Whilst we are working on creating a new map DLC, members primarily from the asset teams create depots, a type of prefab that are built upon further to create the unique industries which we know and see in-game. Previously, these depots took quite a while to create, and often resulted in industries with similar layouts and cargo delivery spots.
However, with the creation of the Kansas DLC, the teams have created a new functioning 'Custom Depot'. This new change allows for our map team to have more customisation control over the depot's layout, both visually and gameplay wise. This brings a number of new options to the table which will ultimately allow for a more realistic and variable gameplay experience when it comes to delivering to and from these custom depots in-game.
Starting with Farming and Agriculture depots, this new technology allows us to make every crop farm in the Kansas DLC unique not only visually but also functionally. One of the team members working on this project is Veronika B, one of our Depot & Asset Producers. We spoke with her a little more to understand the work being carried out, and what it means for players.
"We try to add new depot sites with every map DLC" Veronika tells us. "Previously, creating depots was quite a complicated process. Each new depot had a cross-department "lifecycle" which started from research and went onwards to asset designers, then onto QA testing where it was then passed back to the map designers for implementation. We also receive help from Vehicles team (for new cargoes that usually complement new depots in DLCs), asset designers for in-game company branding or additional assets. Some depots can take a few months to create"
"In the case of Custom Depots, Map Designers are now able to create a majority of the depot with separate models and also add new company items on the prefab to be connected to our road system. The Map Designer becomes the main creator and can also decide where drivers should deliver their loads"
"The Second phase is about creating the layout of the depot, where we focus on parking spots, where players load and unload their cargo. When we are happy with the layout, we have our Q&A team check it, and to find any potential issues with that depot. In this phase we also discuss with the asset team about new models. The Third phase is about "making it nice", so we work hard to bring the depot to life with custom models and assets and prepare the depot for integration into the map."
"Luckily, our team is not alone in the task of creating these new custom depots. We are part of a big team with colleagues from multiple departments involved, which I am very happy about, because the passion of every member brings something new to this job which I love!"
While this project is still in its first phase, Veronika tells us that in the future they hope to continue to further develop custom depots. "We already have plans to use a mix of rigid depots and custom ones for both ETS2 and ATS too" Veronika tells us. "I cannot share more, but we already have ideas in the works to support map designers with documentation, references, share feedback (from research, QA, asset teams that normally create rigid prefabs) and bring players more unique sites for hauling."



















































