Worked on predominantly through 2019, The Carrack was a huge undertaking for our team - Certainly one of the most complex ships produced for the game at that time; Coming in at roughly 126 meters long, with 5 decks and 20+ rooms. The amount of effort it took to get this together and shipped was tremendous, but having the opportunity to work with such an incredible team on this ship was really inspiring.
–
Working as a Senior Artist; I was responsible for various areas of the ships art directly, as well as generally assisting the Lead and AD with keeping track of the workload and providing feedback to the team via paintovers etc on a day to day basis.
–
For these portfolio posts however, I will focus only on a small selection of the areas that I worked on most personally as my own art tasks.
–
In this post, The Drone Room – I was responsible for concepting and then taking this space through to final art.
–
Sadly, I no longer have any content showing how the drones mounted to the ceilings, or the mechanisms I had designed for this space. However, the idea was to have two operators sit in the booths with the drones (accessible for maintenance,) they would then deploy as required by lowering the drones into the sealed chambers - they could then eject and be piloted.
–
I had a lot of fun designing this area and working around the size limitations, trying to fit as much utility as possible in to the small space we had available.
–
Special Credits
–
Concept Art Director - Paul Jones
Concept Artists – Gurmukh Bhasin and Toby Lewin
(Many more concept artists likely contributed to this ship over the years I'm sure though!)
--
Vehicle Art Director - Nathan Dearsley
Lead Vehicle Artist – Peter Royle
–
Vehicle Artists – Aris Chrysikopoulos, Robin Karlsson, Sean Davies, Ashley Aslett, Danielius Gnizinskas, Joe Neville.
–
Apologies to all the other incredible vehicle artists who worked on this ship, the full list would be simply too long, so instead this is just a small list of those who helped in this area directly, or those adjacent.
---
General Credits
---
All the work done at CIG is a massive team effort; without the hard work of all the staff from each department and the support from the community. None of it would be possible.
---
Massive thanks to the vehicle System Design and Tech Art teams for their hard work in assisting us getting all aspects of the vehicles setup and functional in game, the weapons and props team for the assets they created for us and also to the VFX and Audio departments for their contributions on the vehicles - adding so much atmosphere and immersion to the game.
---
I would also like to give special credit to all of the other CIG vehicle artists past, present and future: the work done at CIG is done with access to shared libraries of assets - many textures, materials and even whole assets will be used in the creation of new work. Even finished assets need to be revisited, maintained, updated and improved as new features are added to the game - so a huge thanks to all of you for your help and contributions!
–
https://www.artstation.com/pauldavidjones
https://www.artstation.com/gurmukh
https://www.artstation.com/tobylewin
https://www.artstation.com/nd3d
https://www.artstation.com/peteroyle1
https://www.artstation.com/arischrys
https://www.artstation.com/robinkarlsson
https://www.artstation.com/seandxyz
https://www.artstation.com/ashleyaslett
https://www.artstation.com/danielius