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Excalibur breaks the mould of traditional space simulation games by putting the player firmly in the boots of an experienced Starfleet captain. From the outset you will be able to control your character and command your ship as if you were standing on the bridge yourself. From taking direct control of the helm, to transferring command of any ship in your task force, or even calling your senior staff to the briefing room to discuss mission tactics; Excalibur is the most immersive Star Trek experience ever. Set six months after the events in Star Trek: Nemesis, Excalibur's story mode deals with the turbulent political scene caused by a decade of war and turmoil. From the second Borg incursion in First Contact, to the fall of the Dominion and the collapse of the Romulan political system; these events resulted in huge loss of life and changed the Alpha Quadrant forever.

Report RSS Meet the Team - Matt, Modeller

Continuing with our series of blogs that introduce you to each team member, here is an entry written by Matthew, our lead ship interior modeller.

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Hello my name is Matthew and I work mostly on the interiors for the Excalibur Project. I have always loved Trek ever since I saw the original series and films and continued to enjoy it right up to Enterprise, which may not have been a great series but did have some enjoyable moments.

I first started modelling when my grandparents purchased a subscription the to magazine Computer Arts and the first issue I recieved had the full version of Bryce 3, which was used for modelling landscapes. I tried to make basic Trek models, but it was limited on what I wanted to achieve. Then came Truespace, again from Computer Arts. This enabled me to achieve better results but I do not have the models I made with it anymore. I eventually came across 3d Studio Max 2 and found it very complex, and for a while I went back to Truespace as I found it easier to use. Then for some reason I cannot remember I went back to Max and never looked back. Even to this day I am still learning about its secrets and potential.

The building process for Excalibur interiors has changed slightly over time. I will not go into too much detail about the new process but the older rooms shown on the official website were created using 3d Studio Max and Vray, which is a good plugin for creating realistic lighting for interior enviroments. Before I even touch 3dsmax I would either have to gather as many reference pics as I can for an existing room, such as the Intrepid-class Main Engineering, or start sketching ideas for rooms not shown and pitch it to the rest of the team for comments and suggestions. For an existing room you will more than likely find a part of it that is rarely shown or was out of focus, which means you have to be creative and try to match the styles so it doesn't look out of place.

In terms of interiors my favourite model has to be the Intrepid's Main Engineering room as it is bigger in terms of anything that I did before and was a challenge to keep the triangle count low yet still maintain the detail. I kept optimizing parts of the room to make way for detail elsewhere that was more essential and I was working on the room alot, then with fellow member Robert's fantastic LCARs we were able to pull it off.

We do have a lot of ideas for the interiors in terms of crew interaction and interaction with objects, etc, but the main thing I would like fans to be able to do is to walk around the ship like in the virtual Voyager tour in Elite Force 1 and still be able to do missions without needing to go back to the menu. I have to say that I am proud to be working on this project and to be working with such talented individuals with the same goal of creating a Star Trek game for fans by fans. Keep watching the site and I hope you have enjoyed this article.


Well written :)

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I am glad that this game is being made by trekkies for trekkies many other star trek games failed cause they play to the general audience, which means words and situations are dumb down to the point of absurdity.

Keep up the great work this is looking really great so far.

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I'm not really a trekkie but dayum I will enjoy this game :)

I have to agree on the stupidity of the story lines from previous startrek games. both commercial and indie ones have fallen victim to trying to pitch to the larger audience

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I'm hoping to get the chance to see this come to fruition. I can't wait to explore this engine room to see if i can spot all the delicate detail work you've put into it

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