{"data":{"id":13417,"title":"Meet Joshua Alway","rsi_url":"https:\/\/robertsspaceindustries.com\/en\/comm-link\/transmission\/13417-Meet-Joshua-Alway","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/13417","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/13417","channel":"Transmission","category":"Undefined","series":"Meet the team","images":[{"id":1104,"name":"2013-12-14_headshot_joshua_alway.JPG","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/cpuh2cgq41vzgr\/source\/2013-12-14_headshot_joshua_alway.JPG","alt":"","size":5796108,"mime_type":"image\/jpeg","last_modified":"2013-12-04T18:25:49+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/1104","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/1104\/similar"}],"images_count":1,"translations":{"en_EN":"Greetings Citizens,\nOn last week\u2019s Wingman\u2019s Hangar you met Joshua Alway, a Cloud Imperium programmer responsible for helping add some of the \u2018pew pew\u2019 to our weapons. Here\u2019s his Comm-Link profile:\n\nHow did you get started in the game industry?\nI\u2019ve wanted to be a programmer since middle school, with a preference towards working with video games. I started learning C++ by the time I entered highschool, and was doing some 3D DirectX programming by the time I graduated. After that, I went to Rochester Institute of Technology for their Game Design and Development undergrad program, also finishing a minor in CS.\n\nWhat projects have you worked on?\nWhile this is my first major industry job, I had some other minor programming positions during my time at university. I did some part-time work for a professor\u2019s research project, in which we created a mod in Unreal for studies into whether video games could be used as a treatment for Amblyopia (lazy eye). I then did some work over a summer for the arcade game company, ICE.\n\nWhat are you doing for Cloud Imperium?\nMy job at Cloud Imperium is primarily to create the basic effects for artists and gameplay programmers to manipulate. This means I spend most of my time writing shaders and the engine code feeding data into them. For example, I worked on the shader we currently use for creating our laserbolt effects, as well as several others which won\u2019t be seen until later on.\n\nWhat are you most excited to see in Star Citizen\/Squadron 42?\nI am quite excited to see what the end results of the economic and related simulation systems will be. Dogfighting and such is fine, but I\u2019m more interested in the universe itself.\n\nWhat are you playing right now?\nCurrently, I play a lot of Battlefield 4, intermixed with an assortment of indie titles, and an occasional round of the Touhou bullet hell series.","de_DE":"Gr\u00fc\u00dfe B\u00fcrger,\nAuf dem Hangar von Wingman's letzte Woche trafen Sie Joshua Alway, einen Cloud Imperium-Programmierer, der daf\u00fcr verantwortlich ist, unseren Waffen etwas von der \"Kirchenbank\" hinzuzuf\u00fcgen. Hier ist sein Comm-Link-Profil:\n\nWie bist du in der Spieleindustrie gestartet?\nIch wollte seit der Mittelstufe Programmierer werden, mit einer Vorliebe f\u00fcr die Arbeit mit Videospielen. Ich begann C++ zu lernen, als ich das Gymnasium betrat, und machte einige 3D-Direktprogrammierungen, als ich meinen Abschluss machte. Danach ging ich zum Rochester Institute of Technology f\u00fcr das Studienprogramm Game Design and Development und beendete dort auch ein Nebenfach in CS.\n\nAn welchen Projekten hast du gearbeitet?\nW\u00e4hrend dies mein erster gro\u00dfer Industriejob ist, hatte ich w\u00e4hrend meiner Studienzeit einige andere kleine Programmierpositionen. Ich habe Teilzeit f\u00fcr das Forschungsprojekt eines Professors gearbeitet, in dem wir in Unreal einen Mod erstellt haben, um zu untersuchen, ob Videospiele als Behandlung von Amblyopie (Faulheit) eingesetzt werden k\u00f6nnen. Dann habe ich \u00fcber einen Sommer hinweg f\u00fcr die Arcade-Spiel-Firma ICE gearbeitet.\n\nWas machst du f\u00fcr Cloud Imperium?\nMeine Aufgabe bei Cloud Imperium ist es in erster Linie, die grundlegenden Effekte zu erzeugen, die K\u00fcnstler und Gameplay-Programmierer manipulieren k\u00f6nnen. Das bedeutet, dass ich die meiste Zeit damit verbringe, Shader zu schreiben und der Motorcode Daten in sie eintr\u00e4gt. Zum Beispiel habe ich an dem Shader gearbeitet, den wir derzeit f\u00fcr die Erstellung unserer Laserbolzen-Effekte verwenden, sowie an einigen anderen, die erst sp\u00e4ter zu sehen sein werden.\n\nWas freut dich am meisten in Star Citizen\/Squadron 42 zu sehen?\nIch bin sehr gespannt, wie die Endergebnisse der wirtschaftlichen und damit verbundenen Simulationssysteme aussehen werden. Luftkampf und so ist in Ordnung, aber ich bin mehr an dem Universum selbst interessiert.\n\nWas spielst du gerade?\nDerzeit spiele ich eine Menge Battlefield 4, vermischt mit einer Reihe von Indie-Titeln, und eine gelegentliche Runde der Touhou Bullet Hell Serie.","zh_CN":"Greetings Citizens,\nOn last week\u2019s Wingman\u2019s Hangar you met Joshua Alway, a Cloud Imperium programmer responsible for helping add some of the \u2018pew pew\u2019 to our weapons. Here\u2019s his Comm-Link profile:\n\nHow did you get started in the game industry?\nI\u2019ve wanted to be a programmer since middle school, with a preference towards working with video games. I started learning C++ by the time I entered highschool, and was doing some 3D DirectX programming by the time I graduated. After that, I went to Rochester Institute of Technology for their Game Design and Development undergrad program, also finishing a minor in CS.\n\nWhat projects have you worked on?\nWhile this is my first major industry job, I had some other minor programming positions during my time at university. I did some part-time work for a professor\u2019s research project, in which we created a mod in Unreal for studies into whether video games could be used as a treatment for Amblyopia (lazy eye). I then did some work over a summer for the arcade game company, ICE.\n\nWhat are you doing for Cloud Imperium?\nMy job at Cloud Imperium is primarily to create the basic effects for artists and gameplay programmers to manipulate. This means I spend most of my time writing shaders and the engine code feeding data into them. For example, I worked on the shader we currently use for creating our laserbolt effects, as well as several others which won\u2019t be seen until later on.\n\nWhat are you most excited to see in Star Citizen\/Squadron 42?\nI am quite excited to see what the end results of the economic and related simulation systems will be. Dogfighting and such is fine, but I\u2019m more interested in the universe itself.\n\nWhat are you playing right now?\nCurrently, I play a lot of Battlefield 4, intermixed with an assortment of indie titles, and an occasional round of the Touhou bullet hell series."},"links_count":0,"comment_count":37,"created_at":"2013-12-05T00:00:00+00:00","created_at_human":"12 years ago"},"meta":{"processed_at":"2026-05-31 11:04:39","valid_relations":["images","links"],"prev_id":13416,"next_id":13418}}