{"data":{"id":13785,"title":"Monthly Report: March 2014","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/transmission\/13785-Monthly-Report-March-2014","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/13785","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/13785","channel":"Undefined","category":"Undefined","series":"Monthly 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Fools! Of course we have the real monthly report for you\u2026 and the Star Citizen team isn\u2019t going to a tropical island any time soon, we have a game to finish! Read on for monthly status updates from all of Star Citizen\u2019s studio heads and outsource partners.\n\nTravis Day, Dogfight Producer\nSanta Monica, California\u2026 Home to year round sunshine, excellent restaurants along the walking promenade, and a 3-mile stretch of beautiful beach. We\u2019ve seen none of these things for many weeks now as we\u2019ve been locked in our office working hard on Dogfighting!\n\nIn all seriousness though while it is tiring, it is also very invigorating, and this project drives everyone\u2019s passion and the knowledge that the community is just as excited as we are pushes us to our best work. I have never been more awed by a team\u2019s discipline and dedication. We work not because we\u2019re forced to but instead because we love what we\u2019re working on and want to really wow people with Chris\u2019 reveal before PAX East.\n\nAlright, well at this point I am sure you\u2019re thinking, \u201cWe get it, the teams is working hard\u2026 But what have you DONE?\u201d Well fair enough, here we go!\nThe HUD has moved forward by leaps and bounds. This has been one of our most collaborative pieces of work with other studios and it is really shaping up! Over the course of the past couple of months, we have been working hard to conceptualize and define the base functionality that will drive the HUD and peripheral user interfaces in many of the ships that you will be piloting in the Star Citizen universe.\n\nIn any ship, you will be able to manage and interact with many different systems, such as weapons configuration management, power and energy management, shields management, radar configuration, navigation, comms, target tracking, preset configuration, and much more. All of these components need to be quickly accessible to you at any given point in time, especially during heated situations such as combat.\n\nOur goal in designing the cockpit UI was to present such complex components in a manner that is functionally intuitive, yet aesthetically consistent with the fiction in that you\u2019re piloting a ship from the future. One of the biggest challenges in designing any sci-fi interface is striking the right balance between what looks \/ feels visually interesting and what is functionally efficient, both of which are equally important in driving the immersion as you\u2019re piloting ships in Star Citizen.\n\nWe feel that we have achieved a nice blending between the two in our design given some of the core concepts behind the UI. One of which for example, is the extensive use of actual 3D geometry within the UI to visually represent items and objects (such as targets, parts of your own ship, etc.), and the many various states they may have. We have also been doing extensive work developing a custom \u201choloshader\u201d that gives these 3D objects a very \u201cholographic\u201d look, which will have them fit nicely into the overall design.\n\nWe\u2019ve been developing some really cool features for the UI in Star Citizen. We are looking forward to sharing with you in detail our vision behind the HUD and all of its various components soon, but there is still much work to be done before it\u2019s considered in any final state.\n\nMultiplayer functionality has also been a large and bug filled undertaking this month. We\u2019ve spent a great deal of time this month writing code to improve the systems we\u2019d previously created and debugging issues with precision, latency, and bandwidth limitations. Now that we are testing with our newly crafted backend (CIGNet) we\u2019re starting to work through the various systems to make sure that the experience remains playable with a variety of pings and available bandwidth.\n\nOur design team has also been hard at work continuing to hook up and balance many newly created items and continuing to add nuance to the ships. We\u2019ve finished implementing and doing an early balance pass on ship items. Furthermore, we\u2019ve completed hooking up the Scythe for perfectly balanced flight with all of its thrusters working in concert to bring its weapons to bear on enemies. During this process our Physics programmer was able to tweak and debug his hand crafted thruster analysis tool which greatly aids in placing and balancing thrusters for all future ships.\n\nWe\u2019ve also been upgrading the Hornet to PBR so it has a lot more realistic look and feel to it. During this process Chris Smith took it upon himself to make some interior upgrades to the cockpit with higher resolution pass adding a lot more intricate details to the interior of the cockpit. Intricate mechanical workings were done as well to make the canopy operate on a believable track system and modifying the seat for a believable ejection. Lastly with PBR came the integration of the weathering system that allows him to apply some very believable wear and tear looks to the models. He even took a pass of mocking up some different armor types for it. With all of these detailed changes plus the PBR conversion the Hornet is really looking quite stunning!\n\nWe\u2019ve also grown our team here a bit over the last month with an additional three new employees bringing our total headcount in this studio to 27. Joining us this month were Kami Talebi (Production Coordinator), Joanna Whitmarsh (Marketing Associate), and James Pugh (Assistant Community Manger) who\u2019ve all hit the ground running quite well! It has been amazing to watch the team here grow from three people almost a year ago to our current size today and we all look forward to continuing to grow the best possible team in the future with which to build the BDSSE!\n\nThanks for reading and if you have any questions about what you\u2019ve seen in this report please do not hesitate to reach out to us on the \u2018Ask a Developer\u2019 threads in the forums.\n\nSee you in the \u2018verse!\n\nEric Peterson, Studio Director\nCIG Texas has had an amazing month of March from getting the backend server up and running which allows all of us at CIG to join up and battle in daily Dogfighting sessions \u2013 which can get mighty heated these days. We are also busy working on patch 11.2 which will upgrade the patching system for the upcoming DFM reveal and subsequent release. Also, we are supporting the hard charging Santa Monica team with the DFM by having several folks embedded in the trenches lending a hand.\n\nOur Engineers got the full universe cluster configured and deployed to our cloud servers autonomously through our build system, and while our initial tests would only allow 2 or 3 players to connect, we are now up to dozens of us battling every single day. Also, we have many new improvements and enhancements for the Oculus Rift coming in the next Hangar Patch, such as FOV fixes, and dual-screen rendering, which will greatly enhance the VR experience.\n\nIn addition, we\u2019ve been working to support artists for enhancing visuals such as making PBR (or PBS) look as fantastic as possible and also greatly improved the shield effects, making them more configurable and now have a \u201cfrom cockpit\u201d view of the shields.\nWe are also very busy integrating systems for the DFM, such as matchmaking, and leaderboards, which will be needed for our upcomming release.\n\nAnimation has been very busy cleaning up the data from our first full performance capture session. Now, we are busy integrating the animation curves generated into our in game body and faces. And of course, making sure that all the animations work for the ships coming up in the dogfighting module.\n\nAudio has been busy getting the interactive music working correctly, as well as adding new sound effects for lasers, thrusters, cockpits, breakups and hits \u2013 in addition, recording all the dialogue for the \u201cbitching betty\u201d or warning system for the space ships we will be flying soon.\n\nDesign has managed to fill 5 of the its open positions \u2013 it was a great month for finding some talented & dedicated designers that will go that extra mile to make Star Citizen the best experience possible. We are moving full steam ahead with BHVR on the economy simulation which will be responsible for generating many of the player missions in the game. It goes without saying that we are knee deep in dogfighting testing, and we are busy assisting with PBR implementation in the hangars, as well as making the tools that will allow us to populate the systems that all of us are looking forward to visiting.\n\nThe art team has gotten the first female character modeled and approved by the man himself, we have also gotten the new facial rigs from 3Lateral and are busy attaching animations to them as we speak. We are working on ship parts and components that will be swappable on the various ships. We have completed the RSI helmet that you will be wearing as you fly in the DFM \u2013 or get ejected into space. We are also busy coordinating the performance capture sessions needed for both Star Citizen and Squadron 42. In addition we are busy sculpting the Xi\u2019an race for look and feel. It is looking really sweet.\n\nOverall, the team is hard at work, making sure that we deliver a great experience, and support Chris as we make the Best Damned Space Sim Ever!\n\nErin Roberts, Studio Director\nHi again from sunny England. :)\n\nWell, the past month has flown by with a huge amount of work in a lot of directions\u2026\n\nThe team has been focusing on two main areas\u2026 Support for the dog fighting module, as well as pushing forward on a bunch of systems and content for Squadron 42.\n\nIn terms of the dog fighting module the artists have been focusing on creating and polishing the maps that we will all be playing in. After getting the maps up and running, we have now been focusing on making space landmarks in the levels to make navigation intuitive, and will now be focusing in the last few weeks on lighting and effects to really make the maps sing. Design has been focusing on the different game modes for the dog fighting module, so on each map you will be able to play different types of games (Death match, team death match, horde mode etc.)\n\nAlso, a lot of work has been going into the Vanduul AI, balancing the new flight model with the new vehicle (Fighter) setup and AI. This is quite a process as we have to balance the physics system with the vehicle weight and thruster ratios, and then make sure it all acts the way it should with the new Kythera AI from Mooncollider. The coders have been working on a bunch of the game rules, effects, HUD elements, counter measures, control options and general stability for the module.\n\nFor Squadron 42, we have been pushing ahead with the block outs for all the UEE Capital Ships so we can get those into full production, the Idris and Retaliator are now in full production, along with a host of smaller craft, soon to be followed by the Panther and Javelin. This has entailed a bunch of concept \/ product design work from our internal concept artists Andrew Ley and Stuart Jennet who are making sure that every part of a ship, whether it be weapons, living quarters etc. all work as you would expect. We have to make sure each ship is a living and interactive space. (We want everything to have a function \/ use that looks like it should, and don\u2019t want to have to re-work things later and waste time) We are also looking at starting the block outs for the Vanduul cap ship fleet next month as well as more work on the full block out of the Shubin Mining base. We have designed the ships systems for cap ships, which we will be sharing with the community in the coming weeks. Hopefully this will make manning capital ships with your friends a lot of fun, as different people need to work together to manage engineering, weapons control, shields, communications, navigation, radar and our favourite so far electronic warfare\u2026\n\nMeetings have taken place over the motion capture process (both body and facial), which we will be taking the lead for at Foundry 42, as it is a huge part of pushing the fidelity and storytelling for the game.\n\nAnd finally David Haddock has been with us in the UK for the last two weeks, breaking down the story with Phil Meller, to continue with the script for S42 which is already moving towards the size of War and Peace. Phil will then be travelling over to LA to join David next month to finish their work off and get final sign off from Chris on the full story breakdown for S42.\n\nThat\u2019s about it for now! As always, thanks for all your support, without you guys we wouldn\u2019t be able to have so much fun making this great game.\n\nMathieu Beaulieu, Producer\nMarch was a very productive month at Behaviour Interactive.\n\nWe are deep into the design and backend development of the economy within the persistent universe, bringing together complex systems to create the most realistic economic system ever found in a space sim.\n\nConcepts such as labor, salary, and employee happiness will be tracked and have an independent effect on the economic output of every location within the PU. Some worlds will favor the rich upper class, while others will favor the working class etc\u2026 We have also examined several vital issues such as inflation, monetary policy, central banks and player loans.\n\nWe have started to use the Physical Based Rendering technology developed by Crytek and have begun to apply it to all the hangars. The results are great and will bring all the in-game textures to a high level of realism.\n\nAlso, check out the latest development for the room system and the Asteroid Hangar on Episode 62 of Wingman\u2019s Hangar!\n\nLast month we completed a first pass on the UI framework. Now, we are making good use of this framework for the integration of the Dog Fighting Module menus, as well as the Visor HUD.\n\nWe are still ramping up and always looking for the best talent to join our team. Seven new employees joined us this month: 2 new artists, 2 intern artists, 1 UI designer, 1 game designer and 1 programmer. We are now 39 developers working hard to bring some amazing art and gameplay features to you in the \u2018verse.\n\nTara Decker, Producer\nThe CGBot team has spent March (with the windows open;) working on various aspects of Star Citizen including ships, characters, and weapons.\n\nAfter an intense knowledge-transfer visit from Forrest Stephan and Chris Smith in late February, work began on putting the Aurora through the damage and PBR pipelines. We had great results and look forward to seeing some really beautiful destruction during Dogfighting.\n\nWe are also working closely with Foundry 42 to get the Idris ready for single-player action. Several areas of the ship are being reworked as F42 goes through it with an eye towards making gameplay fun and interesting -we started the ship awhile back and are really happy to work with that incredible crew on making the Idris a great ship to own.\n\nOn the character front, we were happy to work with the new character lead, David Jennison, on starting female characters. We get the pleasure of working on the completely bad-freaking-*rse Female Punk Pirate outfit. Getting that to work with the female base model & seeing her awesomeness come to life is well, awesome.\n\nLastly, we jumped in to create some of the FPS weapons with [Redacted]. Weapons that are realistic of course, as Chris requires; so letting artists zone out on the details is always fun.\n\nIt\u2019s been an intense March working with the teams to get ships ready for Dogfighting fun while also feeding the overall SC needs. We\u2019re proud to contribute to the effort.\n\nBtw, Canada, does a Gold in London count? ;)\n\nSean Murphy, Outsource Manager\nOur stellar contract artists keep pumping out great work; Ryan Church is continuing to refine the Panther Escort Carrier and Emmanuel Shiu, Jan Urschel, and John Dickenson (among others!) continue on Vanduul, Banu, and Xi\u2019an ships. Stephan Martiniere has created some fantastic environment paintings for the Tal system, Rob McKinnon has given us some awesome helmet, weapon, and armor designs, and Eddie del Rio has done some really interesting exploration of the Xi\u2019an scout ship. Ed Lee has created a very cool crossbow for our Shroud of the Avatar crossover, and we\u2019ve gotten some great Vanduul characters from Brett Briley and Justin Sweet.\n\nIn addition, we\u2019ve got a couple of new names working with us \u2013 Stefano Tsai in the UK has started building the M50 and Gavin Rothery, production designer on the movie \u201cMoon\u201d, has started work on the UEE Gladius. We\u2019re excited to have them on board!\n\n[Redacted]\nWhat used to be merely an FPS team is growing! The team has been busily chasing our dogfighting goals, and steadily kicking along towards the debut of FPS as well.\n\nThe animation team has applied loads of elbow grease and polish to player animation and movement in 0G, player movement in space after ejection is enabled by thrusters on the pilot suit to really sell the experience of floating weightless in the black.\n\nOur artists have leveraged their ample skills to produce tons of weapon FX, from lasers to grenades to the formidable electric shotgun. They\u2019ve also turned their hands toward the environments, building up locations both on and off-planet, including that Outlaw space station we mentioned last month, perhaps you\u2019ll be getting a peek at that soon?\nOur engineers have spent the month deep in the weeds of movement and eye-look positions, fixing physics errors and debugging elevators. While not too glamorous from the player side, these things all add up to make your alternate life that much more real.\n\nThe networking guys have been slaving over hot matchmaking services, while working with our HUD artists to enable menuing systems and scoreboards. Dogfighting Servers have been deployed, and are even now being hammered by our testers to ensure the smoothest play experience possible for our backers when the dogfighting module goes live. This means that, In addition to letting you fly your ships and shoot your foes, we\u2019ve added support for scoring and statistics keeping over all our multiplayer game modes!\n\nCan\u2019t wait to see you in space! (Sizzling like stellar bacon at the hot end of our lasers!)\n\nMark Day, Studio Director\nvoidALPHA in Emeryville, CA is focused on Planetside locations! Specifically, The Blocks and Landing Zone on Terra:Prime. Despite being a lower-income section of Prime, The Blocks is starting to look really good and contrasts nicely with the upscale environment that is Landing Zone. Speaking of upscale, Centermass, located on Landing Zone is as fancy as weapon shops come! It is the focus of great effort on our part and we are branding this location as our \u201cbeautiful corner\u201d. It is a section of Landing Zone that will set the visual high bar for our team here at voidALPHA. We are determined to make it melt your eyes!\n\nWe are also in the early stages of conceptualization on another Planetside location that has lots of promise but we can\u2019t quite share yet. Trust us, it\u2019s going to look amazing!\nWe\u2019ve been doing a tiny bit of traveling as well, with representatives going to BHVR in Canada for lighting training and to San Francisco for GDC 2014 to assist with recruitment efforts.\n\nvoidALPHA is building all this cool stuff with 5 people: a level designer, concept artist, production manager and 2 environment artists.\n\nBenoit Beaus\u00e9jour, Founder\nWeb team here! We\u2019ve spent the whole dreadfully cold month of March neck-deep in new features, and we switched a few priorities here and there to make sure that everything comes out as cool as it can be, but in the right order.\n\nMuch design work has been going on to flesh out the mechanics and interfaces for Orgs Drop Two. We want you to have fun roleplaying in your Orgs (yes, plural) and we know you can\u2019t wait to do a bit of espionage of your own. As we move to implementation in the month of April and May expect to see more releases on the specifics of what we are preparing soon!\n\nWe\u2019re still revamping the way ship data is handled in the site and more specifically in the store. You\u2019ll be able to browse all the ship data and statistics right from the store pages. Some exciting new visualization features are also in the works!\n\nOur team has been busy keeping up with the heavy Dogfighting Module development across all studios and focusing on producing new info, download and leaderboard views for the release of the DFM to the public. This includes how to get actual match and pilot data across to the site and in your accounts.\n\nIn preparation for this launch the crew has performed several server upgrades, maintenance and migrations to make sure the infrastructure is ready for the live release. This means switching to newer, more powerful server instances and preparation for the huge live operations that will follow launch day!\n\nTo help with spreading the good news, the Press section has been revamped to include more articles and more stuff for journalists across the globe. March also saw the release of the RSVP system with a first event for PAX East.\n\nMajor progress was made in making a new transient room system for the XMPP chat system that should be ready to release soon. So many Orgs were created in such short time we had to change the way the channels were handled. The net result is you will be able to use your Community Monicker in XMPP once this is out and live.\n\nTeam stands at solid 8 souls.\n\nPlatform team out!","de_DE":"Aprilscherze! Nat\u00fcrlich haben wir den echten Monatsbericht f\u00fcr Sie.... und das Star Citizen Team geht nicht so schnell auf eine tropische Insel, wir haben ein Spiel zu beenden! Lesen Sie weiter f\u00fcr monatliche Status-Updates von allen Studioleitern und Outsourcing-Partnern von Star Citizen.\n\nTravis Day, Dogfight Producer, Dogfight Producer\nSanta Monica, Kalifornien.... Heimat des ganzj\u00e4hrigen Sonnenscheins, ausgezeichnete Restaurants entlang der Promenade und ein 3 Meilen langer sch\u00f6ner Strand. Wir haben nichts davon seit vielen Wochen gesehen, da wir in unserem B\u00fcro eingesperrt waren und hart am Dogfighting gearbeitet haben!\n\nIm Ernst, aber obwohl es anstrengend ist, ist es auch sehr belebend, und dieses Projekt treibt die Leidenschaft aller voran und das Wissen, dass die Gemeinschaft genauso begeistert ist wie wir, treibt uns zu unserer besten Arbeit. Ich war noch nie so beeindruckt von der Disziplin und dem Engagement eines Teams. Wir arbeiten nicht, weil wir dazu gezwungen sind, sondern weil wir das, woran wir arbeiten, lieben und die Leute mit Chris' Enth\u00fcllung vor der PAX East wirklich begeistern wollen.\n\nIn Ordnung, nun, ich bin mir sicher, dass Sie an dieser Stelle denken: \"Wir haben es verstanden, die Teams arbeiten hart.... Aber was haben Sie getan?\" Nun, fair genug, los geht's!\nDas HUD hat sich sprunghaft weiterentwickelt. Dies war eine unserer kollaborativsten Arbeiten mit anderen Studios und es entwickelt sich wirklich! Im Laufe der letzten Monate haben wir hart daran gearbeitet, die Basisfunktionalit\u00e4t zu konzipieren und zu definieren, die die HUD- und peripheren Benutzeroberfl\u00e4chen in vielen der Schiffe, die Sie im Star Citizen-Universum steuern werden, antreibt.\n\nAuf jedem Schiff k\u00f6nnen Sie viele verschiedene Systeme verwalten und mit ihnen interagieren, wie z.B. Waffenkonfigurationsmanagement, Energie- und Energiemanagement, Schildmanagement, Radarkonfiguration, Navigation, Kommunikation, Zielverfolgung, voreingestellte Konfiguration und vieles mehr. Alle diese Komponenten m\u00fcssen zu jedem Zeitpunkt schnell f\u00fcr Sie zug\u00e4nglich sein, insbesondere in hei\u00dfen Situationen wie z.B. im Kampf.\n\nUnser Ziel bei der Gestaltung der Cockpit-Oberfl\u00e4che war es, so komplexe Komponenten funktional intuitiv und \u00e4sthetisch im Einklang mit der Fiktion zu pr\u00e4sentieren, dass Sie ein Schiff aus der Zukunft steuern. Eine der gr\u00f6\u00dften Herausforderungen bei der Gestaltung eines Sci-Fi-Interfaces ist es, die richtige Balance zwischen dem, was optisch interessant aussieht \/ sich anf\u00fchlt, und dem, was funktional effizient ist, zu finden. Beide sind ebenso wichtig f\u00fcr das Eintauchen, wie Sie Schiffe in Star Citizen steuern.\n\nWir sind der Meinung, dass wir eine sch\u00f6ne Mischung zwischen den beiden in unserem Design erreicht haben, da einige der Kernkonzepte hinter der Benutzeroberfl\u00e4che stehen. Eines davon ist zum Beispiel die umfassende Verwendung der tats\u00e4chlichen 3D-Geometrie innerhalb der Benutzeroberfl\u00e4che, um Elemente und Objekte (wie Ziele, Teile des eigenen Schiffes usw.) und die vielen verschiedenen Zust\u00e4nde, die sie haben k\u00f6nnen, visuell darzustellen. Wir haben auch umfangreiche Arbeit geleistet, indem wir einen benutzerdefinierten \"Holoshader\" entwickelt haben, der diesen 3D-Objekten einen sehr \"holographischen\" Look verleiht, der sie gut in das Gesamtdesign integriert.\n\nWir haben einige wirklich coole Features f\u00fcr die Benutzeroberfl\u00e4che in Star Citizen entwickelt. Wir freuen uns darauf, Ihnen bald unsere Vision hinter dem HUD und all seinen verschiedenen Komponenten im Detail mitzuteilen, aber es bleibt noch viel zu tun, bevor es in einem endg\u00fcltigen Zustand betrachtet wird.\n\nDie Multiplayer-Funktionalit\u00e4t war auch in diesem Monat ein gro\u00dfes und fehlerhaftes Unterfangen. Wir haben diesen Monat viel Zeit damit verbracht, Code zu schreiben, um die Systeme zu verbessern, die wir zuvor erstellt hatten, und Probleme mit Pr\u00e4zision, Latenz und Bandbreitenbeschr\u00e4nkungen zu debuggen. Jetzt, da wir mit unserem neu gestalteten Backend (CIGNet) testen, beginnen wir, die verschiedenen Systeme durchzuarbeiten, um sicherzustellen, dass das Erlebnis mit einer Vielzahl von Pings und verf\u00fcgbarer Bandbreite spielbar bleibt.\n\nUnser Designteam hat auch hart daran gearbeitet, viele neu geschaffene Gegenst\u00e4nde weiter zu verbinden und auszubalancieren und den Schiffen weiterhin Nuancen zu verleihen. Wir haben die Implementierung und Durchf\u00fchrung einer fr\u00fchzeitigen Salden\u00fcbergabe von Schiffspositionen abgeschlossen. Au\u00dferdem haben wir den Anschluss der Scythe f\u00fcr einen perfekt ausbalancierten Flug abgeschlossen, wobei alle ihre Triebwerke gemeinsam arbeiten, um ihre Waffen gegen Feinde einzusetzen. W\u00e4hrend dieses Prozesses war unser Physikprogrammierer in der Lage, sein handgefertigtes Analysetool f\u00fcr Triebwerke zu optimieren und zu debuggen, was bei der Platzierung und dem Auswuchten von Triebwerken f\u00fcr alle zuk\u00fcnftigen Schiffe sehr hilfreich ist.\n\nWir haben auch die Hornet auf PBR aufger\u00fcstet, so dass sie ein viel realistischeres Aussehen und Gef\u00fchl hat. W\u00e4hrend dieses Prozesses nahm Chris Smith es auf sich, um einige Innenaufr\u00fcstungen zum Cockpit mit h\u00f6herer Aufl\u00f6sung zu machen, die dem Inneren des Cockpits viel kompliziertere Details hinzuf\u00fcgen. Aufw\u00e4ndige mechanische Arbeiten wurden ebenfalls durchgef\u00fchrt, um die Kappe auf einem zuverl\u00e4ssigen Schienensystem laufen zu lassen und den Sitz f\u00fcr einen zuverl\u00e4ssigen Auswurf zu modifizieren. Schlie\u00dflich kam mit PBR die Integration des Bewitterungssystems, das es ihm erm\u00f6glicht, einige sehr glaubw\u00fcrdige Verschlei\u00dferscheinungen auf die Modelle anzuwenden. Er nahm sogar einen Pass, um verschiedene R\u00fcstungstypen daf\u00fcr zu verspotten. Mit all diesen detaillierten \u00c4nderungen und dem PBR Umbau sieht die Hornet wirklich umwerfend aus!\n\nWir haben auch unser Team hier im letzten Monat ein wenig vergr\u00f6\u00dfert, mit weiteren drei neuen Mitarbeitern, so dass wir in diesem Studio insgesamt 27 Mitarbeiter besch\u00e4ftigen. Kami Talebi (Produktionskoordinatorin), Joanna Whitmarsh (Marketing Associate) und James Pugh (Assistant Community Manger), die alle sehr gut gelaufen sind, haben sich uns in diesem Monat angeschlossen! Es war erstaunlich zu sehen, wie das Team hier von drei Personen vor fast einem Jahr auf unsere heutige Gr\u00f6\u00dfe anstieg, und wir alle freuen uns darauf, auch in Zukunft das bestm\u00f6gliche Team zu bilden, mit dem wir den BDSSE aufbauen k\u00f6nnen!\n\nVielen Dank f\u00fcr die Lekt\u00fcre und wenn Sie Fragen zu dem, was Sie in diesem Bericht gesehen haben, haben, z\u00f6gern Sie bitte nicht, uns \u00fcber die Themen'Ask a Developer' in den Foren zu kontaktieren.\n\nWir sehen uns im Vers!\n\nEric Peterson, Studio-Direktor\nCIG Texas hatte einen erstaunlichen Monat M\u00e4rz, nachdem der Backend-Server in Betrieb genommen wurde, der es uns allen bei CIG erm\u00f6glicht, an den t\u00e4glichen Dogfighting-Sitzungen teilzunehmen und zu k\u00e4mpfen - was heutzutage sehr hei\u00df werden kann. Wir sind auch damit besch\u00e4ftigt, an Patch 11.2 zu arbeiten, der das Patchesystem f\u00fcr die kommende DFM Enth\u00fcllung und die anschlie\u00dfende Ver\u00f6ffentlichung aktualisieren wird. Au\u00dferdem unterst\u00fctzen wir das hart umk\u00e4mpfte Santa Monica-Team mit dem DFM, indem wir mehrere Leute in die Sch\u00fctzengr\u00e4ben eingebettet haben, die eine Hand reichen.\n\nUnsere Ingenieure haben den kompletten Universum-Cluster konfiguriert und auf unseren Cloud-Servern autonom \u00fcber unser Build-System bereitgestellt, und w\u00e4hrend unsere ersten Tests nur 2 oder 3 Spielern die Verbindung erm\u00f6glichen w\u00fcrden, k\u00e4mpfen wir jetzt bis zu Dutzenden von uns jeden Tag. Au\u00dferdem haben wir viele neue Verbesserungen und Erweiterungen f\u00fcr den Oculus Rift im n\u00e4chsten Hangar Patch, wie z.B. FOV-Fixes und Dual-Screen-Rendering, die das VR-Erlebnis erheblich verbessern werden.\n\nDar\u00fcber hinaus haben wir daran gearbeitet, K\u00fcnstler bei der Verbesserung von Visuals zu unterst\u00fctzen, wie z.B. PBR (oder PBS) so fantastisch wie m\u00f6glich aussehen zu lassen und auch die Schildeffekte stark zu verbessern, sie konfigurierbarer zu machen und nun eine \"aus dem Cockpit\" Ansicht der Schilde zu haben.\nWir sind auch sehr damit besch\u00e4ftigt, Systeme f\u00fcr das DFM zu integrieren, wie Matchmaking und Ranglisten, die f\u00fcr unser kommendes Release ben\u00f6tigt werden.\n\nDie Animation war sehr damit besch\u00e4ftigt, die Daten aus unserer ersten vollst\u00e4ndigen Leistungserfassung zu bereinigen. Jetzt sind wir damit besch\u00e4ftigt, die erzeugten Animationskurven in unseren K\u00f6rper und unsere Gesichter im Spiel zu integrieren. Und nat\u00fcrlich, um sicherzustellen, dass alle Animationen f\u00fcr die Schiffe funktionieren, die im Dogfighting-Modul auftauchen.\n\nAudio war damit besch\u00e4ftigt, die interaktive Musik zum Laufen zu bringen, neue Soundeffekte f\u00fcr Laser, Thruster, Cockpits, Trennungen und Hits hinzuzuf\u00fcgen und den gesamten Dialog f\u00fcr das \"bitching betty\" oder das Warnsystem f\u00fcr die Raumschiffe, die wir bald fliegen werden, aufzunehmen.\n\nDesign hat es geschafft, 5 seiner offenen Stellen zu besetzen - es war ein gro\u00dfartiger Monat, um einige talentierte und engagierte Designer zu finden, die diese zus\u00e4tzliche Meile gehen werden, um Star Citizen das bestm\u00f6gliche Erlebnis zu bieten. Wir treiben mit Hochdruck die Wirtschaftssimulation mit BHVR voran, die f\u00fcr die Generierung vieler der Spielermissionen im Spiel verantwortlich sein wird. Es versteht sich von selbst, dass wir uns knietief im Dogfighting-Test befinden, und wir sind damit besch\u00e4ftigt, die PBR-Implementierung in den Hangars zu unterst\u00fctzen und die Werkzeuge zu entwickeln, die es uns erm\u00f6glichen, die Systeme zu f\u00fcllen, die wir alle gerne besuchen w\u00fcrden.\n\nDas Kunstteam hat die erste weibliche Figur modelliert und vom Mann selbst genehmigt bekommen, wir haben auch die neuen Gesichtsrigs von 3Lateral bekommen und sind damit besch\u00e4ftigt, Animationen an ihnen anzubringen, w\u00e4hrend wir sprechen. Wir arbeiten an Schiffsteile und Komponenten, die auf den verschiedenen Schiffen austauschbar sein werden. Wir haben den RSI-Helm fertig gestellt, den du tragen wirst, wenn du im DFM fliegst - oder ins All geworfen wirst. Wir sind auch damit besch\u00e4ftigt, die Leistungserfassung zu koordinieren, die sowohl f\u00fcr Star Citizen als auch f\u00fcr Staffel 42 erforderlich ist. Dar\u00fcber hinaus sind wir damit besch\u00e4ftigt, das Xi'an Rennen um Look and Feel zu gestalten. Es sieht wirklich s\u00fc\u00df aus.\n\nInsgesamt ist das Team hart bei der Arbeit, stellt sicher, dass wir eine gro\u00dfartige Erfahrung liefern und unterst\u00fctzt Chris bei der Entwicklung der besten verdammten Space Sim aller Zeiten!\n\nErin Roberts, Studioleiterin\nHallo wieder aus dem sonnigen England. :)\n\nNun, der letzte Monat ist mit viel Arbeit in viele Richtungen vergangen.....\n\nDas Team hat sich auf zwei Hauptbereiche konzentriert.... Unterst\u00fctzung f\u00fcr das Hundekampfmodul, sowie die Weiterentwicklung einer Reihe von Systemen und Inhalten f\u00fcr die Staffel 42.\n\nIm Hinblick auf das Modul Hundekampf haben sich die K\u00fcnstler darauf konzentriert, die Karten zu erstellen und zu polieren, in denen wir alle spielen werden. Nachdem wir die Karten in Betrieb genommen haben, haben wir uns nun darauf konzentriert, in den Ebenen Raummarkierungen vorzunehmen, um die Navigation intuitiv zu gestalten, und werden uns nun in den letzten Wochen auf Beleuchtung und Effekte konzentrieren, um die Karten wirklich zum Singen zu bringen. Das Design hat sich auf die verschiedenen Spielmodi f\u00fcr das Hundekampfmodul konzentriert, so dass Sie auf jeder Karte verschiedene Arten von Spielen spielen k\u00f6nnen (Todesspiel, Teamtodspiel, Hordenmodus usw.).\n\nAu\u00dferdem wurde viel Arbeit in die Vanduul KI gesteckt, indem das neue Flugmodell mit dem Setup des neuen Fahrzeugs (Fighter) und der KI abgeglichen wurde. Das ist ein ziemlicher Prozess, denn wir m\u00fcssen das physikalische System mit dem Fahrzeuggewicht und den Schubverh\u00e4ltnissen in Einklang bringen und dann sicherstellen, dass es mit der neuen Kythera-KI von Mooncollider so funktioniert, wie es sollte. Die Programmierer haben an einer Reihe von Spielregeln, Effekten, HUD-Elementen, Gegenma\u00dfnahmen, Kontrollm\u00f6glichkeiten und allgemeiner Stabilit\u00e4t f\u00fcr das Modul gearbeitet.\n\nF\u00fcr die Staffel 42 haben wir die Block Outs f\u00fcr alle UEE Capital Ships vorangetrieben, damit wir diese in die volle Produktion bringen k\u00f6nnen, die Idris und der Retaliator sind jetzt in voller Produktion, zusammen mit einer Vielzahl kleinerer Schiffe, denen bald der Panther und der Javelin folgen werden. Dies hat zu einer Reihe von Konzept-\/Produktdesignarbeiten unserer internen Konzeptk\u00fcnstler Andrew Ley und Stuart Jennet gef\u00fchrt, die daf\u00fcr sorgen, dass jeder Teil eines Schiffes, ob Waffen, Wohnr\u00e4ume usw., wie erwartet funktioniert. Wir m\u00fcssen sicherstellen, dass jedes Schiff ein lebendiger und interaktiver Raum ist. (Wir wollen, dass alles eine Funktion hat, die so aussieht, wie es sollte, und wollen nicht, dass wir die Dinge sp\u00e4ter \u00fcberarbeiten m\u00fcssen und Zeit verschwenden). Wir sind auch dabei, die Block-Outs f\u00fcr die Vanduul Cap Ship Flotte n\u00e4chsten Monat zu starten, sowie weitere Arbeiten am gesamten Block aus der Shubin Mining Basis. Wir haben die Schiffssysteme f\u00fcr Cap-Schiffe entworfen, die wir in den kommenden Wochen mit der Community teilen werden. Hoffentlich macht es Spa\u00df, die Schiffe der Besatzungshauptstadt mit deinen Freunden zu besetzen, denn verschiedene Leute m\u00fcssen zusammenarbeiten, um Engineering, Waffenkontrolle, Schilde, Kommunikation, Navigation, Radar und unsere bisher beliebteste elektronische Kriegsf\u00fchrung zu verwalten.....\n\nBesprechungen haben \u00fcber den Bewegungserfassungsprozess (sowohl K\u00f6rper als auch Gesicht) stattgefunden, f\u00fcr den wir bei Foundry 42 die F\u00fchrung \u00fcbernehmen werden, da er einen gro\u00dfen Teil dazu beitr\u00e4gt, die Treue und das Geschichtenerz\u00e4hlen f\u00fcr das Spiel voranzutreiben.\n\nUnd schlie\u00dflich war David Haddock in den letzten zwei Wochen bei uns in Gro\u00dfbritannien und hat die Geschichte mit Phil Meller aufgeschl\u00fcsselt, um mit dem Skript f\u00fcr S42 fortzufahren, das sich bereits auf die Gr\u00f6\u00dfe von Krieg und Frieden zubewegt. Phil wird dann nach LA reisen, um sich David im n\u00e4chsten Monat anzuschlie\u00dfen, um ihre Arbeit zu beenden und von Chris die endg\u00fcltige Freigabe f\u00fcr die vollst\u00e4ndige Aufschl\u00fcsselung der Geschichte f\u00fcr S42 zu erhalten.\n\nDas war's f\u00fcrs Erste! Wie immer, danke f\u00fcr eure Unterst\u00fctzung, ohne euch w\u00e4ren wir nicht in der Lage, so viel Spa\u00df an diesem tollen Spiel zu haben.\n\nMathieu Beaulieu, Produzentin\nDer M\u00e4rz war ein sehr produktiver Monat bei Behaviour Interactive.\n\nWir sind tief in das Design und die Backend-Entwicklung der Wirtschaft innerhalb des persistenten Universums vertieft und bringen komplexe Systeme zusammen, um das realistischste Wirtschaftssystem zu schaffen, das je in einer Weltraumsimulation gefunden wurde.\n\nKonzepte wie Arbeit, Gehalt und Mitarbeiterzufriedenheit werden verfolgt und wirken sich unabh\u00e4ngig auf die Wirtschaftsleistung jedes Standortes innerhalb der PU aus. Einige Welten werden die reiche Oberschicht bevorzugen, w\u00e4hrend andere die Arbeiterklasse usw. bevorzugen... Wir haben auch einige wichtige Themen wie Inflation, Geldpolitik, Zentralbanken und Spielerkredite untersucht.\n\nWir haben begonnen, die von Crytek entwickelte Physical Based Rendering-Technologie zu nutzen und sie auf alle Hangars anzuwenden. Die Ergebnisse sind gro\u00dfartig und werden alle Texturen im Spiel auf ein hohes Ma\u00df an Realismus bringen.\n\nAu\u00dferdem gibt es die neueste Entwicklung f\u00fcr das Raumsystem und den Asteroidenhangar in Episode 62 von Wingman's Hangar!\n\nLetzten Monat haben wir einen ersten Durchgang \u00fcber das UI-Framework abgeschlossen. Nun nutzen wir diesen Rahmen f\u00fcr die Integration der Men\u00fcs des Dog Fighting Module sowie des Visor HUD.\n\nWir sind immer noch im Aufbau und suchen immer nach den besten Talenten, um unser Team zu verst\u00e4rken. Sieben neue Mitarbeiter sind in diesem Monat zu uns gekommen: 2 neue K\u00fcnstler, 2 interne K\u00fcnstler, 1 UI-Designer, 1 Game Designer und 1 Programmierer. Wir sind jetzt 39 Entwickler, die hart daran arbeiten, Ihnen in der Strophe einige erstaunliche Kunst- und Gameplay-Funktionen zu bieten.\n\nTara Decker, Produzentin\nDas CGBot-Team hat im M\u00e4rz (bei ge\u00f6ffneten Fenstern;) an verschiedenen Aspekten von Star Citizen gearbeitet, darunter Schiffe, Charaktere und Waffen.\n\nNach einem intensiven Wissenstransferbesuch von Forrest Stephan und Chris Smith Ende Februar begannen die Arbeiten, die Aurora durch die Sch\u00e4den und PBR-Pipelines zu bringen. Wir hatten gro\u00dfartige Ergebnisse und freuen uns auf eine wirklich sch\u00f6ne Zerst\u00f6rung w\u00e4hrend des Dogfighting.\n\nWir arbeiten auch eng mit der Gie\u00dferei 42 zusammen, um die Idris f\u00fcr die Einzelspieler-Action fit zu machen. Mehrere Bereiche des Schiffes werden \u00fcberarbeitet, w\u00e4hrend die F42 durchl\u00e4uft, um das Gameplay unterhaltsam und interessant zu gestalten - wir haben das Schiff vor einiger Zeit gestartet und sind wirklich gl\u00fccklich, mit dieser unglaublichen Crew daran zu arbeiten, die Idris zu einem gro\u00dfartigen Schiff zu machen.\n\nAuf der Charakterseite waren wir gl\u00fccklich, mit dem neuen Charakterleiter David Jennison an der Entwicklung von weiblichen Charakteren zu arbeiten. Wir haben das Vergn\u00fcgen, an dem v\u00f6llig b\u00f6sen-*rse Female Punk Pirate Outfit zu arbeiten. Das mit dem weiblichen Basismodell zum Laufen zu bringen und zu sehen, wie ihre Gro\u00dfartigkeit zum Leben erwacht, ist gut, gro\u00dfartig.\n\nSchlie\u00dflich sprangen wir ein, um einige der FPS-Waffen mit[Redacted] zu erstellen. Waffen, die nat\u00fcrlich realistisch sind, wie Chris es verlangt; so dass es immer Spa\u00df macht, K\u00fcnstler auf die Details eingehen zu lassen.\n\nEs war ein intensiver M\u00e4rz, der mit den Teams zusammengearbeitet hat, um die Schiffe f\u00fcr den Dogfighting-Spa\u00df vorzubereiten und gleichzeitig die allgemeinen SC-Anforderungen zu erf\u00fcllen. Wir sind stolz darauf, einen Beitrag dazu zu leisten.\n\nBtw, Kanada, z\u00e4hlt ein Gold in London? ;)\n\nSean Murphy, Outsourcing Manager\nUnsere herausragenden Vertragsk\u00fcnstler leisten immer wieder gro\u00dfartige Arbeit; Ryan Church verfeinert weiterhin den Panther Escort Carrier und Emmanuel Shiu, Jan Urschel und John Dickenson (unter anderem!) fahren auf Vanduul, Banu und Xi'an Schiffen fort. Stephan Martiniere hat einige fantastische Umgebungsbilder f\u00fcr das Tal-System geschaffen, Rob McKinnon hat uns einige fantastische Helm-, Waffen- und R\u00fcstungsdesigns gegeben, und Eddie del Rio hat einige wirklich interessante Erkundungen des Xi'an-Sp\u00e4hschiffs durchgef\u00fchrt. Ed Lee hat f\u00fcr unser Shroud of the Avatar Crossover eine sehr coole Armbrust kreiert, und wir haben einige gro\u00dfartige Vanduul Charaktere von Brett Briley und Justin Sweet bekommen.\n\nAu\u00dferdem haben wir ein paar neue Namen, die mit uns zusammenarbeiten - Stefano Tsai in Gro\u00dfbritannien hat mit dem Bau des M50 begonnen und Gavin Rothery, Produktionsdesigner des Films \"Moon\", hat mit der Arbeit am UEE Gladius begonnen. Wir freuen uns, sie an Bord zu haben!\n\n(Redigiert)\nWas fr\u00fcher nur ein FPS-Team war, w\u00e4chst! Das Team hat unsere Luftkampfziele eifrig verfolgt und ist auch beim Deb\u00fct von FPS immer weiter vorangekommen.\n\nDas Animationsteam hat viel Ellenbogenfett und Politur auf die Spieleranimation und -bewegung in 0G aufgetragen, die Spielerbewegung im Raum nach dem Auswurf wird durch Triebwerke am Pilotenanzug erm\u00f6glicht, um wirklich das Erlebnis des Schwebens ohne Gewicht im Schwarz zu verkaufen.\n\nUnsere K\u00fcnstler haben ihre umfangreichen F\u00e4higkeiten genutzt, um Tonnen von Waffen-Effekten zu produzieren, vom Laser \u00fcber Granaten bis hin zur beeindruckenden elektrischen Schrotflinte. Sie haben auch ihre H\u00e4nde in Richtung der Umgebung gerichtet und sowohl auf dem On- als auch auf dem Off-Planet-Standort aufgebaut, einschlie\u00dflich der Raumstation Outlaw, die wir letzten Monat erw\u00e4hnt haben, vielleicht bekommen Sie ja bald einen Blick darauf?\nUnsere Ingenieure haben den Monat tief in das Unkraut der Bewegung und der Positionen im Blickfeld verbracht, Physikfehler behoben und Aufz\u00fcge getestet. Obwohl von der Spielerseite nicht allzu glamour\u00f6s, summieren sich diese Dinge, um dein alternatives Leben so realistisch wie m\u00f6glich zu gestalten.\n\nDie Netzwerkkerle haben sich um hei\u00dfe Matchmaking-Dienste gek\u00fcmmert, w\u00e4hrend sie mit unseren HUD-K\u00fcnstlern gearbeitet haben, um Men\u00fcsysteme und Anzeigetafeln zu erm\u00f6glichen. Dogfighting Server wurden eingesetzt und werden auch jetzt noch von unseren Testern geh\u00e4mmert, um ein m\u00f6glichst reibungsloses Spielerlebnis f\u00fcr unsere Geldgeber zu gew\u00e4hrleisten, wenn das Dogfighting-Modul live geht. Das bedeutet, dass wir nicht nur Ihre Schiffe fliegen und Ihre Feinde erschie\u00dfen lassen, sondern auch die Unterst\u00fctzung f\u00fcr Punktestand und Statistiken \u00fcber alle unsere Mehrspieler-Spielmodi hinzugef\u00fcgt haben!\n\nIch kann es kaum erwarten, dich im Weltraum zu sehen! (Knisternd wie Sternenspeck am hei\u00dfen Ende unserer Laser!)\n\nMark Day, Studioleiterin\nvoidALPHA in Emeryville, CA ist auf die Standorte auf den Planeten ausgerichtet! Insbesondere die Bl\u00f6cke und Landezone auf Terra:Prime. Obwohl The Blocks ein einkommensschwacher Bereich von Prime ist, beginnt The Blocks, wirklich gut auszusehen und steht in gutem Kontrast zu dem gehobenen Umfeld, das Landing Zone ist. Apropos gehoben, Centermass, in der Landing Zone gelegen, ist so ausgefallen, wie Waffenl\u00e4den kommen! Es ist der Schwerpunkt unserer Bem\u00fchungen und wir brandmarken diesen Standort als unsere \"sch\u00f6ne Ecke\". Es ist ein Teil der Landezone, der die visuelle Messlatte f\u00fcr unser Team hier bei voidALPHA setzen wird. Wir sind entschlossen, es Ihre Augen schmelzen zu lassen!\n\nWir befinden uns auch in der Anfangsphase der Konzeptualisierung an einem anderen Standort auf dem Planeten, der viel versprechend ist, aber wir k\u00f6nnen ihn noch nicht ganz teilen. Vertrauen Sie uns, es wird fantastisch aussehen!\nWir haben auch ein wenig gereist, mit Vertretern, die zu BHVR in Kanada f\u00fcr Lichttraining und nach San Francisco f\u00fcr GDC 2014 gehen, um bei der Rekrutierung zu helfen.\n\nvoidALPHA baut all diese coolen Sachen mit 5 Leuten: einem Leveldesigner, Konzeptk\u00fcnstler, Produktionsleiter und 2 Umweltk\u00fcnstlern.\n\nBenoit Beaus\u00e9jour, Gr\u00fcnder und Gr\u00fcnder\nWeb-Team hier! Wir haben den ganzen schrecklich kalten Monat M\u00e4rz im Halstief in neue Features investiert, und wir haben hier und da ein paar Priorit\u00e4ten gesetzt, um sicherzustellen, dass alles so cool wie m\u00f6glich, aber in der richtigen Reihenfolge herauskommt.\n\nViel Designarbeit wurde unternommen, um die Mechanik und Schnittstellen f\u00fcr Orgs Drop Two zu konkretisieren. Wir m\u00f6chten, dass du Spa\u00df am Rollenspiel in deinen Orgs hast (ja, Plural) und wir wissen, dass du es kaum erwarten kannst, selbst ein wenig Spionage zu betreiben. Da wir mit der Implementierung im Monat April beginnen, erwarten wir weitere Ver\u00f6ffentlichungen zu den Besonderheiten dessen, was wir in K\u00fcrze vorbereiten!\n\nWir \u00fcberarbeiten immer noch die Art und Weise, wie Schiffsdaten auf der Website und insbesondere im Gesch\u00e4ft verarbeitet werden. Sie k\u00f6nnen alle Schiffsdaten und Statistiken direkt auf den Shop-Seiten durchsuchen. Einige aufregende neue Visualisierungsfunktionen sind ebenfalls in Arbeit!\n\nUnser Team war damit besch\u00e4ftigt, mit der Entwicklung des Dogfighting Module in allen Studios Schritt zu halten und sich auf die Erstellung neuer Info-, Download- und Leaderboard-Ansichten f\u00fcr die Ver\u00f6ffentlichung des DFM in der \u00d6ffentlichkeit zu konzentrieren. Dazu geh\u00f6rt auch, wie Sie tats\u00e4chliche Spiel- und Pilotdaten auf die Website und in Ihren Konten \u00fcbertragen k\u00f6nnen.\n\nIn Vorbereitung auf diesen Start hat die Crew mehrere Server-Upgrades, Wartungsarbeiten und Migrationen durchgef\u00fchrt, um sicherzustellen, dass die Infrastruktur f\u00fcr das Live-Release bereit ist. Das bedeutet, auf neuere, leistungsf\u00e4higere Serverinstanzen umzusteigen und sich auf den gro\u00dfen Live-Betrieb vorzubereiten, der dem Launch-Tag folgt!\n\nUm bei der Verbreitung der guten Nachrichten zu helfen, wurde der Pressebereich \u00fcberarbeitet, um mehr Artikel und mehr Material f\u00fcr Journalisten auf der ganzen Welt zu ver\u00f6ffentlichen. Im M\u00e4rz wurde auch das RSVP-System mit einer ersten Veranstaltung f\u00fcr PAX East freigegeben.\n\nGro\u00dfe Fortschritte wurden bei der Entwicklung eines neuen transienten Raumsystems f\u00fcr das XMPP-Chatsystem erzielt, das in K\u00fcrze freigegeben werden soll. So viele Orgs wurden in so kurzer Zeit erstellt, dass wir die Art und Weise, wie die Kan\u00e4le behandelt wurden, \u00e4ndern mussten. Das Endergebnis ist, dass du deinen Community Monicker in XMPP nutzen kannst, sobald er ver\u00f6ffentlicht und live ist.\n\nDas Team steht bei soliden 8 Seelen.\n\nPlattform-Team raus!","zh_CN":"April Fools! Of course we have the real monthly report for you\u2026 and the Star Citizen team isn\u2019t going to a tropical island any time soon, we have a game to finish! Read on for monthly status updates from all of Star Citizen\u2019s studio heads and outsource partners.\n\nTravis Day, Dogfight Producer\nSanta Monica, California\u2026 Home to year round sunshine, excellent restaurants along the walking promenade, and a 3-mile stretch of beautiful beach. We\u2019ve seen none of these things for many weeks now as we\u2019ve been locked in our office working hard on Dogfighting!\n\nIn all seriousness though while it is tiring, it is also very invigorating, and this project drives everyone\u2019s passion and the knowledge that the community is just as excited as we are pushes us to our best work. I have never been more awed by a team\u2019s discipline and dedication. We work not because we\u2019re forced to but instead because we love what we\u2019re working on and want to really wow people with Chris\u2019 reveal before PAX East.\n\nAlright, well at this point I am sure you\u2019re thinking, \u201cWe get it, the teams is working hard\u2026 But what have you DONE?\u201d Well fair enough, here we go!\nThe HUD has moved forward by leaps and bounds. This has been one of our most collaborative pieces of work with other studios and it is really shaping up! Over the course of the past couple of months, we have been working hard to conceptualize and define the base functionality that will drive the HUD and peripheral user interfaces in many of the ships that you will be piloting in the Star Citizen universe.\n\nIn any ship, you will be able to manage and interact with many different systems, such as weapons configuration management, power and energy management, shields management, radar configuration, navigation, comms, target tracking, preset configuration, and much more. All of these components need to be quickly accessible to you at any given point in time, especially during heated situations such as combat.\n\nOur goal in designing the cockpit UI was to present such complex components in a manner that is functionally intuitive, yet aesthetically consistent with the fiction in that you\u2019re piloting a ship from the future. One of the biggest challenges in designing any sci-fi interface is striking the right balance between what looks \/ feels visually interesting and what is functionally efficient, both of which are equally important in driving the immersion as you\u2019re piloting ships in Star Citizen.\n\nWe feel that we have achieved a nice blending between the two in our design given some of the core concepts behind the UI. One of which for example, is the extensive use of actual 3D geometry within the UI to visually represent items and objects (such as targets, parts of your own ship, etc.), and the many various states they may have. We have also been doing extensive work developing a custom \u201choloshader\u201d that gives these 3D objects a very \u201cholographic\u201d look, which will have them fit nicely into the overall design.\n\nWe\u2019ve been developing some really cool features for the UI in Star Citizen. We are looking forward to sharing with you in detail our vision behind the HUD and all of its various components soon, but there is still much work to be done before it\u2019s considered in any final state.\n\nMultiplayer functionality has also been a large and bug filled undertaking this month. We\u2019ve spent a great deal of time this month writing code to improve the systems we\u2019d previously created and debugging issues with precision, latency, and bandwidth limitations. Now that we are testing with our newly crafted backend (CIGNet) we\u2019re starting to work through the various systems to make sure that the experience remains playable with a variety of pings and available bandwidth.\n\nOur design team has also been hard at work continuing to hook up and balance many newly created items and continuing to add nuance to the ships. We\u2019ve finished implementing and doing an early balance pass on ship items. Furthermore, we\u2019ve completed hooking up the Scythe for perfectly balanced flight with all of its thrusters working in concert to bring its weapons to bear on enemies. During this process our Physics programmer was able to tweak and debug his hand crafted thruster analysis tool which greatly aids in placing and balancing thrusters for all future ships.\n\nWe\u2019ve also been upgrading the Hornet to PBR so it has a lot more realistic look and feel to it. During this process Chris Smith took it upon himself to make some interior upgrades to the cockpit with higher resolution pass adding a lot more intricate details to the interior of the cockpit. Intricate mechanical workings were done as well to make the canopy operate on a believable track system and modifying the seat for a believable ejection. Lastly with PBR came the integration of the weathering system that allows him to apply some very believable wear and tear looks to the models. He even took a pass of mocking up some different armor types for it. With all of these detailed changes plus the PBR conversion the Hornet is really looking quite stunning!\n\nWe\u2019ve also grown our team here a bit over the last month with an additional three new employees bringing our total headcount in this studio to 27. Joining us this month were Kami Talebi (Production Coordinator), Joanna Whitmarsh (Marketing Associate), and James Pugh (Assistant Community Manger) who\u2019ve all hit the ground running quite well! It has been amazing to watch the team here grow from three people almost a year ago to our current size today and we all look forward to continuing to grow the best possible team in the future with which to build the BDSSE!\n\nThanks for reading and if you have any questions about what you\u2019ve seen in this report please do not hesitate to reach out to us on the \u2018Ask a Developer\u2019 threads in the forums.\n\nSee you in the \u2018verse!\n\nEric Peterson, Studio Director\nCIG Texas has had an amazing month of March from getting the backend server up and running which allows all of us at CIG to join up and battle in daily Dogfighting sessions \u2013 which can get mighty heated these days. We are also busy working on patch 11.2 which will upgrade the patching system for the upcoming DFM reveal and subsequent release. Also, we are supporting the hard charging Santa Monica team with the DFM by having several folks embedded in the trenches lending a hand.\n\nOur Engineers got the full universe cluster configured and deployed to our cloud servers autonomously through our build system, and while our initial tests would only allow 2 or 3 players to connect, we are now up to dozens of us battling every single day. Also, we have many new improvements and enhancements for the Oculus Rift coming in the next Hangar Patch, such as FOV fixes, and dual-screen rendering, which will greatly enhance the VR experience.\n\nIn addition, we\u2019ve been working to support artists for enhancing visuals such as making PBR (or PBS) look as fantastic as possible and also greatly improved the shield effects, making them more configurable and now have a \u201cfrom cockpit\u201d view of the shields.\nWe are also very busy integrating systems for the DFM, such as matchmaking, and leaderboards, which will be needed for our upcomming release.\n\nAnimation has been very busy cleaning up the data from our first full performance capture session. Now, we are busy integrating the animation curves generated into our in game body and faces. And of course, making sure that all the animations work for the ships coming up in the dogfighting module.\n\nAudio has been busy getting the interactive music working correctly, as well as adding new sound effects for lasers, thrusters, cockpits, breakups and hits \u2013 in addition, recording all the dialogue for the \u201cbitching betty\u201d or warning system for the space ships we will be flying soon.\n\nDesign has managed to fill 5 of the its open positions \u2013 it was a great month for finding some talented & dedicated designers that will go that extra mile to make Star Citizen the best experience possible. We are moving full steam ahead with BHVR on the economy simulation which will be responsible for generating many of the player missions in the game. It goes without saying that we are knee deep in dogfighting testing, and we are busy assisting with PBR implementation in the hangars, as well as making the tools that will allow us to populate the systems that all of us are looking forward to visiting.\n\nThe art team has gotten the first female character modeled and approved by the man himself, we have also gotten the new facial rigs from 3Lateral and are busy attaching animations to them as we speak. We are working on ship parts and components that will be swappable on the various ships. We have completed the RSI helmet that you will be wearing as you fly in the DFM \u2013 or get ejected into space. We are also busy coordinating the performance capture sessions needed for both Star Citizen and Squadron 42. In addition we are busy sculpting the Xi\u2019an race for look and feel. It is looking really sweet.\n\nOverall, the team is hard at work, making sure that we deliver a great experience, and support Chris as we make the Best Damned Space Sim Ever!\n\nErin Roberts, Studio Director\nHi again from sunny England. :)\n\nWell, the past month has flown by with a huge amount of work in a lot of directions\u2026\n\nThe team has been focusing on two main areas\u2026 Support for the dog fighting module, as well as pushing forward on a bunch of systems and content for Squadron 42.\n\nIn terms of the dog fighting module the artists have been focusing on creating and polishing the maps that we will all be playing in. After getting the maps up and running, we have now been focusing on making space landmarks in the levels to make navigation intuitive, and will now be focusing in the last few weeks on lighting and effects to really make the maps sing. Design has been focusing on the different game modes for the dog fighting module, so on each map you will be able to play different types of games (Death match, team death match, horde mode etc.)\n\nAlso, a lot of work has been going into the Vanduul AI, balancing the new flight model with the new vehicle (Fighter) setup and AI. This is quite a process as we have to balance the physics system with the vehicle weight and thruster ratios, and then make sure it all acts the way it should with the new Kythera AI from Mooncollider. The coders have been working on a bunch of the game rules, effects, HUD elements, counter measures, control options and general stability for the module.\n\nFor Squadron 42, we have been pushing ahead with the block outs for all the UEE Capital Ships so we can get those into full production, the Idris and Retaliator are now in full production, along with a host of smaller craft, soon to be followed by the Panther and Javelin. This has entailed a bunch of concept \/ product design work from our internal concept artists Andrew Ley and Stuart Jennet who are making sure that every part of a ship, whether it be weapons, living quarters etc. all work as you would expect. We have to make sure each ship is a living and interactive space. (We want everything to have a function \/ use that looks like it should, and don\u2019t want to have to re-work things later and waste time) We are also looking at starting the block outs for the Vanduul cap ship fleet next month as well as more work on the full block out of the Shubin Mining base. We have designed the ships systems for cap ships, which we will be sharing with the community in the coming weeks. Hopefully this will make manning capital ships with your friends a lot of fun, as different people need to work together to manage engineering, weapons control, shields, communications, navigation, radar and our favourite so far electronic warfare\u2026\n\nMeetings have taken place over the motion capture process (both body and facial), which we will be taking the lead for at Foundry 42, as it is a huge part of pushing the fidelity and storytelling for the game.\n\nAnd finally David Haddock has been with us in the UK for the last two weeks, breaking down the story with Phil Meller, to continue with the script for S42 which is already moving towards the size of War and Peace. Phil will then be travelling over to LA to join David next month to finish their work off and get final sign off from Chris on the full story breakdown for S42.\n\nThat\u2019s about it for now! As always, thanks for all your support, without you guys we wouldn\u2019t be able to have so much fun making this great game.\n\nMathieu Beaulieu, Producer\nMarch was a very productive month at Behaviour Interactive.\n\nWe are deep into the design and backend development of the economy within the persistent universe, bringing together complex systems to create the most realistic economic system ever found in a space sim.\n\nConcepts such as labor, salary, and employee happiness will be tracked and have an independent effect on the economic output of every location within the PU. Some worlds will favor the rich upper class, while others will favor the working class etc\u2026 We have also examined several vital issues such as inflation, monetary policy, central banks and player loans.\n\nWe have started to use the Physical Based Rendering technology developed by Crytek and have begun to apply it to all the hangars. The results are great and will bring all the in-game textures to a high level of realism.\n\nAlso, check out the latest development for the room system and the Asteroid Hangar on Episode 62 of Wingman\u2019s Hangar!\n\nLast month we completed a first pass on the UI framework. Now, we are making good use of this framework for the integration of the Dog Fighting Module menus, as well as the Visor HUD.\n\nWe are still ramping up and always looking for the best talent to join our team. Seven new employees joined us this month: 2 new artists, 2 intern artists, 1 UI designer, 1 game designer and 1 programmer. We are now 39 developers working hard to bring some amazing art and gameplay features to you in the \u2018verse.\n\nTara Decker, Producer\nThe CGBot team has spent March (with the windows open;) working on various aspects of Star Citizen including ships, characters, and weapons.\n\nAfter an intense knowledge-transfer visit from Forrest Stephan and Chris Smith in late February, work began on putting the Aurora through the damage and PBR pipelines. We had great results and look forward to seeing some really beautiful destruction during Dogfighting.\n\nWe are also working closely with Foundry 42 to get the Idris ready for single-player action. Several areas of the ship are being reworked as F42 goes through it with an eye towards making gameplay fun and interesting -we started the ship awhile back and are really happy to work with that incredible crew on making the Idris a great ship to own.\n\nOn the character front, we were happy to work with the new character lead, David Jennison, on starting female characters. We get the pleasure of working on the completely bad-freaking-*rse Female Punk Pirate outfit. Getting that to work with the female base model & seeing her awesomeness come to life is well, awesome.\n\nLastly, we jumped in to create some of the FPS weapons with [Redacted]. Weapons that are realistic of course, as Chris requires; so letting artists zone out on the details is always fun.\n\nIt\u2019s been an intense March working with the teams to get ships ready for Dogfighting fun while also feeding the overall SC needs. We\u2019re proud to contribute to the effort.\n\nBtw, Canada, does a Gold in London count? ;)\n\nSean Murphy, Outsource Manager\nOur stellar contract artists keep pumping out great work; Ryan Church is continuing to refine the Panther Escort Carrier and Emmanuel Shiu, Jan Urschel, and John Dickenson (among others!) continue on Vanduul, Banu, and Xi\u2019an ships. Stephan Martiniere has created some fantastic environment paintings for the Tal system, Rob McKinnon has given us some awesome helmet, weapon, and armor designs, and Eddie del Rio has done some really interesting exploration of the Xi\u2019an scout ship. Ed Lee has created a very cool crossbow for our Shroud of the Avatar crossover, and we\u2019ve gotten some great Vanduul characters from Brett Briley and Justin Sweet.\n\nIn addition, we\u2019ve got a couple of new names working with us \u2013 Stefano Tsai in the UK has started building the M50 and Gavin Rothery, production designer on the movie \u201cMoon\u201d, has started work on the UEE Gladius. We\u2019re excited to have them on board!\n\n[Redacted]\nWhat used to be merely an FPS team is growing! The team has been busily chasing our dogfighting goals, and steadily kicking along towards the debut of FPS as well.\n\nThe animation team has applied loads of elbow grease and polish to player animation and movement in 0G, player movement in space after ejection is enabled by thrusters on the pilot suit to really sell the experience of floating weightless in the black.\n\nOur artists have leveraged their ample skills to produce tons of weapon FX, from lasers to grenades to the formidable electric shotgun. They\u2019ve also turned their hands toward the environments, building up locations both on and off-planet, including that Outlaw space station we mentioned last month, perhaps you\u2019ll be getting a peek at that soon?\nOur engineers have spent the month deep in the weeds of movement and eye-look positions, fixing physics errors and debugging elevators. While not too glamorous from the player side, these things all add up to make your alternate life that much more real.\n\nThe networking guys have been slaving over hot matchmaking services, while working with our HUD artists to enable menuing systems and scoreboards. Dogfighting Servers have been deployed, and are even now being hammered by our testers to ensure the smoothest play experience possible for our backers when the dogfighting module goes live. This means that, In addition to letting you fly your ships and shoot your foes, we\u2019ve added support for scoring and statistics keeping over all our multiplayer game modes!\n\nCan\u2019t wait to see you in space! (Sizzling like stellar bacon at the hot end of our lasers!)\n\nMark Day, Studio Director\nvoidALPHA in Emeryville, CA is focused on Planetside locations! Specifically, The Blocks and Landing Zone on Terra:Prime. Despite being a lower-income section of Prime, The Blocks is starting to look really good and contrasts nicely with the upscale environment that is Landing Zone. Speaking of upscale, Centermass, located on Landing Zone is as fancy as weapon shops come! It is the focus of great effort on our part and we are branding this location as our \u201cbeautiful corner\u201d. It is a section of Landing Zone that will set the visual high bar for our team here at voidALPHA. We are determined to make it melt your eyes!\n\nWe are also in the early stages of conceptualization on another Planetside location that has lots of promise but we can\u2019t quite share yet. Trust us, it\u2019s going to look amazing!\nWe\u2019ve been doing a tiny bit of traveling as well, with representatives going to BHVR in Canada for lighting training and to San Francisco for GDC 2014 to assist with recruitment efforts.\n\nvoidALPHA is building all this cool stuff with 5 people: a level designer, concept artist, production manager and 2 environment artists.\n\nBenoit Beaus\u00e9jour, Founder\nWeb team here! We\u2019ve spent the whole dreadfully cold month of March neck-deep in new features, and we switched a few priorities here and there to make sure that everything comes out as cool as it can be, but in the right order.\n\nMuch design work has been going on to flesh out the mechanics and interfaces for Orgs Drop Two. We want you to have fun roleplaying in your Orgs (yes, plural) and we know you can\u2019t wait to do a bit of espionage of your own. As we move to implementation in the month of April and May expect to see more releases on the specifics of what we are preparing soon!\n\nWe\u2019re still revamping the way ship data is handled in the site and more specifically in the store. You\u2019ll be able to browse all the ship data and statistics right from the store pages. Some exciting new visualization features are also in the works!\n\nOur team has been busy keeping up with the heavy Dogfighting Module development across all studios and focusing on producing new info, download and leaderboard views for the release of the DFM to the public. This includes how to get actual match and pilot data across to the site and in your accounts.\n\nIn preparation for this launch the crew has performed several server upgrades, maintenance and migrations to make sure the infrastructure is ready for the live release. This means switching to newer, more powerful server instances and preparation for the huge live operations that will follow launch day!\n\nTo help with spreading the good news, the Press section has been revamped to include more articles and more stuff for journalists across the globe. March also saw the release of the RSVP system with a first event for PAX East.\n\nMajor progress was made in making a new transient room system for the XMPP chat system that should be ready to release soon. So many Orgs were created in such short time we had to change the way the channels were handled. The net result is you will be able to use your Community Monicker in XMPP once this is out and live.\n\nTeam stands at solid 8 souls.\n\nPlatform team out!"},"links_count":0,"comment_count":309,"created_at":"2014-04-01T00:00:00+00:00","created_at_human":"12 years ago"},"meta":{"processed_at":"2026-05-07 23:13:48","valid_relations":["images","links"],"prev_id":13784,"next_id":13792}}