This is the full response from Blueprint Simulations to our interview (part one). Part two can be found on my pages. I want to express my thanks to Ignacio and will not permit dumb comments as readers and visitors, are here, educated people from all over the world.
1) Blueprint Simulations has its fans and regular customers. What kind of qualities and values they appreciate in your sceneries ?
B.S. : The level of detail and technical accuracy that I have tried to achieve with each and every one of our products is what makes BluePrint Simulations sceneries unique. My intention from the very beginning was to fill what I perceived to be a gap in the type of sceneries already available. While most developers moved toward increasingly complex animations, I wanted sceneries that were accurate enough to allow for published procedures to be used under instrument flight conditions. I also wanted more realistic terminals featuring more three-dimensional details. With those goals in mind, I decided to create my own sceneries. Today, the feedback from an overwhelming majority of our customers appears to indicate not only that others felt the same needs that I did, but also that I have accomplished my original goals.
I must say, however, that MSFS enthusiasts either love our sceneries or hate them. I am also aware of the fact that our customer base represents a very, very small fraction of the flight simulation community. Nonetheless, I am pleased that my sceneries arouse strong responses, a characteristic of products do not fit within pre-established boundaries but dare to explore new options.
2) Blueprint Simulations is based in California. For the preparation of KLAX, can you tell us how did you work, how did you pinpoint elements, objects of the airport ?
B.S. : In order to create the KLAX scenery I relied heavily on close-up pictures and high-resolution satellite images obtained from public sources on the internet as I have done for all the other sceneries. Close-up pictures are absolutely necessary to achieve the highest level of detail. On the other hand, pictures are not enough to capture the real character of an airport. Each terminal and each concourse is unique and has a very distinct atmosphere. Having the opportunity to experience firsthand most of the airports portrayed in my sceneries by either living nearby or visiting very often has been my most valuable tool during the creative process. This is particularly true for KLAX. Having lived in LA for nearly a decade has given me the opportunity to truly experience LAX, from every one of its terminal to the surrounding areas. Needless to say, having the opportunity to just drive to the airport when a detail is needed is quite useful. It has, however, made it very difficult to bring the project to a “temporary” conclusion by enabling me to become obsessed with capturing every detail.
1) Blueprint Simulations has its fans and regular customers. What kind of qualities and values they appreciate in your sceneries ?
B.S. : The level of detail and technical accuracy that I have tried to achieve with each and every one of our products is what makes BluePrint Simulations sceneries unique. My intention from the very beginning was to fill what I perceived to be a gap in the type of sceneries already available. While most developers moved toward increasingly complex animations, I wanted sceneries that were accurate enough to allow for published procedures to be used under instrument flight conditions. I also wanted more realistic terminals featuring more three-dimensional details. With those goals in mind, I decided to create my own sceneries. Today, the feedback from an overwhelming majority of our customers appears to indicate not only that others felt the same needs that I did, but also that I have accomplished my original goals.
I must say, however, that MSFS enthusiasts either love our sceneries or hate them. I am also aware of the fact that our customer base represents a very, very small fraction of the flight simulation community. Nonetheless, I am pleased that my sceneries arouse strong responses, a characteristic of products do not fit within pre-established boundaries but dare to explore new options.
2) Blueprint Simulations is based in California. For the preparation of KLAX, can you tell us how did you work, how did you pinpoint elements, objects of the airport ?
B.S. : In order to create the KLAX scenery I relied heavily on close-up pictures and high-resolution satellite images obtained from public sources on the internet as I have done for all the other sceneries. Close-up pictures are absolutely necessary to achieve the highest level of detail. On the other hand, pictures are not enough to capture the real character of an airport. Each terminal and each concourse is unique and has a very distinct atmosphere. Having the opportunity to experience firsthand most of the airports portrayed in my sceneries by either living nearby or visiting very often has been my most valuable tool during the creative process. This is particularly true for KLAX. Having lived in LA for nearly a decade has given me the opportunity to truly experience LAX, from every one of its terminal to the surrounding areas. Needless to say, having the opportunity to just drive to the airport when a detail is needed is quite useful. It has, however, made it very difficult to bring the project to a “temporary” conclusion by enabling me to become obsessed with capturing every detail.
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