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Old April 25 2009, 03:23 AM   #30
jefferiestubes8
Commodore
 
Location: New York City
Star Trek: Online development images and design info

I found some stuff from the initial development of Star Trek: Online from Perpetual before Cryptic took over even though they kept the Intellectual Property.

7 images of Concept Artwork from Cryptic Studios
http://www.sto-zone.net/cryptic/conceptart.html


2 images from a planet surface structure? Looks like a temple
http://www.sto-zone.net/pe/images/3dd2.jpg
http://www.sto-zone.net/pe/images/3dd3.jpg


This will help you understand what ship interiors MAY be in the initial game launch.
Continuing from my post earlier this week about Andrew Probert doing designs in 2006:
CREATING A GALAXY CLASS STARSHIP
experienced Star Trek designer: Andrew Probert, the guy who designed the Enterprise D, Next Gen's original Starship. But you're certainly not familiar with the intimate details of HOW he is contributing - and that's what I'd like to discuss.


The Rooms - Our first brainstormed list spelled out all of the possible things that players would need or want to do in a hub. These actions included healing, visiting their quarters, buying/selling/trading, getting missions, engaging in hobbies, resupplying, chatting, and lots more. In order to establish the areas that supported all of these actions, we did the following:

1) We first looked at canon to find established (and hopefully well-known) areas of the Galaxy-class. Clear matches like Sick Bay, the Bridge, and Ten-Forward called out to be included.
2) We searched through both sets of Enterprise-D blueprints (Sternbach's and Whitefire's) to see if there were other, previously designed rooms that fit the bills - even if these rooms weren't canon (defined by if we've actually seen or heard reference to the area in a show or movie). We sure found more labs than we ever expected!
3) Failing both of these, we created our own areas, but made sure they made sense in relation to other known associated rooms.

The next list identified canon or blueprint-established rooms that looked cool or fun to explore, but weren't quite as crucial. This process gave us known spaces like Jefferies' tubes, and less-familiar but intriguing areas like the Aquatic Lab.

The end result was a bag full of vital, interesting, or just plain cool building blocks.


We identified a number of vital decks to serve as the core of our gameplay area, including those that serviced the three departments (science/medical, engineering, and security), as well as the bridge, crew quarters, recreation, and the main shuttle bay. And while our decks are still identified by number, they're also distinguished by other factors: color, lighting, architecture, signage, and even art hanging on the walls and planters on the floor. While everything still feels true to the show, you'll never mistake the science deck for security. Andrew's design talents were and continue to be invaluable in this effort.

So where are these decks located in the ship? We looked to the blueprints again, and while we did some consolidating, in most cases we found logical anchor rooms: iconic areas from which the remaining rooms could flow. We also took into account aesthetics and the opportunity to connect some decks with multi-level landmarks.

Andrew [Probert] was great in this process; he's got most of the ship design living in his head, and was immediately able to tell us if there were potential layout problems.

Andrew, Ken Henderson (our art director), and I hashed through these issues and iterated a number of deck plans. I was mostly concerned with game-design and flow issues. Andrew helped nail down the look and location of both old and new spaces, and grounded them in TNG-era design. Ken paid attention to the details as well as technical construction concerns.

The Concept Art - Once a deck's layout was nailed down, we moved on to drawing up concept art for the individual rooms. In some cases, reference was pulled straight out of TNG episodes; in others, we described to Andrew what the room needed to accomplish, and he delivered excellent line sketches in the same style, pictures that look as though they could have come out of the 'Art of Star Trek' book. While every one of these spaces might change as the design evolves and we discover more about how our game plays, this was a great first step.

The final product, our Galaxy class Starship hub, pays off on expectations, but also allows for some incredible new experiences - all in a ship that feels like an off-stage Enterprise-D. I'm thinking that our ship is potentially pretty close to what the original Trek designers would have created given the task of building a functioning city-ship and given an unlimited budget.


I want to make it clear that this material is concept art. We've yet to actually build these spaces in our engine, and there are issues like modularity, reuse, complexity, and detail level that we've yet to address. We're really excited to have this early view of what we might build, but like any material we release this early, these plans could easily change.


Christine Brownell and Mike Stemmle (the Lead World and Story Designers) [Mike Stemmle is the Story Lead on Star Trek Online] have done an amazing job organizing even the smallest facets of Trek canon into a galaxy that, if the extensive Wiki pages detailing STO's design are any indication, will be above awesome to explore
an early build of Star Trek Online, during what we call a "Build Verification Test".
--Glen
Glen Dahlgren here, Design Director on STO,

Feb 6, 2006 - CREATING A GALAXY CLASS STARSHIP by Glen Dahlgren (Lead Designer)
http://www.sto-zone.net/pe/devlog-de...ssstarship.htm
http://www.sto-zone.net/pe/devlog-de...sstarship2.htm
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