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TREKCORE >
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DESIGNER DIARY > Creating a Galaxy Class
Starship
PUBLISHED: Feb 6, 2006 AUTHOR: Glen
Dahlgren Glen Dahlgren here, Design Director on
STO, and it's my pleasure to give you a peek into another aspect of our
design process.
Because of our recent press release,
you may already be aware that we're working with yet another 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.
While we're very excited to have the opportunity to create brand-new
ships and technology (and we will be doing so), one of our goals for STO
is to bring alive the iconic people, things, and places from Star Trek's
shows and movies - that with which you're already very familiar. An
obvious target is the Galaxy-class Starship, the anchor of TNG. Who
doesn't want to wander those halls, walk around that bridge, or explore
the holodeck? And how about visiting some of the places that the show
only hinted at, like the Cetacean (dolphin) quarters or the immense
double-barreled main computer core?
So we know we want to explore the Galaxy-class ship, but what function
should it serve in an MMO? Despite the relatively few extras we saw
wandering its halls on the show, the ship theoretically housed and
serviced thousands of people. Effectively, it's a flying city - and
indeed, a Galaxy-class ship will be one of our many hubs:
inter-connected foci of content that provide infrastructure, social
centers, and launching points for missions (although they are certainly
not the only source of these things). This is one of the ways we can
give players the important experience of ship life.
The truth is, in order to make this ship into a living, breathing,
functioning MMO city, we needed to answer the questions the show didn't.
How are thousands of people supposed to use that single sick bay (with a
waiting room that holds only about three)? Where do crewmen meet? What
do they do for fun - all pack into the tiny bar of Ten Forward? Where
are all the freakin' windows, and how are you supposed to remember
what's behind what door? It's very possible that much of this was
addressed off screen, but we needed to bring it all to the foreground.
The Hub
So, what is this ship? It's certainly not the Enterprise D, which by
2400 is so much landfill. No, this is another ship in that class with
slightly different build-out. Many of the familiar places are there, but
some were constructed with slight variations. Several new spaces have
been added, due to the ship's mission as an important center for both
Starfleet and the Federation, stationed long-term in a single, vital
area.
Assuming that this new Galaxy-class ship had been refitted for different
service requirements than those of the Enterprise-D, there would
naturally be changes to the layout. So what are these changes? Or more
precisely, what changes did we want to make to support important player
actions in this hub?
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.
The Decks
But a bag full of rooms only gets us so far. These rooms needed to exist
in larger contexts that collected them by function. These collections
became our decks.
Based on what we saw on the show, the Enterprise's decks were labeled
mostly by number, and rooms tended to be somewhat haphazardly located.
We needed something more solid to act as the backbone for our hub. When
a turbolift drops you off at a deck, you want to know where you are, and
what can be found nearby. It can be quite frustrating to have to search
the whole ship to find the one lab you're looking for.
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.
The Layouts
Now we had smaller bags of rooms, each targeted for a different deck.
The process of arranging these rooms in a layout was intriguing.
Naturally, we honored the blueprints when we could by building around
central known fixtures like the multi-deck computer core; we actually
ended up using some of these things as landmarks to help in navigation.
Andrew 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.
This may be obvious, but building a city isn't quite the same as
building a television stage set. What we saw on the show was literally a
maze of narrow corridors with mostly featureless doors. In the game,
we'll have a large amount of people wandering around, trying to figure
out where they are and looking for things to do, so we needed to keep a
lot in mind, such as:
- Traffic. Can players move quickly and easily where
they need to go? Do important places have more than one entrance or
exit? What are the high-traffic paths?
- Key areas. Where will players need to continue to
visit (that support important game systems)? Are there enough of these
areas to justify building the deck? Are they easy to find?
- Scale. How large are these halls and rooms? Can
they accommodate the number of people who might congregate there,
especially in the key areas? Is there breathing room?
- Connectivity. Can you see the places you want to
go, or is everything hidden by a wall or door? Are there windows or
archways that open the space up a bit?
- Deck Entry and Exits. Does the deck have a central
staging area that sets the tone, and allows players to decide where
they want to go and what they want to do? Are there multiple
convenient exit locations?
- Symmetry. Is the deck overly symmetrical? Can the
symmetry confuse players who are trying to remember where rooms are?
- Landmarks. What elements in the layout can people
use to establish and remember where they are?
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. Personally, I'm really happy with the end
results.
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.
To illustrate this process, we're releasing the preliminary layout of
our Science/Medical Deck. And not just the layout, but the concept art
for a few of the rooms. But wait, there's more! Since this diagram
contains so much information, we're going to open up the additional
concept art over time, kind of like an advent calendar. We'll determine
the time table soon, but I'm thinking every couple of weeks we'll reveal
a new room - maybe even by taking a vote on what to open up next.
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.
The Model
Speaking of which, the final phase of this process would be to take a
concepted space and realize it in 3D. Even now, on the other side of the
project, our art and tech guys are doing some incredible 'look
development' work. They've taken a portion of one of our Galaxy-class
hub spaces, modeled it, textured it, lighted it, and applied some
incredible effects. While we're still early on, the results are already
damn impressive.
Whew! Thanks for making it all the way to the end; I'll try to write
less next time. Until then!
--Glen
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