Greetings Citizens,

Let’s get right to it…

Art

One word – Growth! The team is really expanding, we’ve been adding extra desks here there and everywhere, making plans for how we can get our projected staffing levels squeezed in, we are two floors, who knows – maybe another soon! :P

Lots of concept work going into props needed for the Idris, additional style guide work, Idris Front turret, Freelancer interior revision, Idris mess hall and a new fighter ship from Aegis. We have hired two new internal concept artists and this will really help us proceed to define and clarify many areas of SC.

UI

Screens, screens, and more screens – Power, Shields, Global Overview, Missiles, Idris interior screens PLUS Gav has been working on the Idris hanger decals, Comms relay screens and the Airlock screens as well as updating FPS HUDs to fit in with the line work and a new ammo system.

Environments

This month the environment team in the UK has been hard at work sprinting through full production on the “baby PU” large world map. There will be multiple POI (Points of Interest, or things to see!) for you to explore within this large world sandbox so we are trying to make sure that each of them feels interesting and dynamic. There will be plenty of cool places to discover and rewards for the adventurous space traveller, but in the mean time we need to continue to polish, polish, polish to get something outstanding out to you guys; believe us, it’s time well-spent and you’d notice the difference if we didn’t. Additionally, we are working in delivering in art passes, as time goes by the areas will update and increase in fidelity and function – initially rooms will be quite basic working with the core set, then from there we’ll identify the functions of the rooms and really start to give personality to the space stations.

Ships

Ships are ripping along! There has been a lot of movement on the Idris interior and exterior, the Retaliator modules (now being constructed in-game) and the Avenger. We’re building both the single and double cockpit versions, along with living quarters and rear modules for the variants. The process of bringing the Vanguard into the game has started, with an aim to get it fighting in the game sooner than later. The Starfarer Captain’s room and airlock have been finished, and work is ongoing on the Cutlass damage system and cockpit fitting.

Props

The Prop team has been heavily focused on delivering assets for the CitizenCon deliverable. We’ve been working on some rather special hangar objects and rewards. Some ship specific props have been worked on and they should be coming to a ship near you soon. A fair chunk of bug fixing has been happening for FPS fixing up physic proxies and making sure you can shoot without clipping the edges of collision shapes and through gaps in the props. (That’s why “polish” is often essential and isn’t just cosmetic. It has a real impact on how functional versus how buggy these early builds may feel you as a player!)

A small amount of work has been invested in supporting new game modes where possible, making sure the other teams have what they need to flesh out their ideas. Finally we have been helping out with creating a new ship weapon and have started looking at the new ship component system.

VFX

What a busy month it’s been – no change there then! The VFX team have continued to “sanity check” existing effects since the major game-dev merge and 3.7 integration the previous month – which basically means checking through our particle libraries to make sure all our effects are still behaving as expected.

Due to the sheer volume of effects we have throughout Star Citizen, this has proven to be a time-consuming task, but worth it nonetheless; these kind of maintenance tasks (often referred to as the “non-sexy stuff”) also give us an opportunity to update any older effects that we feel can benefit from new features (such as greater control over soft particles, and finally a working camera distance offset) and better texture assets etc.

Continuing with the “non-sexy stuff” (someone’s gotta do it!) we recently encountered some issues where environmental effects were not showing up as expected. This meant we needed to check through every level/map in the game and fix up anything that was missing. This turned out to be less than straight-forward because there were several, unrelated reasons for this happening (i.e. it wasn’t a one-fix-for-all solution).

Aside from checking on our existing work, of course we’ve been busy creating new content! For example:

Following on from last month’s destruction pipeline improvements, we have been rolling out the latest exterior damage effects for several of our ships (and even a buggy) as well as implementing “Interior States” – formally referred to as GOST – effects for the Constellation, Retaliator and Cutlass to name but three. We’ve also begun ambient interior effects for Idris, which technically is a ship but feels like a level given its size! Can’t wait for you all to see how awesome this ship is looking by the way…

We have also begun effects work for several new map areas, including dust and debris for MASSIVE asteroid clusters and ambient effects for a satellite base. Aside from this, we also gave some love to the laser sniper rifle’s effects, and two new ship weapons also required a full set of effects.

All that’s left to say, is that we’re super excited to be attending CitizenCon in “sunny” Manchester and showing off our latest stuff – roll on October!

Engineering

We’ll that’s CitizenCon been and gone for another year and we hope you’re as excited as we are for Squadron 42! It being held in Manchester this year, underneath the iconic Concorde, made it extra special for us.

If you watched the event you would have seen the Morrow tour of the Idris. This gives you a sense of where we’re trying to go with making you feel like you’re not only part of a fully functioning ship, populated by believable characters and not just some robotic androids, but also making you feel like you’re part of a family where you can form relationships with the other crew members. This brings several technologies together, all working seamlessly with each other, from the conversation system, Subsumption, AI, animation, inner thought text, speech, lip sync, and many more. For example having the Morrow character walk and talk at the same time. Doesn’t sound or look hard does it? Except you wouldn’t expect a normal person to just walk at a set speed, looking straight ahead whilst chatting away. They’re also going to be spending some time looking towards your character, they’re going to be gesticulating, slowing down, stopping, speeding up, reacting to you if you drop back or even just walk off (this isn’t just a cutscene – you’re still in control of your character!). And none of this can just be one big pre-canned animation, as we don’t know where you the player are going to be or what you’re going to be doing. So this involves the AI doing its pathfinding but contextually depending on what they’re talking about and where the player is. We need to have the walk animation, but with some gestures fragments, blended with a look pose and maybe a soupçon of IK to make it all look natural. The use of Subsumption enables Morrow to have a sense of purpose, the conversation system adapts so that you can react to what he’s been saying using the inner thought text. And all this will change depending on their current mood. If you’ve messed a mission up and they’re angry characters can display very different body language than if you’ve aced it. Then apply that across all the characters on board the ship and we feel the interstitials in Squadron 42 will really bring the game to life. You may never want to leave!

The inner thought text is a new system we’ve been developing to allow the player to be able to make choices without it feeling like you’re just selecting some line from a 3 option menu. The idea is if you are looking in the direction of something you either can interact with it or make some choices by way of some text that will subtly appear allowing you to select what you want to do, or if you want just ignore it and carry on with your day without committing to any particular posture or action. It’s designed to be as unobtrusive as possible so as not to interrupt the flow of the game, but also give some better contextual sense of what you want to achieve. A good example is if you look at a chair a “sit down” message might float above it, which will be a definite improvement on our current “USE” prompt everywhere!

We’ve also been working hard on getting the large world map into your hands, which again you will have seen a small portion of at the event. We now see this a proving ground for integrating all the various systems we need to get working for Squadron 42 and Star Citizen, as it takes all parts of what we’re doing and brings them together in one big whole. One of the next big steps forward we’re working on is the level streaming. At the moment we can only have one level resident in memory at a time, so when you want to go from one area to another you have to unload the current level and then wait for the next level to load usually with a loading screen. We’re going replace all the level loading code with a new ZoneContainer system which consolidates everything within a level, and also the prefabs as well, into its own new structure. It also shows the power of the zone system our friends over in Frankfurt have been writing, which as you can tell by the name each container is its own zone as well. So almost everything becomes its own ZoneContainer, systems, planets, ships, space stations and so on. It allows us great flexibility as we will be able to now have levels within levels, or levels orbiting levels and, with the new seamless background loading of the ZoneContainers, a practically infinite playfield as well. Happy days!

Animation

The UK animation team has been busy getting all of the amazing performance capture scenes ready for the Morrow Tour demo on-board the UEE Idris Stanton, as well as filling out some of the background animations to bring the ship to life! We’re all really excited for everyone to finally know the ground-breaking Squadron 42 cast! The performance capture that Chris shot is fantastic and it’s now making its way in to the engine – we can really see it starting to take shape. We have also been working with the Squadron 42 level designers to figure out the best technical process to chop these animations up and get them game-ready and feeling natural in the most efficient way possible.

Our resident tech animator, Vin Chander, has been working hard on the facial tech so that we are able to deliver some top class facial animation for our outstanding Squadron 42 cast, and we’ve also been helping out with the FPS v0 requirements in order to get that out to the fans as soon as possible, which in turn helps drive the Squadron 42 schedule by sharing some of the same animations for ground combat.

Design

What a month! The excitement of CitizenCon has dominated all of the UK Design department’s minds in September and we have seen some great developments in the Large World system.

Following on from the GamesCom demo we have had lots of engineering updates allowing the Large World team to fully populate a huge area of space with lots of new and interesting points of interest. We have lots of different satellite stations, asteroid bases, communication relay stations, derelicts and ship graveyards dispersed throughout the large world map for you to find and explore, to name just a few. We are hopeful that all of this will soon be at your disposal and the Large World map will become a place that will finally begin to feel like the first step towards the “Star Citizen” vision.

You will have something that we can build on with regular updates, together with all your valuable feedback and with the design progression we already have planned I’m sure we can really set Star Citizen apart from anything seen before. For CitizenCon we wanted to give the player a taste of the universe that they can feel part of, explore and discover areas and points of interest. We wanted to get all the various systems a few rungs further up the development ladder as well, such as Quantum Drive, Landing, Multi-Crew, Local Physics, EVA, etc. The push for CitizenCon has really helped focus development on these and we have solid platforms to build on for a lot of core game systems.

Anyway…we hope that we managed to get something special in front of you at CitizenCon and we will continue to push as hard as ever with your continued brilliant support.

Graphics

This month, the graphics team have been exceptionally busy, as always we’ve been trying to make Star Citizen look as awe inspiring and as smooth as possible. We’ve been working on optimisation techniques, such as improving the shadow system to allow for efficient shadow rendering at large distances. Refining the level of detail (LOD) merging system which combines geometry at various LOD levels to significantly reduce draw calls. As well as improving the CryEngine’s LOD selection algorithm with a more intelligent system that takes into account poly density for all LOD levels; this ensures objects of various sizes and scales will switch LODs at appropriate distances. All of this is fundamental work towards enabling the game to handle such beautiful art work over such a massive gameplay space. It’s very important work – the lessons we learn here will inform everything we need to do to deliver the rest of the persistent universe over time.

We’ve also been working on the character hair shader to make it compatible with our lighting system and supporting the rollout of the wrinkle technology, which you’ll see in the CitizenCon Bishop’s Speech and The Morrow Tour.

As well, the damage system has been going through a large refactor to improve efficiency, robustness and functionality; it’s coming close to the end of the refactor now so our larger multi-crew ships where inter-changeable parts can take damage as well as the main body of the ship. As many people on the forums comment about multi-GPU support for Star Citizen I can openly state we make sure everything we do is multi-GPU friendly and the damage work is no different; we have put special work in to make sure it functions as desired in multi-GPU environments. The damage system is now ready for the next stage of development which is for the Repair mechanic.

QA

So another month over and another successful live performance from the UK QA team! We’re becoming seasoned pros with all this live stage demo stuff – next stop Hollywood, ey Chris?

In the build up to CitizenCon, the UK QA team had been working tirelessly to ensure what was demonstrated on stage was as ready as possible – daily reviews and constant iterations have led to what we hope you’ll all agree was a very polished showing.

We’re always doing our best to ensure that the latest features of Star Citizen reach the community as quickly as possible. QA’s role is never more pivotal than just before a large update to the game – and we’re really excited for the fans to see all of the new core tech that is coming together and the big announcements for Squadron 42!