Today I’d like to talk about a new ship we’re adding to the game, the Anubis-class Experimental Cruiser. What makes this ship special enough to merit its own blog post? After all, as has been proven by science, at least 10 new ships are being added in the next update. However, this is one of a few ships that will be possible to have in the player’s fleet (as opposed to being [REDACTED]), so, finally, it’s something I can talk about without any real spoilers. Plus – as hopefully you’ll agree – it’s going to be a fun ship!
I try to be careful when adding new ships and want to make sure each one brings something different to the game. This is, for example, why a lot of new ships have built-in hullmods – now that the majority of “normal” ship roles have ships filling them, it takes a little more to make a ship stand out in some way.
This is where built-in hullmods come in, breaking or bending the rules a little for a particular ship. I don’t usually *start out* wanting to add built-ins, though – the process is almost always that I have an idea for how the ship should work, try to make it do that, and then add a built-in hullmod or two if that seems to be the only way to achieve the desired result.
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Posted June 12, 2024 by Stian in
Art
The next update comes with new music for one of the key early locations in the game, the university space station – Galatia Academy. Most locations and encounters rely on background music shared by the faction the player is dealing with, but Galatia Academy will be the first location to get a unique piece of music not used anywhere else in the game.
As a composer this is very exciting for me because for the first time I get to move from a broad, zoomed out perspective of planets, star systems and large factional groups to the up-close intimacy of airlocks, hallways, private rooms, and most importantly: individual people!
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Posted October 30, 2023 by dgbaumgart in
Art
For the most part – for almost the entire part – I have been working on new game content since the last update. Talking about it in detail is 100% spoilers, and while I do believe there’s an interesting blog series to write about the overall strategy of narrative design in Starsector during a long development cycle, properly contextualizing it… well, that’d be spoilers.
What else to write about, then? Man, I dunno – but then I had a discussion with Alex about creating an illustration to go with the content I was working on and decided to show him all of my sketches leading up to the final composition. “This could be a blog post, couldn’t it,” I said.
So, hello. This is a digital painting blog post. I’ll show you my process and attempt to explain in hindsight why I made certain decisions. And, to come clean, this is only partially motivated by my desire to insert fan art for Alastair Reynold’s Revenger series into Starsector. (More of it, anyway.)
Earlier this week I created a mission which involves having the player fly out into the fringe of the Persean Sector to dig around in some ruins. There is indeed a Galatia Academy mission which does this very activity, but I assure you that this new mission does it slightly differently! And thinking about these two missions, I was struck by a notion: why not draw some Revenger fan art why not do an illustration of a salvage team finding loot in creepy ruins which could be used for both missions? This situation comes up fairly often in Starsector anyway, and I never really did previously create an appropriate illustration for this sort of thing. Great!
My mind immediately goes to the sequence in Alien where the crew of the Nostromo investigates a derelict ship on LV-426. That era of science fiction movie art production is a huge inspiration to my take on the Starsector aesthetic, as I’ve written about before somewhere on here at some point.
Here’s the shot:
Fantastic! Love the suit silhouettes, the texture, the grim lighting. It’s a bit too organic and boney for what I’m going for, but it feels like a good starting place in terms of setting the mood.
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Posted February 07, 2020 by dgbaumgart in
Art
You may have seen this post by Alex come up on your TriPad™ last month – click to visit the lovely original video.
See also a related TriMedia Experience here.
Clearly, something’s up with at least one star or Domain-era tech definitely-safe star-like object. I’m not here to say what’s precisely what or how you players will inevitably try (and succeed) to exploit the mechanics of it, but more to speak about the artistic method to in portraying said star-adjacent objects and/or activities.
Well. I’ll have to spoil a little bit to explain how I’m approaching artistic these problems, so buckle up and be on alert for a COMSEC lockdown. This is the deep-dive digital painting post the Hegemony doesn’t want you to know about!
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Posted October 16, 2018 by dgbaumgart in
Art
Guide to the Wear and Appearance of Uniforms and Insignia
Revision Date pc205.03.20 // by Order of the Ministry of Naval Logistics
“Re-issue of uniform standards document has been ordered to all Hegemony personnel in the Naraka Strategic District due to statistically significant increase in lapse of uniform discipline incidents.”
“Officers are directed to review implementation procedures described herein and are reminded that any deviation from standard uniform to be authorized in written waiver only by commanding officer rank O-6 or superior.”
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