{"data":{"id":12783,"title":"Introducing the RSI Constellation 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finally here, the first preview of a Star Citizen pledge ship. We\u2019re very proud to present a ten-page brochure outlining the capabilities\u2014and showing off the first images\u2014of Roberts Space Industries\u2019 Constellation spacecraft. We think you\u2019ll be very pleased with the ship that many of you have chosen to make your own\u2026\n\nThe Constellation Mk3\nWe designed the Constellation to fill a role not found in traditional space sims: a small multi-person ship similar to the Millennium Falcon or the Firefly. For the first time you\u2019ll be sharing the front seat with a living co-pilot while another friend covers your tail in the turret. It\u2019s going to set Star Citizen apart from the competition and it\u2019s going to give you a gameplay experience you won\u2019t find anywhere else.\n\n(Download the PDF)\nPlease note that the model isn\u2019t fully finished or textured. We\u2019re releasing it now because we just couldn\u2019t wait to show her off. Expect more details to be added to the exterior and interior and especially the fighter. This brochure will be updated with final models and paint overs in the coming weeks. We\u2019ll be producing material with this level of detail on ALL our ships and will be releasing them to backers and subscribers during the course of development. Next up is the MISC Freelancer, then the RSI Aurora and the Origin 300i. The Freelancer and the civilian variant of the Hornet are being worked on as we speak. This will take time: the goal is to get it right, not to do it fast. We believe in designing not only the look but also the ergonomics and the functionality, and that takes time\u2026 but it will pay off in the finished model and the finished game. We hope this goes to show the level of immersion in the world of Star Citizen we are committed to delivering to you. We\u2019re not happy with just a sketch, or even a render of a 3D model. We want it to feel like you\u2019re looking at a real brochure from RSI, or another one of the spaceship manufacturers in the Star Citizen universe. From the day you\u2019ve backed, we want your experience on the RSI site to be as much \u201cin fiction\u201d as possible, so even though it will be a while before you can fly in the universe you feel like you are part of it just by spending time on this site.\n\nYou can start your Star Citizen career in a Constellation by pledging at the $250 level or higher, or by adding a $225 ship upgrade.\n\nAn Interview with Ryan Church\nRyan Church, the incredibly talented (and famous) artist responsible for the Constellation, was kind enough to answer some questions about his process: How does the process in designing ships work between you and Chris Roberts?\n\nThe process of designing ships for Chris starts with his description of all of the subjective and objective requirements- left brain stuff like how big, how maneuverable, crew requirements, mission. Then there is the right brain stuff- it always has to look cool and functional and fit in with his universe but it also needs to feel a certain way: tough, slick, dependable. It\u2019s much like designing a car or any other product, there are the engineering requirements and then there\u2019s the feeling you want to convey- look at a Ferrari and a Lambourghini. Both are high performance Italian sports cars but they have very different looks, different surface form languages. So I will start pretty rough and send a bunch of variations to Chris and he will (quickly!) weed them down and distill out what he wants. Once the shape and configuration are locked in I put on my engineer\u2019s hat and work backwards from the functional requirements to the form. I model in Maya and Modo during the whole process until the end when I\u2019m able to render something out and do an illustration from there.\nHow does the Constellation reflect your design philosophy with Star Citizen?\n\nThe design brief for the Constellation was that it has a crew of three, is heavily armed and has an \u2018iconic\u2019 shape. That\u2019s tough to do! But I think we\u2019ve succeeded- it has a very aggressive shape in attack\/landing mode and can configure itself to a more benign looking cruise mode. At every stage while building it and figuring out the functionality I\u2019m thinking about the Constellation class ship as a potential user: what would I want to fly? What would I want to be seen in? These questions resulted in not only the look of the ship but the layout of the interior and a lot of the functionality like the way the weapons can retract and change the silhouette of the ship. I\u2019m a huge fan of aviation and aviation history and all of that knowledge affects my aesthetic and functionality decisions- looking back on the design process for real aviation projects is incredibly enlightning, you get to really see the tradeoffs that were made and how the designers either pushed up against what was technologically possible or in some cases repackaged old or mundane technology in a new way to come out with something innovative and successful. I try to think that way when working on these Star Citizen designs: space is scary, it\u2019s unforgiving and it would be super scary to have nothing but an inch or two of metal or carbon or glass between you and an absolute zero vacuum. I want people to have that feeling when they\u2019re cruising in one of these designs and feel the warm fuzzies that come from being protected inside a dependable ship they\u2019ve been through many battles with.\nWhat was the start goal for the Constellation, and how do you think you\u2019ve achieved that with its current design?\n\nThe goal for the Constellation was really to be a bad ass, iconic ship- something with a very good combination of utility, speed, and firepower and that looked great- aggressive and sleek at the same time. And above all, functional.\nHow does designing space ships for Star Citizen differ than designing them for the film work you\u2019ve done?\n\nDesigning ships for Star Citizen is really the most fun I\u2019ve had designing in a long time. Film designs are almost always limited by being servants to the story being told- they must \u2018read\u2019 very quickly and be very visually strong. That\u2019s all great but then what inevitably happens is the functionality and reality get compromised. These are issues we don\u2019t have in Star Citizen. I\u2019m treating it exactly as if I\u2019m designing a real, functioning piece of equipment because in many ways that\u2019s exactly what I\u2019m doing- I can\u2019t sacrifice visibility or weapon field of fire or interior packaging in the way I\u2019ve had to do with countless movie designs. I find these limitations very cool to work under and really served as a mandate to buckle down and figure stuff out instead of what would happen on an average movie build which would be something like \u2018ah, we never see it from that angle so we don\u2019t have to worry about it\u2019 or \u2018it doesn\u2019t really matter that the interior doesn\u2019t match up with the exterior any more, we\u2019ll never see it.\u2019 With these Star Citizen designs all of that really matters as well as a hundred other things like cockpit ergonomics and airlock functionality, it\u2019s part of an effort to make the designs as realistic as possible within the technology level inside the game and, in the end, be fun and cool to use. This is a lot of fun for my internal \u2018frustrated engineer\u2019.\nWhat has been the biggest challenge?\n\nThe biggest challenge with my Star Citizen work has been finding the loose, first read, iconic shape and silhouette. Coming up with something that makes Chris say \u2018that\u2019s it!!\u2019 That really makes or breaks the design- the detail kind of accrues organically and the requirements help decide the placement and configuration of weapons, engines, cockpits, etc. but that \u2018squint your eyes\u2019 shape is always the first- and hardest- part of the assignment.\nWhat has been the most rewarding?\nThe most rewarding part of this job is seeing the equipment rendered out and inside the game engine. It\u2019s really close to the feeling of walking on to a set you\u2019ve designed- only in Star Citizen the plan is to be able to live with, customize and live and die in these things, it\u2019s like being the star of a movie or actually living in Chris\u2019 Star Citizen universe.","de_DE":"Es ist endlich soweit, die erste Vorschau auf ein Star Citizen Pfandboot. Wir sind sehr stolz darauf, eine zehnseitige Brosch\u00fcre pr\u00e4sentieren zu k\u00f6nnen, die die F\u00e4higkeiten umrei\u00dft und die ersten Bilder der Raumsonden Constellation von Roberts Space Industries zeigt. Wir denken, dass Sie mit dem Schiff, das viele von Ihnen gew\u00e4hlt haben, um Ihr eigenes zu bauen, sehr zufrieden sein werden.....\n\nDas Sternbild Mk3\nWir haben die Constellation so konzipiert, dass sie eine Rolle spielt, die in herk\u00f6mmlichen Weltraumsimulationen nicht zu finden ist: ein kleines Mehrpersonenschiff \u00e4hnlich dem Millennium Falcon oder der Firefly. Zum ersten Mal teilen Sie sich den Vordersitz mit einem lebenden Co-Piloten, w\u00e4hrend ein anderer Freund Ihren Schwanz im Turm bedeckt. Es wird Star Citizen von der Konkurrenz abheben und Ihnen ein Gameplay-Erlebnis bieten, das Sie nirgendwo sonst finden werden.\n\n(Das PDF herunterladen)\nBitte beachten Sie, dass das Modell nicht vollst\u00e4ndig fertig oder strukturiert ist. Wir ver\u00f6ffentlichen es jetzt, weil wir es einfach nicht erwarten konnten, sie zu zeigen. Erwarten Sie, dass dem \u00c4u\u00dferen und Inneren und vor allem dem K\u00e4mpfer weitere Details hinzugef\u00fcgt werden. Diese Brosch\u00fcre wird in den kommenden Wochen mit den endg\u00fcltigen Modellen und Lackierungen aktualisiert. Wir werden Material mit diesem Detaillierungsgrad auf ALLEN unseren Schiffen produzieren und es im Laufe der Entwicklung an Geldgeber und Abonnenten weitergeben. Als n\u00e4chstes kommt der MISC Freelancer, dann der RSI Aurora und der Origin 300i. Der Freelancer und die zivile Variante der Hornisse werden gerade bearbeitet. Das wird Zeit brauchen: Das Ziel ist es, es richtig zu machen, nicht, es schnell zu tun. Wir glauben daran, nicht nur das Aussehen, sondern auch die Ergonomie und die Funktionalit\u00e4t zu gestalten, und das braucht Zeit.... aber es wird sich im fertigen Modell und im fertigen Spiel auszahlen. Wir hoffen, dass dies zeigt, wie sehr wir in die Welt von Star Citizen eintauchen und wie sehr wir uns bem\u00fchen, Ihnen diese zu liefern. Wir sind nicht zufrieden mit einer einfachen Skizze oder gar einem Rendering eines 3D-Modells. Wir m\u00f6chten, dass es sich anf\u00fchlt, als ob Sie sich eine echte Brosch\u00fcre von RSI oder einem anderen Raumschiffhersteller im Star Citizen-Universum ansehen. Von dem Tag an, den du unterst\u00fctzt hast, wollen wir, dass deine Erfahrungen auf der RSI-Seite so viel \"in Fiktion\" wie m\u00f6glich sind, also, obwohl es noch eine Weile dauern wird, bis du im Universum fliegen kannst, f\u00fchlst du dich, als w\u00e4rst du Teil davon, nur weil du Zeit auf dieser Seite verbringst.\n\nDu kannst deine Karriere als Star Citizen in einer Konstellation beginnen, indem du dich auf der Stufe 250 $ oder h\u00f6her verpf\u00e4ndest oder ein Schiffs-Upgrade von 225 $ hinzuf\u00fcgst.\n\nEin Interview mit der Ryan Church\n\nRyan Church, der unglaublich talentierte (und ber\u00fchmte) K\u00fcnstler, der f\u00fcr die Konstellation verantwortlich ist, war so freundlich, einige Fragen \u00fcber seinen Prozess zu beantworten: Wie funktioniert der Prozess beim Design von Schiffen zwischen Ihnen und Chris Roberts?\n\nDer Prozess des Schiffsentwurfs f\u00fcr Chris beginnt mit seiner Beschreibung aller subjektiven und objektiven Anforderungen - linkes Gehirn, wie z.B. wie gro\u00df, wie wendig, Crew-Anforderungen, Mission. Dann gibt es noch das rechte Gehirn - es muss immer cool und funktional aussehen und in sein Universum passen, aber es muss sich auch auf eine bestimmte Weise anf\u00fchlen: hart, glatt, zuverl\u00e4ssig. Es ist \u00e4hnlich wie beim Entwerfen eines Autos oder eines anderen Produkts, es gibt die technischen Anforderungen und dann gibt es das Gef\u00fchl, dass man vermitteln m\u00f6chte - schauen Sie sich einen Ferrari und einen Lambourghini an. Beide sind leistungsstarke italienische Sportwagen, aber sie haben ein sehr unterschiedliches Aussehen und unterschiedliche Oberfl\u00e4chenformen. Also werde ich ziemlich grob anfangen und einen Haufen Variationen an Chris schicken und er wird sie (schnell!) ausmerzen und herausdestillieren, was er will. Sobald die Form und Konfiguration festgelegt sind, setze ich meinen Ingenieurhut auf und arbeite r\u00fcckw\u00e4rts von den funktionalen Anforderungen an die Form. Ich modelliere in Maya und Modo w\u00e4hrend des gesamten Prozesses bis zum Ende, dann kann ich etwas ausgeben und von dort aus eine Illustration machen.\nWie spiegelt die Konstellation Ihre Designphilosophie mit Star Citizen wider?\n\nDer Entwurf f\u00fcr die Constellation war, dass sie eine Crew von drei Personen hat, schwer bewaffnet ist und eine \"ikonische\" Form hat. Das ist schwer zu machen! Aber ich denke, wir haben es geschafft - es hat eine sehr aggressive Form im Angriffs-\/Lande-Modus und kann sich in einen gutartig aussehenden Kreuzfahrtmodus konfigurieren. In jeder Phase des Baus und der Ermittlung der Funktionalit\u00e4t denke ich an das Schiff der Constellation-Klasse als potenziellen Nutzer: Was w\u00fcrde ich fliegen wollen? Worin sollte ich mich sehen lassen? Diese Fragen f\u00fchrten nicht nur zum Aussehen des Schiffes, sondern auch zum Layout des Innenraums und zu vielen Funktionen wie dem Einziehen der Waffen und der Ver\u00e4nderung der Silhouette des Schiffes. Ich bin ein gro\u00dfer Fan der Luftfahrt- und Luftfahrtgeschichte und all dieses Wissen beeinflusst meine \u00e4sthetischen und funktionalen Entscheidungen - der R\u00fcckblick auf den Designprozess f\u00fcr echte Luftfahrtprojekte ist unglaublich aufschlussreich, man sieht wirklich, welche Kompromisse eingegangen sind und wie die Designer entweder gegen das technologisch M\u00f6gliche vorgegangen sind oder in einigen F\u00e4llen alte oder allt\u00e4gliche Technologien auf eine neue Art und Weise neu verpackt haben, um mit etwas Innovativem und Erfolg herauszukommen. Ich versuche, so zu denken, wenn ich an diesen Star Citizen-Designs arbeite: Der Raum ist be\u00e4ngstigend, er ist unvers\u00f6hnlich und es w\u00e4re super be\u00e4ngstigend, nichts als ein oder zwei Zoll Metall, Kohlenstoff oder Glas zwischen sich zu haben und ein absolutes Nullvakuum. Ich m\u00f6chte, dass die Leute dieses Gef\u00fchl haben, wenn sie in einem dieser Designs kreuzen und die warmen Fuzzies sp\u00fcren, die davon kommen, dass sie in einem zuverl\u00e4ssigen Schiff gesch\u00fctzt sind, mit dem sie viele K\u00e4mpfe erlebt haben.\nWas war das Startziel der Konstellation, und wie haben Sie das Ihrer Meinung nach mit dem aktuellen Design erreicht?\n\nDas Ziel der Constellation war es, ein knallhartes, ikonisches Schiff zu sein - etwas mit einer sehr guten Kombination aus Nutzwert, Geschwindigkeit und Feuerkraft, das gleichzeitig gro\u00dfartig aggressiv und elegant aussah. Und vor allem funktional.\nInwiefern unterscheidet sich das Design von Raumschiffen f\u00fcr Star Citizen von dem Design f\u00fcr die Filmarbeit, die Sie geleistet haben?\n\nDas Entwerfen von Schiffen f\u00fcr Star Citizen ist wirklich der gr\u00f6\u00dfte Spa\u00df, den ich seit langem beim Entwerfen hatte. Filmdesigns sind fast immer darauf beschr\u00e4nkt, Diener der zu erz\u00e4hlenden Geschichte zu sein - sie m\u00fcssen sehr schnell \"lesen\" und sehr visuell stark sein. Das ist alles gro\u00dfartig, aber was dann unvermeidlich passiert, ist, dass die Funktionalit\u00e4t und Realit\u00e4t beeintr\u00e4chtigt werden. Das sind Themen, die wir in Star Citizen nicht haben. Ich behandle es genau so, als w\u00fcrde ich ein echtes, funktionierendes Ger\u00e4t entwerfen, denn in vielerlei Hinsicht ist es genau das, was ich tue - ich kann die Sichtbarkeit, das Waffenfeld des Feuers oder die Innenverpackung nicht so opfern, wie ich es mit unz\u00e4hligen Filmdesigns gemacht habe. Ich finde diese Einschr\u00e4nkungen sehr cool, unter denen man arbeiten kann und die wirklich als Mandat dienten, sich zu verkrallen und Dinge herauszufinden, anstatt das, was bei einem durchschnittlichen Filmbuild passieren w\u00fcrde, das so etwas wie 'ah w\u00e4re, wir sehen es nie aus diesem Blickwinkel, so dass wir uns keine Sorgen machen m\u00fcssen' oder 'es spielt keine Rolle, dass das Innere nicht mehr mit dem \u00c4u\u00dferen \u00fcbereinstimmt, wir werden es nie wieder sehen. Mit diesen Star Citizen-Designs ist all das wirklich wichtig, ebenso wie hundert andere Dinge wie Cockpit-Ergonomie und Luftschleusenfunktionalit\u00e4t, es ist Teil der Bem\u00fchungen, die Designs so realistisch wie m\u00f6glich innerhalb des technologischen Niveaus innerhalb des Spiels zu gestalten und am Ende Spa\u00df und cool zu bedienen. Das macht meinem internen \"frustrierten Ingenieur\" viel Spa\u00df.\nWas war die gr\u00f6\u00dfte Herausforderung?\n\nDie gr\u00f6\u00dfte Herausforderung bei meiner Arbeit mit Star Citizen war es, die lose, zuerst lesbare, ikonische Form und Silhouette zu finden. Etwas zu finden, das Chris dazu bringt, zu sagen: \"Das war's!\". Das macht oder bricht das Design wirklich - die Art der Details entsteht organisch und die Anforderungen helfen bei der Entscheidung \u00fcber die Platzierung und Konfiguration von Waffen, Triebwerken, Cockpits usw., aber diese Form der \"Augenzwinkern\" ist immer der erste und h\u00e4rteste Teil des Auftrags.\nWas war das Lohnendste?\n\nDer lohnendste Teil dieses Jobs ist es, die Ausr\u00fcstung aus und in der Game Engine zu sehen. Es ist wirklich nah an dem Gef\u00fchl, zu einem Set zu gehen, das man entworfen hat - nur in Star Citizen ist der Plan, mit diesen Dingen leben, anpassen und leben und sterben zu k\u00f6nnen, es ist, als w\u00e4re man der Star eines Films oder lebt man tats\u00e4chlich im Chris' Star Citizen Universum.","zh_CN":"It\u2019s finally here, the first preview of a Star Citizen pledge ship. We\u2019re very proud to present a ten-page brochure outlining the capabilities\u2014and showing off the first images\u2014of Roberts Space Industries\u2019 Constellation spacecraft. We think you\u2019ll be very pleased with the ship that many of you have chosen to make your own\u2026\n\nThe Constellation Mk3\nWe designed the Constellation to fill a role not found in traditional space sims: a small multi-person ship similar to the Millennium Falcon or the Firefly. For the first time you\u2019ll be sharing the front seat with a living co-pilot while another friend covers your tail in the turret. It\u2019s going to set Star Citizen apart from the competition and it\u2019s going to give you a gameplay experience you won\u2019t find anywhere else.\n\n(Download the PDF)\nPlease note that the model isn\u2019t fully finished or textured. We\u2019re releasing it now because we just couldn\u2019t wait to show her off. Expect more details to be added to the exterior and interior and especially the fighter. This brochure will be updated with final models and paint overs in the coming weeks. We\u2019ll be producing material with this level of detail on ALL our ships and will be releasing them to backers and subscribers during the course of development. Next up is the MISC Freelancer, then the RSI Aurora and the Origin 300i. The Freelancer and the civilian variant of the Hornet are being worked on as we speak. This will take time: the goal is to get it right, not to do it fast. We believe in designing not only the look but also the ergonomics and the functionality, and that takes time\u2026 but it will pay off in the finished model and the finished game. We hope this goes to show the level of immersion in the world of Star Citizen we are committed to delivering to you. We\u2019re not happy with just a sketch, or even a render of a 3D model. We want it to feel like you\u2019re looking at a real brochure from RSI, or another one of the spaceship manufacturers in the Star Citizen universe. From the day you\u2019ve backed, we want your experience on the RSI site to be as much \u201cin fiction\u201d as possible, so even though it will be a while before you can fly in the universe you feel like you are part of it just by spending time on this site.\n\nYou can start your Star Citizen career in a Constellation by pledging at the $250 level or higher, or by adding a $225 ship upgrade.\n\nAn Interview with Ryan Church\nRyan Church, the incredibly talented (and famous) artist responsible for the Constellation, was kind enough to answer some questions about his process: How does the process in designing ships work between you and Chris Roberts?\n\nThe process of designing ships for Chris starts with his description of all of the subjective and objective requirements- left brain stuff like how big, how maneuverable, crew requirements, mission. Then there is the right brain stuff- it always has to look cool and functional and fit in with his universe but it also needs to feel a certain way: tough, slick, dependable. It\u2019s much like designing a car or any other product, there are the engineering requirements and then there\u2019s the feeling you want to convey- look at a Ferrari and a Lambourghini. Both are high performance Italian sports cars but they have very different looks, different surface form languages. So I will start pretty rough and send a bunch of variations to Chris and he will (quickly!) weed them down and distill out what he wants. Once the shape and configuration are locked in I put on my engineer\u2019s hat and work backwards from the functional requirements to the form. I model in Maya and Modo during the whole process until the end when I\u2019m able to render something out and do an illustration from there.\nHow does the Constellation reflect your design philosophy with Star Citizen?\n\nThe design brief for the Constellation was that it has a crew of three, is heavily armed and has an \u2018iconic\u2019 shape. That\u2019s tough to do! But I think we\u2019ve succeeded- it has a very aggressive shape in attack\/landing mode and can configure itself to a more benign looking cruise mode. At every stage while building it and figuring out the functionality I\u2019m thinking about the Constellation class ship as a potential user: what would I want to fly? What would I want to be seen in? These questions resulted in not only the look of the ship but the layout of the interior and a lot of the functionality like the way the weapons can retract and change the silhouette of the ship. I\u2019m a huge fan of aviation and aviation history and all of that knowledge affects my aesthetic and functionality decisions- looking back on the design process for real aviation projects is incredibly enlightning, you get to really see the tradeoffs that were made and how the designers either pushed up against what was technologically possible or in some cases repackaged old or mundane technology in a new way to come out with something innovative and successful. I try to think that way when working on these Star Citizen designs: space is scary, it\u2019s unforgiving and it would be super scary to have nothing but an inch or two of metal or carbon or glass between you and an absolute zero vacuum. I want people to have that feeling when they\u2019re cruising in one of these designs and feel the warm fuzzies that come from being protected inside a dependable ship they\u2019ve been through many battles with.\nWhat was the start goal for the Constellation, and how do you think you\u2019ve achieved that with its current design?\n\nThe goal for the Constellation was really to be a bad ass, iconic ship- something with a very good combination of utility, speed, and firepower and that looked great- aggressive and sleek at the same time. And above all, functional.\nHow does designing space ships for Star Citizen differ than designing them for the film work you\u2019ve done?\n\nDesigning ships for Star Citizen is really the most fun I\u2019ve had designing in a long time. Film designs are almost always limited by being servants to the story being told- they must \u2018read\u2019 very quickly and be very visually strong. That\u2019s all great but then what inevitably happens is the functionality and reality get compromised. These are issues we don\u2019t have in Star Citizen. I\u2019m treating it exactly as if I\u2019m designing a real, functioning piece of equipment because in many ways that\u2019s exactly what I\u2019m doing- I can\u2019t sacrifice visibility or weapon field of fire or interior packaging in the way I\u2019ve had to do with countless movie designs. I find these limitations very cool to work under and really served as a mandate to buckle down and figure stuff out instead of what would happen on an average movie build which would be something like \u2018ah, we never see it from that angle so we don\u2019t have to worry about it\u2019 or \u2018it doesn\u2019t really matter that the interior doesn\u2019t match up with the exterior any more, we\u2019ll never see it.\u2019 With these Star Citizen designs all of that really matters as well as a hundred other things like cockpit ergonomics and airlock functionality, it\u2019s part of an effort to make the designs as realistic as possible within the technology level inside the game and, in the end, be fun and cool to use. This is a lot of fun for my internal \u2018frustrated engineer\u2019.\nWhat has been the biggest challenge?\n\nThe biggest challenge with my Star Citizen work has been finding the loose, first read, iconic shape and silhouette. Coming up with something that makes Chris say \u2018that\u2019s it!!\u2019 That really makes or breaks the design- the detail kind of accrues organically and the requirements help decide the placement and configuration of weapons, engines, cockpits, etc. but that \u2018squint your eyes\u2019 shape is always the first- and hardest- part of the assignment.\nWhat has been the most rewarding?\nThe most rewarding part of this job is seeing the equipment rendered out and inside the game engine. It\u2019s really close to the feeling of walking on to a set you\u2019ve designed- only in Star Citizen the plan is to be able to live with, customize and live and die in these things, it\u2019s like being the star of a movie or actually living in Chris\u2019 Star Citizen universe."},"links_count":1,"comment_count":201,"created_at":"2012-11-15T00:00:00+00:00","created_at_human":"13 years ago"},"meta":{"processed_at":"2026-04-29 17:17:30","valid_relations":["images","links","translations"],"prev_id":12782,"next_id":12784}}