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New Earth Spacedock Creation Time-Lapse

tacofangstacofangs Member Posts: 2,951 Cryptic Developer
Some of you may remember the time-lapse images I made during the creation of New Romulus.

Well, I figured it was time for a new set. This time, the focus is on the New Earth Spacedock.
I tried to take one image per work day, between January 29th 2014, and April 8th, 2014. This covers the time from the finalized/approved whitebox, to it's essentially completed state last week. I did miss a day here and there, but the images are still pretty representative of the process.


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  1. View from the Transporter
  2. Entrance to Ops
  3. Ops/Admiral's Office
  4. Ops/Earth
  5. Central Ramps
  6. Tailor Window
  7. Requisitions Atrium
  8. Exchange Entrance
  9. Exchange/Shuttlebay
  10. Docking Bay
  11. Concourse from Above
  12. Mezzanine Windows
  13. Mezzanine
  14. Transporter/Concourse
  15. Shipyard/Docking Bay
  16. Turbolift/Mini Lounge/Docking Bay
  17. Concourse
  18. Club/Infirmary Entrances
  19. Infirmary
  20. Concourse/Club Lobby

WARNING: These are larger images than the New Romulus batch, so you probably want to take them one at a time. Please be patient and give them a little time to load first.


As before, this only reflects what was in the game on any given day. These images are not showing you all of the hard work done on models, textures, materials, etc done outside of the game.

I was a little smarter about it this time, and set up the shots when I started, so that I could just take an image a day. However, that means that as things changed, some of the positions had to be shifted around a little. I also upgraded my monitor a couple days into the process, so you'll notice a jump in image size at one point.
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Post edited by tacofangs on
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Comments

  • ashkrik23ashkrik23 Member Posts: 10,809 Arc User
    edited April 2014
    Super cool.
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  • thegreendragoon1thegreendragoon1 Member Posts: 1,872 Arc User
    edited April 2014
    That's awesome! I appreciate you taking the time to give us a sneak peak behind the curtain. :D

    Edit: I have a question. Prior to whiteboxing, how do you guys figure out the layout of the space. I assume you knew early on that you were going to sandwich the area between the docking bay and outer hull, but how do you take it from idea to the first modeling pass?
  • hippiejonhippiejon Member Posts: 1,581 Arc User
    edited April 2014
    This is super cool.
    Thanks very much for sharing stuff like this with us.

    My personal favorite is the look at the infirmary coming together.
  • altechachanaltechachan Member Posts: 0 Arc User
    edited April 2014
    These are awesome! Thank you TacoFangs.
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  • neotrident12neotrident12 Member Posts: 287 Arc User
    edited April 2014
    niiiiiicccccceeee

    That looks awesome
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  • toivatoiva Member Posts: 3,276 Arc User
    edited April 2014
    Very nice to see the process.

    Btw. I see you tried to make the shipyard more reminiscent of a galaxy bridge (at least it seems so to me). If anything, the resulting one is a bit dark, but still fitting with the overall theme.
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  • centersolacecentersolace Member Posts: 11,178 Arc User
    edited April 2014
    It's beautiful. :')

    I wish more Devs would show their processes like this. These are super cool.
  • mjarbarmjarbar Member Posts: 2,084 Arc User
    edited April 2014
    Very cool, I liked #11 Concourse from above, I noticed that the shipyard went from three separate 'kiosks' to one big one, can I ask how the thinking for that came about and why it was changed?

    As I said on the Tribbles thread the new ESD looks fantastic.
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  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    edited April 2014
    I love it!

    BTW... is there any chance of getting the 29-jan-2014 variant(or something similar) as a foundry map? It looks cool and is suitably generic that it wouldn't be immediately recognizable as ESD.
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  • borticuscrypticborticuscryptic Member Posts: 2,478 Cryptic Developer
    edited April 2014
    I wish more Devs would show their processes like this. These are super cool.

    It's much harder to show a timelapse of design scribbles and conversations that take place on whiteboards, in emails, on notepads, in cubicle conversations, in Excel, then over several playtests/iterations.

    Taco has it easy. ;)
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  • altechachanaltechachan Member Posts: 0 Arc User
    edited April 2014
    It's much harder to show a timelapse of design scribbles and conversations that take place on whiteboards, in emails, on notepads, in cubicle conversations, in Excel, then over several playtests/iterations.

    Taco has it easy. ;)

    Actually a timelapse of a single whiteboard that shows how a Season (or even just a feature) is conceived, designed, and then tweaked would be cool.
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  • tuskin67tuskin67 Member Posts: 1,097 Arc User
    edited April 2014
    Was earth outside of OPS 3D or animated at one point? the Clouds are different between a lot of the early shots.
  • tpalelenatpalelena Member Posts: 1 Arc User
    edited April 2014
    Modelling is the hardest part of the game, so that's very nice work there!
    Let us wear Swimsuits on Foundry maps or bridges please! I would pay zen for that.
  • captaingalaxy1captaingalaxy1 Member Posts: 202 Arc User
    edited April 2014
    Taco when could we expect to see a finished club 47? Nice work by the way, we all appreciate it
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  • centersolacecentersolace Member Posts: 11,178 Arc User
    edited April 2014
    It's much harder to show a timelapse of design scribbles and conversations that take place on whiteboards, in emails, on notepads, in cubicle conversations, in Excel, then over several playtests/iterations.

    Taco has it easy. ;)
    Actually a timelapse of a single whiteboard that shows how a Season (or even just a feature) is conceived, designed, and then tweaked would be cool.

    Actually that would be cool. :P

    But yeah Bort, I was thinking of Jamjams showing the progress of a ship, or Crypticquack showing the progression of a costume or an alien redesign. :cool:
  • tacofangstacofangs Member Posts: 2,951 Cryptic Developer
    edited April 2014
    It's much harder to show a timelapse of design scribbles and conversations that take place on whiteboards, in emails, on notepads, in cubicle conversations, in Excel, then over several playtests/iterations.

    Taco has it easy. ;)

    No question.
    tuskin67 wrote: »
    Was earth outside of OPS 3D or animated at one point? the Clouds are different between a lot of the early shots.

    It was. But notice that it went dark as soon as I turned off the light in the skyfile, which is why it couldn't stay that way.
    Actually that would be cool. :P

    But yeah Bort, I was thinking of Jamjams showing the progress of a ship, or Crypticquack showing the progression of a costume or an alien redesign. :cool:

    The problem with most of those is that there's no fixed point in space from which to view them. The nice thing for me, is that I can pick a point in space, from within the game, and go back there whenever I want. If we tried to do this for modeling in Max, or character progression, we'd have to maintain some much more strict habits on how/when/how often to take images.

    Notice too that I've only done these for "big" projects. Taking a screenshot a day for something that I only work on for 3 days, doesn't lead to much of a time-lapse. Taking shots more often would be much more intrusive to the workflow.
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  • nyniknynik Member Posts: 1,628 Arc User
    edited April 2014
    Ah, wonderful stuff. Thanks for taking the time to set this up.

    Really interesting to see what you guys were going for with the original shipyard area, and that little overhead circular observation platform right by the window. =):)
  • centersolacecentersolace Member Posts: 11,178 Arc User
    edited April 2014
    tacofangs wrote: »
    The problem with most of those is that there's no fixed point in space from which to view them. The nice thing for me, is that I can pick a point in space, from within the game, and go back there whenever I want. If we tried to do this for modeling in Max, or character progression, we'd have to maintain some much more strict habits on how/when/how often to take images.

    Notice too that I've only done these for "big" projects. Taking a screenshot a day for something that I only work on for 3 days, doesn't lead to much of a time-lapse. Taking shots more often would be much more intrusive to the workflow.

    I know, it was more of a suggestion than a demand. :P

    As someone who's tried to get into the business for a few years now, it's nice to see how other devs work. Still, I appreciate all you guys do. ;)
  • khamseenairkhamseenair Member Posts: 2,640 Bug Hunter
    edited April 2014
    Those are fantastic shots there, Taco! I know I've been on Tribble with every update to the ESD maps, but seeing the time lapse images is still amazing!

    Cannot wait to have this live on Holodeck. :D
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  • purplegamerpurplegamer Member Posts: 1,015 Arc User
    edited April 2014
    Maker, I love this. Thank you for such a detailed blog and for giving us some insight into the design process behind this absolutely beautiful update to the game.
  • thumpyechothumpyecho Member Posts: 298 Arc User
    edited April 2014
    Devil's in the Details.......nice work
  • renarcenerenarcene Member Posts: 32 Arc User
    edited April 2014
    This is why Taco is one of my favorite Devs since Heretic (yes I like you to borticus). Great job, looking forward to it...
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  • captaind3captaind3 Member Posts: 2,449 Arc User
    edited April 2014
    Ah Tacofangs you bring tears to the eyes.

    Having been watching this glory rise for a while I still can't thank you guys enough for this stellar work. This might be your magnum opus, then again you have other things to do yet so who know.

    Thanks for the chronicle of the journey. It looks spectacular.
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  • valiant797valiant797 Member Posts: 101 Arc User
    edited April 2014
    I love the little details and touches you all have made. Raising a cup of blood wine to the environment team on this one!
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  • neospectrum77neospectrum77 Member Posts: 22 Arc User
    edited April 2014
    I also would like to express my appreciation at the devs taking their time to post behind the scenes content like this. More please! :D

    I loved going through all the shots, I also love the Mass Effect design inspiration, excellent choice!
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  • rahmkota19rahmkota19 Member Posts: 1,929 Arc User
    edited April 2014
    These..... are truly awesome.

    I simply cannot make my usual 3 paragraph post for this. Words are failing to express my feelings.

    Maybe a mind-meld would do. But that would depend on you guys being Vulcan.
  • commodoreshrvkcommodoreshrvk Member Posts: 477 Arc User
    edited April 2014
    That was simply amazing. It is awesome to see the progression like that and see the detail get added in. I can say I love the new signage and the whole thing feel so Trek!! I just hope the audio guys can keep up with the work you just did!!
  • jmaster29jmaster29 Member Posts: 0 Arc User
    edited April 2014
    Awesome job, Taco. I've been on Tribble, but this is still really awesome!
    Awesome job!
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  • captainpurplecaptainpurple Member Posts: 90 Arc User
    edited April 2014
    Simply awesome. Would love to see Qo'noS and New Romulus get the same treatment in the future (and other social/game hubs perhaps like Starbase 39/Ganalda Station, etc). And maybe even new bridge designs for KDF and Romulans. Thanks for all your hard work. :)
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  • chrisolliecchrisolliec Member Posts: 256 Arc User
    edited April 2014
    Taco when could we expect to see a finished club 47? Nice work by the way, we all appreciate it
    This question is "burning" inside of me since I first visited the new ESD.
    I was blown away by the rest of the station, but somewhat missed the dance floor.:o

    Great work, so far.

    PS: I like how the NPCs adress the players when approached.
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