ship-design

Latest

  • Star Trek Online details the art of the new Intelligence ships

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    09.16.2014

    The Intelligence ship designs in Star Trek Online are like nothing else in the game, especially for the Federation. They're dark, angular, and aggressive. A new development blog on the official site sees art director Brad Stokan explaining how the new designs went from concept to finished ships and how the art department juggled the tasks of adhering to the design principles that make a ship distinctly Federation while also making something new and unique. Stokan explains that most of the choices going into the design were weighed against these two rules, such as adding in glowing sensor panels that both highlighted the ships' scanning functionality while providing a distinct silhouette. The design blog also stresses that players can expect extra customization for these ships, including the option to make the hull finish look a bit more typical for Federation craft. Check out the whole process and more bits of concept art in the full blog entry. [Thanks to Lonegun for the tip!]

  • Star Trek Online's artist explains Tier 6 ship designs

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    09.05.2014

    The new Federation ship designs in Star Trek Online's upcoming expansion are a pretty big departure from the norm. Sure, the shape of the ships is familiar, but instead of the usual bright Federation white and sweeping curves, they're all hard angles, dark shades, glowing lines, and so forth. They don't look much like the Federation. Concept artist Hector Ortiz took to Reddit recently to explain why the ships look as they do and how the design of the new ships ties into their point of origin despite the departure. Ortiz explains that with the heavy emphasis on intelligence operations in this expansion, it was only appropriate to design ships that resembled nothing so much as spy planes: angular, stealthy, and dark. That led to the inclusion of the blue lines to help the ship silhouettes stand out against the blackness of space, with the unique nacelle designs also part of an effort to minimize the ship profile. There's no assurance that you'll like the new designs after reading his comments on the rationale, but at least you'll understand why they look the way they do.

  • EVE Evolved: Rubicon 1.3 and repainting ships

    by 
    Brendan Drain
    Brendan Drain
    03.16.2014

    EVE Online's recently released Rubicon expansion was an important first step toward a truly player-run universe for everyone, allowing corporations to wage empire wars over planetary customs offices and introducing a series of new personal deployable structures. The initial release was a little light on content, but developers have since expanded on it significantly with three major point releases. Rubicon 1.3 went live this week, and the changes seem pretty good all around. This release overhauled the directional scanner, buffed the SoE Nestor battleship's capacitor recharge rate and remote repair range, and nerfed remote sensor dampeners into the ground. Large corporations like EVE University were pleased to hear that the limit on the size of corporations has been increased to 12,600 thanks to changes to the corporation management skills. And in response to an emerging trend in fleet warfare involving hordes of drone ships assigning their drones to an interceptor, developers have also limited the number of drones that can be assigned to another ship to 50. The 1.29 GB patch also included several overhauled ship models and new ship shaders, but the new feature I see the most potential in is the ability to finally repaint our ships. This could eventually help corporations establish their own visual identities and might even link into gameplay or EVE's spying metagame. In this edition of EVE Evolved, I look at some of the Rubicon 1.3 changes and how repainting your ship could become more than simply a cosmetic upgrade.

  • Star Supremacy puts players' artistic ability to the test with new contest

    by 
    Matt Daniel
    Matt Daniel
    11.23.2011

    Star Supremacy entered open beta earlier this month, and the game's developer, Barbily Games, wants to give one lucky player an opportunity to have his or her artwork turned into an in-game ship. That's right, Star Supremacy wants your ship designs, and the winning entry will be used to create a new spacecraft within the game. There's only one week left in the competition, so if you want to put your artistic skills to the test, just head on over to the game's official site. [Source: Barbily Games press release]

  • Black Prophecy art director on ship design

    by 
    James Egan
    James Egan
    09.01.2009

    Massively has been following the development of the space-based MMO Black Prophecy, from Reakktor Media. The latest bit of info we've come across is a developer's diary on ship design from Black Prophecy's Art Director Nick Ebenhoch. He explains Reakktor's approach to creating a distinctive look for these machines, which was influenced by how sci-films were made in the 80's, with those elaborately crafted models before everything became CG. Nick specifically mentions the ships from the original Star Wars films and Battlestar Galactica, as well as the USS Sulaco from Alien.

  • NetDevil producer Hermann Peterscheck on Jumpgate Evolution's ship design

    by 
    James Egan
    James Egan
    05.16.2009

    Fast, dynamic, joystick-style space combat is coming to MMOs soon with Jumpgate Evolution from NetDevil. Jumpgate Evolution producer Hermann Peterscheck has written a dev blog for MMORPG.com titled "Iteration on Ship Design", which focuses on a crucial aspect of creating the game -- defining the roles that ships should fill and how they should handle in performing these tasks. He explains how NetDevil went from having 'a multitude' of ships with different capabilities but with minor differences between them, to a more complete system where ships have clearly defined roles, but don't lock a player into that role, as a class-based system would. However, this clearer separation between ships entailed scrapping some of the designs they'd created.