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Star Trek Voyager: Elite Force Update

Raven Artist/Animator Rob Gee updated his .plan with word on progress on Elite Force, Raven's upcoming Star Trek Voyager game using the Quake III engine. The lengthy update goes on to describe the reception of SoF and Elite Force at the Activate Conference in Scotland and a welcome to their new artist Andy, but I'll just quote the part about the Star Trek game:

Elite Force is coming along nicely. The newest mission area (undisclosed at this time) is in the
final stages of defining it's overall look. The designers and artists have most of the "major" areas
done and have been tweaking out textures, architecture and lighting effects for final approvals. The
entire mission area is really looking great - the original concept sketches were done with Quake III's
curved surface capabilities in mind. Needless to say, it won't be a very friendly neighborhood when
it's done ;).

While I'm waiting for some model approvals to be reviewed, I've spent some more time setting up some
additional animations for the scavengers. We've been fortunate to have access to the SoF animation
data base, as well as using the CHIMAERA system for our humanoid models to apply the animations to.
We're using a fair number of the mo-capped scenes that Scott and Eric set up with hOuse of mOves.
But unfortunately, there are a few animations we can't use. Most Star Trek races have a very distinct
body language and just wouldn't look right doin that gang bang thang. Klingons just don't go talkin
smack while they cap :) A big thanks to Eric Turman for the ungodly hours he put into setting up the
CHIMAERA system. He has much honor.

Shubes is working on the creature that will be found hanging around the newest levels, mentioned above.
Brian P. is working with Bill to get our official website finalized - it's really looking pretty sweet.
Mark has been doing more concepts, as well as helping Brian get the story boards done for future cinematics.
Lampo has been a big help exporting all the anims for me so that Mike can edit and reclip them into the
game. Kim has been working with Les to get the characters' heads and faces done. B'elanna is looking hot.
hmmmmmmm.... B'elanna. Les has been busy making models and working with Steve R. on some new effects that the
designers will be able to set up in their levels. Todd, Mark, Kim, and our newest artist - Andrew Trabbold -
have been creating some very impressive textures for the new levels.

So, as I said, things are coming along nicely.

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