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Just curious if GAYA developers travel onsite at airports to survey projects and collect photos?  I’m assuming for some of the major airports that are easily accessible to GAYA headquarters, this is a yes. But, what about the far, out-of-the-way airports included in the MSFS World updates GAYA develops for MSFS?  Does GAYA/MS hire locals to take photos for them, or do you send a team-member to survey the location?

Regards,

Rob

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As known the HQ of Gaya located in Israel however we have people from all around the globe- from New Zealand to Brazil (include many countries in between).

As for your question- the answer YES and NO :) . Ill use the opportunity to give a bit of insight about how we approach an airport project and how, briefly, we execute it. 

The first step we take in any project is planning while focusing the very main issue- what experience and immersion we what to achieve. For instance- while worked on Florence we wanted to achieve that Italian style airport with the "mess" of how the cars and ground service vehicles positioned. On LOWZ (Zell Am See) we focused the pastoralic Alps style with the Austrian touch (Gliders, the unique static aircrafts and the red/yellow helicopters) etc. We taking that stage very seriously and the whole project will build by that "feeling" around it.

That stage consist a resources "indexing"- we making sure we will have "boots on the ground" at any airport we developing. Sometimes it will be one of the team members going the airport, some times it will be one who working at the airport and assist us with real-time and dated materials and references/info and you will be surprise but in many cases it's the official airport who assist us (in many of them actually we having and had an official assistant from the airport management/PR divisions). I think it's a great sign (amount many other signs) Flight Simulation becoming main stream!. 

Only now, when we have a very detailed project plan and we have the right info and access to the airport we start the actually developing. Our very professional art division start to make their magics with art, the scenery developers drawing handle the ground (All Gaya airports having custom made and top quality ground polygons/projected mesh). Slightly all parts coming together while all the time we monitoring we achieving the immersion and the right feeling we want. 

From here starting massive testing, previews and all the final stages before release :) 

The work not ending here of course. We collecting users feedbacks, bugs and listing new features we want to add (following and impacting the SDKs) and after a while working on updates. As you now airports are frequently changing - new buildings, new ground, gates numbers etc. On the technical part there are new techs, new ideas and skills we want to keep implementing in our products to keep them top quality and updated!

Raz.

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10 hours ago, Raz said:

As known the HQ of Gaya located in Israel however we have people from all around the globe- from New Zealand to Brazil (include many countries in between).

As for your question- the answer YES and NO 🙂. Ill use the opportunity to give a bit of insight about how we approach an airport project and how, briefly, we execute it. 

The first step we take in any project is planning while focusing the very main issue- what experience and immersion we what to achieve. For instance- while worked on Florence we wanted to achieve that Italian style airport with the "mess" of how the cars and ground service vehicles positioned. On LOWZ (Zell Am See) we focused the pastoralic Alps style with the Austrian touch (Gliders, the unique static aircrafts and the red/yellow helicopters) etc. We taking that stage very seriously and the whole project will build by that "feeling" around it.

That stage consist a resources "indexing"- we making sure we will have "boots on the ground" at any airport we developing. Sometimes it will be one of the team members going the airport, some times it will be one who working at the airport and assist us with real-time and dated materials and references/info and you will be surprise but in many cases it's the official airport who assist us (in many of them actually we having and had an official assistant from the airport management/PR divisions). I think it's a great sign (amount many other signs) Flight Simulation becoming main stream!. 

Only now, when we have a very detailed project plan and we have the right info and access to the airport we start the actually developing. Our very professional art division start to make their magics with art, the scenery developers drawing handle the ground (All Gaya airports having custom made and top quality ground polygons/projected mesh). Slightly all parts coming together while all the time we monitoring we achieving the immersion and the right feeling we want. 

From here starting massive testing, previews and all the final stages before release 🙂

The work not ending here of course. We collecting users feedbacks, bugs and listing new features we want to add (following and impacting the SDKs) and after a while working on updates. As you now airports are frequently changing - new buildings, new ground, gates numbers etc. On the technical part there are new techs, new ideas and skills we want to keep implementing in our products to keep them top quality and updated!

Raz.

Incredible!  Thanks for taking the time to explain this to me.  I can vouch for how real the ‘feeling’ of your airports are.  The atmosphere is the most important aspect of a scenery, and GAYA nails it every time.

 

- Rob

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