mammoth topic:
CLOTHING COMPANIES
We need to start coming up with tougher topics for you all to create. This was another deluge of ideas. Picking a handful to highlight is always incredibly difficult.
from: Don Karnage
Company Name: Roughneck
Headquarters: Keene
Availability: on industrial worlds
Type: Working fatigues, jackets, gloves, padded knee guards
Persona: produced by a company that also handles contracts for the UEE. Made from the same uncompromising materials, utilitarian and uncomplicated. These are outfits that are designed to be comfortably lived in.
from: Sengar
Company Name: RAMBLER
Headquarters: Terra
Availability: Selective
Type: Outdoor and leisure clothing company with an intergalactic reputation for the design and build quality of its backpacks/rucksacks, outdoor clothing, and footwear. The company’s clothing is among the most popular in the leisurewear market, with products including jackets, fleeces, trousers and windproof/waterproof shells. Their line of backpacks/rucksacks has a particular reputation for durability and reliability in harsh conditions.
Public Persona: Highly desirable, RAMBLER products are not the cheapest but are considered good value. The company design, pricing and marketing strategy is geared to place their products in the highly lucrative middle ground — affordable enough for most people if they are prepared to spend a little more than usual for the quality; but not in any way considered to be too cheap to those with enough UEC not to have to worry about the cost of anything (and to whom they also cater for additionally with their famous Goldline range).
from: Zombie Moses
Company: Samsen’s
Headquarters: Cestulus
Availability: Wide, but not necessarily cheap.
Type: Sturdy, rugged outerwear for the blue collar worker, Samsen’s has a largely deserved reputation for being the go-to manufacturer of heavy-duty work attire. This includes a line of durable space suits specifically tailored for miners, salvagers and EVA maintenance crews, all of which feature redundant, self-sealing layers of protection against tears and punctures. All Samsen’s products feature an iron-clad satisfaction or money-back guarantee for which they are famously reliable in honoring. They are also the manufacturer of the iconic ‘UEE Environment Coat.’ the unofficial uniform of the fiercely independent Brown Coats organization.
Public Persona: Samsen’s is so ubiquitous amongst Human industrial concerns that wearing anything else is viewed as uncommon. In reality, they only own roughly 36% of the market share in this area, while the rest is distributed amongst a multitude of less expensive, though often comparable brands. Their traditional ads usually show dedicated, hard-working Humans plying their trades in a glorified, even heroic manner. Adverts in recent years have put a humorous spin on the product line, showing easy-going outdoors-men and space-walkers surviving presumably brutal punishment from natural dangers — completely unscathed, no less — thanks to their sturdy Samsen’s coats and space-suits.
In all seriousness and I know we say that a lot, but there’s some really great submissions in here. They will be incredibly handy when we start generating the various articles of clothing for characters to wear.
For this week’s main topic, I wanted to give you some insight into the general process here at CIG which will hopefully inform how we plan to use these submissions that you’ve provided.
So we’re going to talk about:
INTERNAL PROCESS
Let’s start from the top.
One of the goals that’s been discussed when it comes to items (ships, weapons, power plants, clothing, etc.) is that there is a consistency to the various manufacturers that make them. To invoke the oft-used term, there is immersion in being able to view these fictional corporations as more than just a stat or quality difference, to view them as being fully functioning corporate entities with design tastes and even internal ethics. If achieved, the player could conceivably walk up to a heavily modified ship and, based on the little flourishes and shapes that make that design specific, be able to guess who manufactures the various parts.
When a concept artist is given an item to design, ideally we want to provide a package of background material to consider when creating this new item. The basis of that reference package would be: Other items that have already been designed and attributed to that corporation.
Visual style cues from the art team based on what aesthetic the item falls into. It’s important to note that this has nothing to do with quality; something that looks very industrial (exposed inner workings, wires, etc.) could be top of the line.
Lore background to give them a more specific sense of how the gun could look or how the corporation behaves. Apocalypse Arms, for example, has a very aggressive public persona, which would make their weapons more intimidating. Maybe they are going for a softer approach to downplay the fact that it’s a weapon? Does it look super sleek?
With this reference package, the concept artist would go to work and start building rough thumbnails based on the information in the package. With more information, they are able to play within the confines of what makes that item a product of that corporation.
Additionally, once the corporation’s design aesthetic starts to solidify, we can start imagining how these various corporate personalities could shift and change once the game goes live. Maybe a people-friendly weapons manufacturer might run into a dry-spell of sales, so they need to revamp their image into something edgier.
Next week, we will be out of the office for Thanksgiving, but wanted to make sure you had something to think on, so we’re going to try a new approach here.
YOU TELL US
What would you like Lore Builder to tackle? Please bear in mind when commenting that we aren’t able to discuss anything that requires heavy gameplay or design elements, as mechanics are still being actively developed internally.
So what are the non-gameplay-related topics that you’d like to dig into? Food? Music? You tell us.
That’s it for this week.
Until next time …
First off, let’s review last week’s mammoth topic:
CLOTHING COMPANIES
We need to start coming up with tougher topics for you all to create. This was another deluge of ideas. Picking a handful to highlight is always incredibly difficult.
from: Don Karnage
Company Name: Roughneck
Headquarters: Keene
Availability: on industrial worlds
Type: Working fatigues, jackets, gloves, padded knee guards
Persona: produced by a company that also handles contracts for the UEE. Made from the same uncompromising materials, utilitarian and uncomplicated. These are outfits that are designed to be comfortably lived in.
from: Sengar
Company Name: RAMBLER
Headquarters: Terra
Availability: Selective
Type: Outdoor and leisure clothing company with an intergalactic reputation for the design and build quality of its backpacks/rucksacks, outdoor clothing, and footwear. The company’s clothing is among the most popular in the leisurewear market, with products including jackets, fleeces, trousers and windproof/waterproof shells. Their line of backpacks/rucksacks has a particular reputation for durability and reliability in harsh conditions.
Public Persona: Highly desirable, RAMBLER products are not the cheapest but are considered good value. The company design, pricing and marketing strategy is geared to place their products in the highly lucrative middle ground — affordable enough for most people if they are prepared to spend a little more than usual for the quality; but not in any way considered to be too cheap to those with enough UEC not to have to worry about the cost of anything (and to whom they also cater for additionally with their famous Goldline range).
from: Zombie Moses
Company: Samsen’s
Headquarters: Cestulus
Availability: Wide, but not necessarily cheap.
Type: Sturdy, rugged outerwear for the blue collar worker, Samsen’s has a largely deserved reputation for being the go-to manufacturer of heavy-duty work attire. This includes a line of durable space suits specifically tailored for miners, salvagers and EVA maintenance crews, all of which feature redundant, self-sealing layers of protection against tears and punctures. All Samsen’s products feature an iron-clad satisfaction or money-back guarantee for which they are famously reliable in honoring. They are also the manufacturer of the iconic ‘UEE Environment Coat.’ the unofficial uniform of the fiercely independent Brown Coats organization.
Public Persona: Samsen’s is so ubiquitous amongst Human industrial concerns that wearing anything else is viewed as uncommon. In reality, they only own roughly 36% of the market share in this area, while the rest is distributed amongst a multitude of less expensive, though often comparable brands. Their traditional ads usually show dedicated, hard-working Humans plying their trades in a glorified, even heroic manner. Adverts in recent years have put a humorous spin on the product line, showing easy-going outdoors-men and space-walkers surviving presumably brutal punishment from natural dangers — completely unscathed, no less — thanks to their sturdy Samsen’s coats and space-suits.
In all seriousness and I know we say that a lot, but there’s some really great submissions in here. They will be incredibly handy when we start generating the various articles of clothing for characters to wear.
For this week’s main topic, I wanted to give you some insight into the general process here at CIG which will hopefully inform how we plan to use these submissions that you’ve provided.
So we’re going to talk about:
INTERNAL PROCESS
Let’s start from the top.
One of the goals that’s been discussed when it comes to items (ships, weapons, power plants, clothing, etc.) is that there is a consistency to the various manufacturers that make them. To invoke the oft-used term, there is immersion in being able to view these fictional corporations as more than just a stat or quality difference, to view them as being fully functioning corporate entities with design tastes and even internal ethics. If achieved, the player could conceivably walk up to a heavily modified ship and, based on the little flourishes and shapes that make that design specific, be able to guess who manufactures the various parts.
When a concept artist is given an item to design, ideally we want to provide a package of background material to consider when creating this new item. The basis of that reference package would be: Other items that have already been designed and attributed to that corporation.
Visual style cues from the art team based on what aesthetic the item falls into. It’s important to note that this has nothing to do with quality; something that looks very industrial (exposed inner workings, wires, etc.) could be top of the line.
Lore background to give them a more specific sense of how the gun could look or how the corporation behaves. Apocalypse Arms, for example, has a very aggressive public persona, which would make their weapons more intimidating. Maybe they are going for a softer approach to downplay the fact that it’s a weapon? Does it look super sleek?
With this reference package, the concept artist would go to work and start building rough thumbnails based on the information in the package. With more information, they are able to play within the confines of what makes that item a product of that corporation.
Additionally, once the corporation’s design aesthetic starts to solidify, we can start imagining how these various corporate personalities could shift and change once the game goes live. Maybe a people-friendly weapons manufacturer might run into a dry-spell of sales, so they need to revamp their image into something edgier.
Next week, we will be out of the office for Thanksgiving, but wanted to make sure you had something to think on, so we’re going to try a new approach here.
YOU TELL US
What would you like Lore Builder to tackle? Please bear in mind when commenting that we aren’t able to discuss anything that requires heavy gameplay or design elements, as mechanics are still being actively developed internally.
So what are the non-gameplay-related topics that you’d like to dig into? Food? Music? You tell us.
That’s it for this week.
Until next time …
Hallo und willkommen zurück zu einer weiteren Ausgabe von Lore Builder, wo wir mit der Community zusammenarbeiten, um bisher unerforschte Bereiche der Star Citizen-Lehre zu entwickeln. Wie immer, wenn Sie neu in dieser Funktion sind, empfehlen wir Ihnen dringend, die aktualisierten Vorbehalte und die empfohlenen Hintergrundinformationen, die in dieser vorherigen Ausgabe beschrieben wurden, zu lesen, damit Sie ein klares Verständnis dessen bekommen, was bereits etabliert ist.
Zuerst einmal, lassen Sie uns das Mammut-Thema der letzten Woche besprechen:
BEKLEIDUNGSUNTERNEHMEN
Wir müssen anfangen, schwierigere Themen zu entwickeln, die ihr alle erstellen könnt. Dies war eine weitere Flut von Ideen. Es ist immer unglaublich schwierig, eine Handvoll zu markieren.
aus: Don Karnage
Firmenname: Roughneck
Hauptquartier: Keene
Verfügbarkeit: auf industriellen Welten
Typ: Arbeitsanzug, Jacken, Handschuhe, gepolsterte Knieschützer
Persona: Produziert von einem Unternehmen, das auch Verträge für die UEE abwickelt. Hergestellt aus den gleichen kompromisslosen Materialien, utilitaristisch und unkompliziert. Dies sind Outfits, die so konzipiert sind, dass sie bequem bewohnt werden können.
von: Sengar
Firmenname: RAMBLER
Hauptquartier: Terra
Verfügbarkeit: Selektiv
Typ: Outdoor- und Freizeitbekleidungsunternehmen mit einem intergalaktischen Ruf für das Design und die Verarbeitungsqualität seiner Rucksäcke, Outdoor-Bekleidung und Schuhe. Die Bekleidung des Unternehmens gehört zu den beliebtesten im Freizeitbekleidungsmarkt und umfasst Jacken, Fleeces, Hosen sowie wind- und wasserdichte Schalen. Ihre Rucksacklinie hat einen besonderen Ruf für Langlebigkeit und Zuverlässigkeit unter rauen Bedingungen.
Public Persona: Sehr wünschenswert, RAMBLER-Produkte sind nicht die billigsten, sondern gelten als preiswert. Die Design-, Preis- und Marketingstrategie des Unternehmens ist darauf ausgerichtet, ihre Produkte in der hochprofitablen Mitte zu platzieren - für die meisten Menschen erschwinglich genug, wenn sie bereit sind, etwas mehr als üblich für die Qualität auszugeben; aber in keiner Weise als zu billig für diejenigen mit genügend UEC angesehen, um sich keine Sorgen um die Kosten von irgendetwas machen zu müssen (und für die sie zusätzlich mit ihrer berühmten Goldline-Serie auch sorgen).
aus: Zombie Moses
Gesellschaft: Samsen's
Hauptquartier: Cestulus
Verfügbarkeit: Breit, aber nicht unbedingt billig.
Typ: Robuste, robuste Oberbekleidung für den Arbeiter, Samsen's hat einen weitgehend verdienten Ruf als der führende Hersteller von schwerer Arbeitskleidung. Dazu gehört eine Reihe langlebiger Raumanzüge, die speziell auf Bergleute, Bergungsarbeiter und EVA-Wartungsteams zugeschnitten sind und alle über redundante, selbstabdichtende Schichten zum Schutz vor Rissen und Beschädigungen verfügen. Alle Samsen-Produkte verfügen über eine eiserne Zufriedenheits- oder Geld-zurück-Garantie, für die sie bekanntlich zuverlässig sind. Sie sind auch der Hersteller der legendären "UEE Environment Coat", der inoffiziellen Uniform der streng unabhängigen Brown Coats Organisation.
Öffentliche Person: Samsen's ist unter den Industrieunternehmen der Menschheit so allgegenwärtig, dass das Tragen von allem anderen als ungewöhnlich angesehen wird. In Wirklichkeit besitzen sie nur etwa 36% des Marktanteils in diesem Bereich, während der Rest auf eine Vielzahl von preiswerteren, aber oft vergleichbaren Marken verteilt ist. Ihre traditionellen Anzeigen zeigen in der Regel engagierte, fleißige Menschen, die ihr Handwerk auf eine verherrlichte, ja sogar heroische Weise ausüben. Die Anzeigen der letzten Jahre haben die Produktlinie humorvoll in Schwung gebracht und zeigen, dass lässige Outdoor-Männer und Weltraumwanderer dank ihrer robusten Samsens Mäntel und Raumanzüge eine vermutlich brutale Strafe vor Naturgefahren überleben - völlig unversehrt, nicht zuletzt.
Im Ernst, und ich weiß, dass wir das sehr oft sagen, aber es gibt einige wirklich großartige Einreichungen hier drin. Sie werden unglaublich praktisch sein, wenn wir anfangen, die verschiedenen Kleidungsstücke für Charaktere zu erstellen.
Für das Hauptthema dieser Woche wollte ich Ihnen einen Einblick in den allgemeinen Prozess hier bei der CIG geben, der Sie hoffentlich darüber informieren wird, wie wir diese von Ihnen bereitgestellten Beiträge verwenden wollen.
Also werden wir darüber reden:
INTERNER PROZESS
Fangen wir von vorne an.
Eines der Ziele, die bei Gegenständen (Schiffe, Waffen, Kraftwerke, Kleidung usw.) diskutiert wurden, ist, dass es eine Konsistenz zwischen den verschiedenen Herstellern gibt, die sie herstellen. Um den oft verwendeten Begriff zu verwenden, ist es immer wichtiger, diese fiktiven Unternehmen nicht nur als Stat oder Qualitätsunterschied betrachten zu können, sondern sie als voll funktionsfähige Unternehmen mit Designgeschmack und sogar interner Ethik zu betrachten. Wenn dies erreicht ist, könnte der Spieler möglicherweise zu einem stark modifizierten Schiff aufsteigen und anhand der kleinen Schnörkel und Formen, die dieses Design spezifisch machen, erraten, wer die verschiedenen Teile herstellt.
Wenn ein Konzeptkünstler ein zu entwerfendes Objekt erhält, sollten wir idealerweise ein Paket mit Hintergrundmaterial bereitstellen, das er bei der Erstellung dieses neuen Objekts berücksichtigen sollte. Die Grundlage für dieses Referenzpaket wäre:
Andere Gegenstände, die bereits entworfen und diesem Unternehmen zugeordnet wurden. Visuelle Stilmittel des Kunstteams, basierend darauf, in welche Ästhetik das Objekt fällt. Es ist wichtig zu beachten, dass dies nichts mit Qualität zu tun hat; etwas, das sehr industriell aussieht (freiliegende Innenleben, Drähte, etc.), könnte die Spitze der Branche sein. Überlieferung Hintergrund, um ihnen ein genaueres Gefühl dafür zu geben, wie die Waffe aussehen könnte oder wie sich das Unternehmen verhält. Apocalypse Arms zum Beispiel hat eine sehr aggressive öffentliche Rolle, die ihre Waffen einschüchternder machen würde. Vielleicht gehen sie einen weicheren Ansatz ein, um die Tatsache herunterzuspielen, dass es eine Waffe ist? Sieht es super schlank aus?
Mit diesem Referenzpaket würde der Konzeptkünstler zur Arbeit gehen und mit der Erstellung grober Miniaturansichten beginnen, die auf den Informationen im Paket basieren. Mit mehr Informationen sind sie in der Lage, innerhalb der Grenzen dessen zu spielen, was diesen Gegenstand zu einem Produkt dieses Unternehmens macht.
Sobald sich die Designästhetik des Unternehmens zu verfestigen beginnt, können wir uns vorstellen, wie sich diese verschiedenen Unternehmenspersönlichkeiten verändern könnten, sobald das Spiel online geht. Möglicherweise könnte ein menschenfreundlicher Waffenhersteller in eine Trockenperiode der Verkäufe geraten, so dass er sein Image in eine etwas kantigere Form bringen muss.
Nächste Woche werden wir zu Thanksgiving nicht im Büro sein, wollten aber sichergehen, dass du etwas zum Nachdenken hast, also werden wir hier einen neuen Ansatz ausprobieren.
DU SAGST ES UNS
Was soll Lore Builder Ihrer Meinung nach bewältigen? Bitte beachten Sie bei der Bemerkung, dass wir nicht in der Lage sind, etwas zu diskutieren, das schweres Gameplay oder Designelemente erfordert, da die Mechanik noch aktiv intern entwickelt wird.
Was sind also die nicht spielbezogenen Themen, in die Sie einsteigen möchten? Essen? Musik? Du sagst es uns.
Das war's für diese Woche.
Bis zum nächsten Mal.....
Zuerst einmal, lassen Sie uns das Mammut-Thema der letzten Woche besprechen:
BEKLEIDUNGSUNTERNEHMEN
Wir müssen anfangen, schwierigere Themen zu entwickeln, die ihr alle erstellen könnt. Dies war eine weitere Flut von Ideen. Es ist immer unglaublich schwierig, eine Handvoll zu markieren.
aus: Don Karnage
Firmenname: Roughneck
Hauptquartier: Keene
Verfügbarkeit: auf industriellen Welten
Typ: Arbeitsanzug, Jacken, Handschuhe, gepolsterte Knieschützer
Persona: Produziert von einem Unternehmen, das auch Verträge für die UEE abwickelt. Hergestellt aus den gleichen kompromisslosen Materialien, utilitaristisch und unkompliziert. Dies sind Outfits, die so konzipiert sind, dass sie bequem bewohnt werden können.
von: Sengar
Firmenname: RAMBLER
Hauptquartier: Terra
Verfügbarkeit: Selektiv
Typ: Outdoor- und Freizeitbekleidungsunternehmen mit einem intergalaktischen Ruf für das Design und die Verarbeitungsqualität seiner Rucksäcke, Outdoor-Bekleidung und Schuhe. Die Bekleidung des Unternehmens gehört zu den beliebtesten im Freizeitbekleidungsmarkt und umfasst Jacken, Fleeces, Hosen sowie wind- und wasserdichte Schalen. Ihre Rucksacklinie hat einen besonderen Ruf für Langlebigkeit und Zuverlässigkeit unter rauen Bedingungen.
Public Persona: Sehr wünschenswert, RAMBLER-Produkte sind nicht die billigsten, sondern gelten als preiswert. Die Design-, Preis- und Marketingstrategie des Unternehmens ist darauf ausgerichtet, ihre Produkte in der hochprofitablen Mitte zu platzieren - für die meisten Menschen erschwinglich genug, wenn sie bereit sind, etwas mehr als üblich für die Qualität auszugeben; aber in keiner Weise als zu billig für diejenigen mit genügend UEC angesehen, um sich keine Sorgen um die Kosten von irgendetwas machen zu müssen (und für die sie zusätzlich mit ihrer berühmten Goldline-Serie auch sorgen).
aus: Zombie Moses
Gesellschaft: Samsen's
Hauptquartier: Cestulus
Verfügbarkeit: Breit, aber nicht unbedingt billig.
Typ: Robuste, robuste Oberbekleidung für den Arbeiter, Samsen's hat einen weitgehend verdienten Ruf als der führende Hersteller von schwerer Arbeitskleidung. Dazu gehört eine Reihe langlebiger Raumanzüge, die speziell auf Bergleute, Bergungsarbeiter und EVA-Wartungsteams zugeschnitten sind und alle über redundante, selbstabdichtende Schichten zum Schutz vor Rissen und Beschädigungen verfügen. Alle Samsen-Produkte verfügen über eine eiserne Zufriedenheits- oder Geld-zurück-Garantie, für die sie bekanntlich zuverlässig sind. Sie sind auch der Hersteller der legendären "UEE Environment Coat", der inoffiziellen Uniform der streng unabhängigen Brown Coats Organisation.
Öffentliche Person: Samsen's ist unter den Industrieunternehmen der Menschheit so allgegenwärtig, dass das Tragen von allem anderen als ungewöhnlich angesehen wird. In Wirklichkeit besitzen sie nur etwa 36% des Marktanteils in diesem Bereich, während der Rest auf eine Vielzahl von preiswerteren, aber oft vergleichbaren Marken verteilt ist. Ihre traditionellen Anzeigen zeigen in der Regel engagierte, fleißige Menschen, die ihr Handwerk auf eine verherrlichte, ja sogar heroische Weise ausüben. Die Anzeigen der letzten Jahre haben die Produktlinie humorvoll in Schwung gebracht und zeigen, dass lässige Outdoor-Männer und Weltraumwanderer dank ihrer robusten Samsens Mäntel und Raumanzüge eine vermutlich brutale Strafe vor Naturgefahren überleben - völlig unversehrt, nicht zuletzt.
Im Ernst, und ich weiß, dass wir das sehr oft sagen, aber es gibt einige wirklich großartige Einreichungen hier drin. Sie werden unglaublich praktisch sein, wenn wir anfangen, die verschiedenen Kleidungsstücke für Charaktere zu erstellen.
Für das Hauptthema dieser Woche wollte ich Ihnen einen Einblick in den allgemeinen Prozess hier bei der CIG geben, der Sie hoffentlich darüber informieren wird, wie wir diese von Ihnen bereitgestellten Beiträge verwenden wollen.
Also werden wir darüber reden:
INTERNER PROZESS
Fangen wir von vorne an.
Eines der Ziele, die bei Gegenständen (Schiffe, Waffen, Kraftwerke, Kleidung usw.) diskutiert wurden, ist, dass es eine Konsistenz zwischen den verschiedenen Herstellern gibt, die sie herstellen. Um den oft verwendeten Begriff zu verwenden, ist es immer wichtiger, diese fiktiven Unternehmen nicht nur als Stat oder Qualitätsunterschied betrachten zu können, sondern sie als voll funktionsfähige Unternehmen mit Designgeschmack und sogar interner Ethik zu betrachten. Wenn dies erreicht ist, könnte der Spieler möglicherweise zu einem stark modifizierten Schiff aufsteigen und anhand der kleinen Schnörkel und Formen, die dieses Design spezifisch machen, erraten, wer die verschiedenen Teile herstellt.
Wenn ein Konzeptkünstler ein zu entwerfendes Objekt erhält, sollten wir idealerweise ein Paket mit Hintergrundmaterial bereitstellen, das er bei der Erstellung dieses neuen Objekts berücksichtigen sollte. Die Grundlage für dieses Referenzpaket wäre:
Andere Gegenstände, die bereits entworfen und diesem Unternehmen zugeordnet wurden. Visuelle Stilmittel des Kunstteams, basierend darauf, in welche Ästhetik das Objekt fällt. Es ist wichtig zu beachten, dass dies nichts mit Qualität zu tun hat; etwas, das sehr industriell aussieht (freiliegende Innenleben, Drähte, etc.), könnte die Spitze der Branche sein. Überlieferung Hintergrund, um ihnen ein genaueres Gefühl dafür zu geben, wie die Waffe aussehen könnte oder wie sich das Unternehmen verhält. Apocalypse Arms zum Beispiel hat eine sehr aggressive öffentliche Rolle, die ihre Waffen einschüchternder machen würde. Vielleicht gehen sie einen weicheren Ansatz ein, um die Tatsache herunterzuspielen, dass es eine Waffe ist? Sieht es super schlank aus?
Mit diesem Referenzpaket würde der Konzeptkünstler zur Arbeit gehen und mit der Erstellung grober Miniaturansichten beginnen, die auf den Informationen im Paket basieren. Mit mehr Informationen sind sie in der Lage, innerhalb der Grenzen dessen zu spielen, was diesen Gegenstand zu einem Produkt dieses Unternehmens macht.
Sobald sich die Designästhetik des Unternehmens zu verfestigen beginnt, können wir uns vorstellen, wie sich diese verschiedenen Unternehmenspersönlichkeiten verändern könnten, sobald das Spiel online geht. Möglicherweise könnte ein menschenfreundlicher Waffenhersteller in eine Trockenperiode der Verkäufe geraten, so dass er sein Image in eine etwas kantigere Form bringen muss.
Nächste Woche werden wir zu Thanksgiving nicht im Büro sein, wollten aber sichergehen, dass du etwas zum Nachdenken hast, also werden wir hier einen neuen Ansatz ausprobieren.
DU SAGST ES UNS
Was soll Lore Builder Ihrer Meinung nach bewältigen? Bitte beachten Sie bei der Bemerkung, dass wir nicht in der Lage sind, etwas zu diskutieren, das schweres Gameplay oder Designelemente erfordert, da die Mechanik noch aktiv intern entwickelt wird.
Was sind also die nicht spielbezogenen Themen, in die Sie einsteigen möchten? Essen? Musik? Du sagst es uns.
Das war's für diese Woche.
Bis zum nächsten Mal.....
Hello and welcome back to another installment of Lore Builder, where we work with the community to develop previously unexplored areas of the Star Citizen lore. As always, if you are new to this feature, we highly recommend reviewing the updated caveats and suggested background reading described in this previous issue, so you can get a clear understanding of what’s already been established.
First off, let’s review last week’s mammoth topic:
CLOTHING COMPANIES
We need to start coming up with tougher topics for you all to create. This was another deluge of ideas. Picking a handful to highlight is always incredibly difficult.
from: Don Karnage
Company Name: Roughneck
Headquarters: Keene
Availability: on industrial worlds
Type: Working fatigues, jackets, gloves, padded knee guards
Persona: produced by a company that also handles contracts for the UEE. Made from the same uncompromising materials, utilitarian and uncomplicated. These are outfits that are designed to be comfortably lived in.
from: Sengar
Company Name: RAMBLER
Headquarters: Terra
Availability: Selective
Type: Outdoor and leisure clothing company with an intergalactic reputation for the design and build quality of its backpacks/rucksacks, outdoor clothing, and footwear. The company’s clothing is among the most popular in the leisurewear market, with products including jackets, fleeces, trousers and windproof/waterproof shells. Their line of backpacks/rucksacks has a particular reputation for durability and reliability in harsh conditions.
Public Persona: Highly desirable, RAMBLER products are not the cheapest but are considered good value. The company design, pricing and marketing strategy is geared to place their products in the highly lucrative middle ground — affordable enough for most people if they are prepared to spend a little more than usual for the quality; but not in any way considered to be too cheap to those with enough UEC not to have to worry about the cost of anything (and to whom they also cater for additionally with their famous Goldline range).
from: Zombie Moses
Company: Samsen’s
Headquarters: Cestulus
Availability: Wide, but not necessarily cheap.
Type: Sturdy, rugged outerwear for the blue collar worker, Samsen’s has a largely deserved reputation for being the go-to manufacturer of heavy-duty work attire. This includes a line of durable space suits specifically tailored for miners, salvagers and EVA maintenance crews, all of which feature redundant, self-sealing layers of protection against tears and punctures. All Samsen’s products feature an iron-clad satisfaction or money-back guarantee for which they are famously reliable in honoring. They are also the manufacturer of the iconic ‘UEE Environment Coat.’ the unofficial uniform of the fiercely independent Brown Coats organization.
Public Persona: Samsen’s is so ubiquitous amongst Human industrial concerns that wearing anything else is viewed as uncommon. In reality, they only own roughly 36% of the market share in this area, while the rest is distributed amongst a multitude of less expensive, though often comparable brands. Their traditional ads usually show dedicated, hard-working Humans plying their trades in a glorified, even heroic manner. Adverts in recent years have put a humorous spin on the product line, showing easy-going outdoors-men and space-walkers surviving presumably brutal punishment from natural dangers — completely unscathed, no less — thanks to their sturdy Samsen’s coats and space-suits.
In all seriousness and I know we say that a lot, but there’s some really great submissions in here. They will be incredibly handy when we start generating the various articles of clothing for characters to wear.
For this week’s main topic, I wanted to give you some insight into the general process here at CIG which will hopefully inform how we plan to use these submissions that you’ve provided.
So we’re going to talk about:
INTERNAL PROCESS
Let’s start from the top.
One of the goals that’s been discussed when it comes to items (ships, weapons, power plants, clothing, etc.) is that there is a consistency to the various manufacturers that make them. To invoke the oft-used term, there is immersion in being able to view these fictional corporations as more than just a stat or quality difference, to view them as being fully functioning corporate entities with design tastes and even internal ethics. If achieved, the player could conceivably walk up to a heavily modified ship and, based on the little flourishes and shapes that make that design specific, be able to guess who manufactures the various parts.
When a concept artist is given an item to design, ideally we want to provide a package of background material to consider when creating this new item. The basis of that reference package would be: Other items that have already been designed and attributed to that corporation.
Visual style cues from the art team based on what aesthetic the item falls into. It’s important to note that this has nothing to do with quality; something that looks very industrial (exposed inner workings, wires, etc.) could be top of the line.
Lore background to give them a more specific sense of how the gun could look or how the corporation behaves. Apocalypse Arms, for example, has a very aggressive public persona, which would make their weapons more intimidating. Maybe they are going for a softer approach to downplay the fact that it’s a weapon? Does it look super sleek?
With this reference package, the concept artist would go to work and start building rough thumbnails based on the information in the package. With more information, they are able to play within the confines of what makes that item a product of that corporation.
Additionally, once the corporation’s design aesthetic starts to solidify, we can start imagining how these various corporate personalities could shift and change once the game goes live. Maybe a people-friendly weapons manufacturer might run into a dry-spell of sales, so they need to revamp their image into something edgier.
Next week, we will be out of the office for Thanksgiving, but wanted to make sure you had something to think on, so we’re going to try a new approach here.
YOU TELL US
What would you like Lore Builder to tackle? Please bear in mind when commenting that we aren’t able to discuss anything that requires heavy gameplay or design elements, as mechanics are still being actively developed internally.
So what are the non-gameplay-related topics that you’d like to dig into? Food? Music? You tell us.
That’s it for this week.
Until next time …
First off, let’s review last week’s mammoth topic:
CLOTHING COMPANIES
We need to start coming up with tougher topics for you all to create. This was another deluge of ideas. Picking a handful to highlight is always incredibly difficult.
from: Don Karnage
Company Name: Roughneck
Headquarters: Keene
Availability: on industrial worlds
Type: Working fatigues, jackets, gloves, padded knee guards
Persona: produced by a company that also handles contracts for the UEE. Made from the same uncompromising materials, utilitarian and uncomplicated. These are outfits that are designed to be comfortably lived in.
from: Sengar
Company Name: RAMBLER
Headquarters: Terra
Availability: Selective
Type: Outdoor and leisure clothing company with an intergalactic reputation for the design and build quality of its backpacks/rucksacks, outdoor clothing, and footwear. The company’s clothing is among the most popular in the leisurewear market, with products including jackets, fleeces, trousers and windproof/waterproof shells. Their line of backpacks/rucksacks has a particular reputation for durability and reliability in harsh conditions.
Public Persona: Highly desirable, RAMBLER products are not the cheapest but are considered good value. The company design, pricing and marketing strategy is geared to place their products in the highly lucrative middle ground — affordable enough for most people if they are prepared to spend a little more than usual for the quality; but not in any way considered to be too cheap to those with enough UEC not to have to worry about the cost of anything (and to whom they also cater for additionally with their famous Goldline range).
from: Zombie Moses
Company: Samsen’s
Headquarters: Cestulus
Availability: Wide, but not necessarily cheap.
Type: Sturdy, rugged outerwear for the blue collar worker, Samsen’s has a largely deserved reputation for being the go-to manufacturer of heavy-duty work attire. This includes a line of durable space suits specifically tailored for miners, salvagers and EVA maintenance crews, all of which feature redundant, self-sealing layers of protection against tears and punctures. All Samsen’s products feature an iron-clad satisfaction or money-back guarantee for which they are famously reliable in honoring. They are also the manufacturer of the iconic ‘UEE Environment Coat.’ the unofficial uniform of the fiercely independent Brown Coats organization.
Public Persona: Samsen’s is so ubiquitous amongst Human industrial concerns that wearing anything else is viewed as uncommon. In reality, they only own roughly 36% of the market share in this area, while the rest is distributed amongst a multitude of less expensive, though often comparable brands. Their traditional ads usually show dedicated, hard-working Humans plying their trades in a glorified, even heroic manner. Adverts in recent years have put a humorous spin on the product line, showing easy-going outdoors-men and space-walkers surviving presumably brutal punishment from natural dangers — completely unscathed, no less — thanks to their sturdy Samsen’s coats and space-suits.
In all seriousness and I know we say that a lot, but there’s some really great submissions in here. They will be incredibly handy when we start generating the various articles of clothing for characters to wear.
For this week’s main topic, I wanted to give you some insight into the general process here at CIG which will hopefully inform how we plan to use these submissions that you’ve provided.
So we’re going to talk about:
INTERNAL PROCESS
Let’s start from the top.
One of the goals that’s been discussed when it comes to items (ships, weapons, power plants, clothing, etc.) is that there is a consistency to the various manufacturers that make them. To invoke the oft-used term, there is immersion in being able to view these fictional corporations as more than just a stat or quality difference, to view them as being fully functioning corporate entities with design tastes and even internal ethics. If achieved, the player could conceivably walk up to a heavily modified ship and, based on the little flourishes and shapes that make that design specific, be able to guess who manufactures the various parts.
When a concept artist is given an item to design, ideally we want to provide a package of background material to consider when creating this new item. The basis of that reference package would be: Other items that have already been designed and attributed to that corporation.
Visual style cues from the art team based on what aesthetic the item falls into. It’s important to note that this has nothing to do with quality; something that looks very industrial (exposed inner workings, wires, etc.) could be top of the line.
Lore background to give them a more specific sense of how the gun could look or how the corporation behaves. Apocalypse Arms, for example, has a very aggressive public persona, which would make their weapons more intimidating. Maybe they are going for a softer approach to downplay the fact that it’s a weapon? Does it look super sleek?
With this reference package, the concept artist would go to work and start building rough thumbnails based on the information in the package. With more information, they are able to play within the confines of what makes that item a product of that corporation.
Additionally, once the corporation’s design aesthetic starts to solidify, we can start imagining how these various corporate personalities could shift and change once the game goes live. Maybe a people-friendly weapons manufacturer might run into a dry-spell of sales, so they need to revamp their image into something edgier.
Next week, we will be out of the office for Thanksgiving, but wanted to make sure you had something to think on, so we’re going to try a new approach here.
YOU TELL US
What would you like Lore Builder to tackle? Please bear in mind when commenting that we aren’t able to discuss anything that requires heavy gameplay or design elements, as mechanics are still being actively developed internally.
So what are the non-gameplay-related topics that you’d like to dig into? Food? Music? You tell us.
That’s it for this week.
Until next time …
Links
Metadata
- CIG ID
- 14316
- Channel
- Undefined
- Category
- Undefined
- Series
- Lore Builder
- Comments
- 264
- Published
- 11 years ago (2014-11-21T00:00:00+00:00)