{"data":{"id":13918,"title":"Monthly Report: May 2014","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/transmission\/13918-Monthly-Report-May-2014","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/13918","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/13918","channel":"Undefined","category":"Undefined","series":"Monthly 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Citizens,\n\nWe know you\u2019re excited to get into space tonight, but we wanted to make good on another promise and share the monthly studio reports from Cloud Imperium and our partners around the world. May has seen a lot of focus on dogfighting, but work also continues on other areas of the game (like Squadron 42 and the FPS module.) Here\u2019s the full story!\n\nTravis Day, Dogfight Producer\nGreetings Citizens,\n\nI\u2019m going to keep it short today! First, sorry for the delay on getting this monthly report out, the team was a smidge distracted with other issues\u2026 The big news from Santa Monica is that Arena Commander V0.8 is OUT! We launched AC today and\u2026 well, it\u2019s unlikely you\u2019re even reading the Monthly Report at this point and I am probably asleep. Go download your copy and get your first taste of space combat in Star Citizen. We sincerely hope you enjoy the fruits of our labor; and now a lot of very tired Star Citizen developers will be getting a good night\u2019s sleep tonight so we are ready to come back and work on bug fixing tomorrow!\n\nAs you may have surmised, the Santa Monica team was laser focused on getting dogfighting V0.8 out the door in May. The efforts don\u2019t stop here, though: we\u2019re going to keep our current pace of development up to finish V0.9 and finally V1.0 with all the features promised at PAX and the complete multiplayer experience. Once that\u2019s out, we\u2019ll really get to rest.\n\nThe Santa Monica art team is growing, too! A new Junior Concept Artist, Gurmukh Bhasin, has joined David Hobbins in our art pit. The pair are currently working on an array of Constellation variants\u2026 and while they look incredible (almost as incredible as Hobbins himself) I can\u2019t talk much about those just yet.\n\nThe community team is getting ready for several upcoming events, the first of which is The Next Great Starship finale on Saturday. Star Citizen fans from around the world are going to join the judges and Santa Monica team at the YouTube Space in Playa Del Rey where the final episode will be livestreamed and a winner selected. Having had no involvement in the show we\u2019re really looking forward to meeting the teams that have put together such awesome ships in the engine. After that, it\u2019s full steam ahead for the Community team towards the Gamescom event and other convention appearances later this summer!\n\nThank you all for your continued support and patience. I know that the last few days have been as much of a rollercoaster for you as it has for us. Hopefully now that the ride is over and you have your first taste of our vision for Arena Commander and what we are starting to build for space combat in Star Citizen you will be as inspired as we are about the direction we\u2019re going together.\n\nAs always, if you have any questions about this post or anything else, please post your questions to our \u2018Ask a Dev\u2019 threads.\n\nCheers,\n\nCloud Imperium Games Santa Monica\n\nEric Peterson, Studio Director\nGreeting Citizens!\n\nThe Month of May here in Texas has brought us much rain, and many difficult challenges. As everyone is aware, most of the company is busy working on Arena Commander, and as we get closer to the release, we continue to run into new issues every day, even though our fix rate has been positive in a significant way, we are just not close enough to let it out into the wild just yet. That being said the Austin office has been very busy during this month, and I would like to share some of that with all of you.\n\nAudio\/Video \u2013 In May we have been working on the planning and construction of our sound studios at the Austin and Manchester locations, as well as finishing up work on the Arena Commander release. As we\u2019ve progressed toward the end of the month, the dogfighting work is more playtesting and adjusting as we go, and less generation\/implementation of new content, to ensure the release is of the highest quality. Hopefully you will enjoy blasting your friends into oblivion with the sound turned up all the way to 11. Video this month has been about wrapping up and transferring media production to Santa Monica. We now have a multi-copy, multi-location file server to store the video record of the game\u2019s development. That record will be the primary source for the documentary of the making of Star Citizen. We also produced the last four episodes of \u201cWingman\u2019s Hangar\u201d \u2013 seventy-two in all. As we shoot the last show, we take a look back at the last twenty months of fun, hijinks, and \u201cserious\u201d reporting.\n\nDesign \u2013 We have been firefighting for dogfighting release and pitching in with testing and feedback for the gameplay, from joystick controls, to missile and laser damage, the team has been hammering away in both single player and multiplayer to get it as stable and fun as possible for when it goes out.\n\nIn the meantime, we\u2019re still pushing ahead on persistent universe work, including helping Tony Zurovec get up to speed on all facets of the project. Hangar support continues, with the additions of new ships as they come online, hangar flair items, and a brand new firing range that we think you\u2019ll love! Economy work is moving ahead full-bore, as well, with local simulation playtests going on weekly, along with populating the universe with all of the goodies that players will get to discover. We\u2019re breaking new ground on mission development, too, and putting finishing touches on some core systems. And we\u2019ve updated the ship specs \u2013 not once, but twice \u2013 this month. Enjoy!\n\nIT \u2013 The IT department has been busy working on build and deployment system improvements this month. These initiatives are important for internal development because they speed up the rate of iteration between builds allowing for much faster bug fixes and overall product improvements. We\u2019ve also been able to make good headway on our publishing process which allows us to deploy fixes and content out to players with less downtime. The IT team has also been developing the tools and procedures for monitoring external game services. Based on requests from development we will be adding a much higher level of system and service monitoring and reporting than typically offered so we can determine the best ways to improve and optimize our live services in addition to making sure things stay up and running.\n\nProduction \u2013 We have been busy tracking down local tasks for the Arena Commander release, from server side, to game play, to IK issues with animation, our job has been to make sure the folks are alerted and up to date on priority tasks and getting things completed in a timely manner. The production team continued its valiant efforts to plan and execute the ship and character pipelines. We also continued to support the dog fighting module through ATX based development and QA. We continue to support the other studios in our collective efforts to release the Vanduul Swarm, Free flight, and Multi-player dog fighting modules and maps. Our long term plan is to increase efficiency via strategic initiatives such as working with our vendor partners to dynamically improve our art pipeline.\n\nEngineering \u2013 Engineering has been busy working towards the Dogfighting v1 release, including gameplay logic, special effects implementation, engine fixes and improvements, rendering fixes, and bug and crash fixes. In addition to core universe service work and process management, ATX engineering is assisting with implementation of matchmaking and instance management services used for dogfighting and to be expanded later for the persistent universe. Tool improvements and bug fixes, build and patching system fixes and improvements, and development tool and process improvements such as migrating to Perforce Streams were also done this month.\n\nQA \u2013 The last month has been very busy for CIG QA. Progress has been made on overall QA process. Our new QA additions from Foundry 42 began this month and were able to hit the ground running. Geoffery Coffin, William Clark and Andrew Nicholson reported for duty and immediately contributed with improving documentation and procedure and helping to ensure we have global testing coverage. We also had a new addition to the QA team here in Austin. A big Star Citizen welcome to Keegan Standifer! This month many company-wide play tests were conducted that were instrumental in bringing us closer towards the release of Arena Commander. It saddens us to sometimes be the bearer of bad news when we must bring to light some of the issues that may delay a release. However, we hope to have enough of the kinks ironed out to ensure Arena Commander is an incredibly enjoyable experience. After release we will still need your help! Much more testing will be needed and we look forward to everyone\u2019s feedback to help ensure Arena Commander and eventually Star Citizen is the Best Damn Space Sim Ever!\n\nThere is a lot of things to be proud of this month, and we are getting oh so close to sharing some important work with you guys. This game and community share the same passion, and it is the most exciting thing we have ever worked on, and that is all thanks to you! Thank you all for your continued support.\n\nEP\n\nErin Roberts, Studio Director\nDesign \u2013 Nick Elms\nAs you can imagine, it\u2019s been a hectic month here in the UK for the designers. The survival mode \u201cVanduul Swarm\u201d has taken a lot of design focus. We have been playing the game all day, every day, providing a \u201cserver crashing\u201d amount of feedback for the Artists and Engineers. We have been tweaking all kinds of statistics to balance the enemy waves and the co-op AI pilots performance.\n\nA lot of effort has gone into setting up AI profiles for the Vanduul named pilots, making sure that they are more of a challenge when compared to the \u201cScavengers\u201d.\n\nIt\u2019s been really good to see the single player survival mode coming together with some polish being thrown in, obviously there is a lot more to do, but we feel we have a solid base to work from. Multi-player feels like it is coming together, we just have a few technical hurdles to get over before we can stick a smiley face on our feedback emails.\n\nAside from the Dogfighting module, we have been making steady progress with the Squadron 42 level designs and where available the level \u201cwhite-boxing\u201d has been under review. The UEE capital ships are still full steam ahead, with \u201cgrey-box\u201d versions of almost all of them, but the \u201cBengal\u201d (which is still in white-box), and crew seat actions have started to get mock-up HUD animations to explain their functionality better.\nThat\u2019s about all I can report this month.\n\nProgramming \u2013 Derek Senior\nAnother month and lots of engineering work to get DFM to the quality level demanded from Chris. There\u2019s been a big push on the HUD side, working with our colleagues from the US, with big items like the radar, targeting, shield damage feedback, ITTS, and lots more small tweaks and refinements. From the audio side we\u2019ve been adding to the interactive music, with lots of new SFX from shield hits to cockpit feedback. Bitching Betty is giving more and better information to keep you informed of what is going on and the state of your systems.\n\nThe controllers have had a lot of attention, the interaction between your controller and the ship\u2019s dynamics has been an ongoing relationship (through good times and bad!), with plenty of tweaks and feedback. Other areas of work include the camera system allowing you to focus on different areas of the screen, be it a ship you are targeting or some particular part of your dashboard with dynamic FoV and DoF, player ejection and how that affects your scoring, and ongoing gameplay improvements. Aside from all of that there\u2019s been a general push on cpu performance, gpu performance, multiplayer, stability, and a huge amount of bug fixing.\n\nArt \u2013 Paul Jones\nDFM work has been mainly bug fixing along some future work for the Conquest gametype along with some extra VFX work to help sell damage to the player and shields.\n\nSq42 work has been progressing well with large strides made in building the modular interiors for the three capship classes \u2013 Javelin, Panther and Bengal; we can already see the potential in these monsters and the ideas are really starting to flow in making this a unique experience.\n\nAlongside this work is also underway on the large Shubin Mining platform, making sure it\u2019s on tier and whiteboxed ready for design to start protoyping missions.\n\nOutside of the building contract concept artists have been making great strides in look dev, Gavin Rothery has finished of the Gladius concept and moved onto a Heavy fighter, Jon McCoy working on key areas for missions and Ryan Church is continuing defining the massive Panther class interiors.\n\nWe have also started work on a rescue utility vehicle (concept complete) and also refining of the Gladiator bomber and additional rooms of the Javelin \u2013 it\u2019s all going on this month!\n\nMathieu Beaulieu, Producer\nAs programmers are applying the last fixes for the dog fighting module, artists and designers have brought the latest environment to the next level. Today, the Asteroid Hangar is Beta and should be ready for release quite soon. While working on it, we have also made progress on the room system and you should soon be able to add speciality rooms to your hangar.\n\nOur UI designers have been busy getting their hands dirty with all kinds of things: dog fighting module bits and pieces, matchmaking UI finishing touches, hangar flair objects, logo design, motion graphics, economy tool UX design, and, of course, our baby: the mobiGlas. A solid look-and-feel is coming together and several mobiGlas apps have had an initial UI\/UX pass, as we continue to strive to bring you the BDSS-OS-E\u2026\n\nOn top of all that, the design team is preparing the field by identifying gameplay mechanics for every type of Planetside location, from bars to garages to clothing outlets.\n\nArchitectural styles for the first 20 landing zones have been woven into Star Citizen fiction to create believable locales rich with history.\n\nIn economy design, we\u2019ve started identifying which factories, vendors and natural resources are located in which system. Some of this data has been entered in the economy tool, which will allow us to simulate different economic scenarios.\n\nStay tuned\u2026\n\nTara Decker, Producer\nIs there anything to talk about in May besides Dogfighting? There is but it\u2019s probably not as interesting. ;)\n\nThe ships we\u2019ve contributed to dogfighting (300i, Aurora, Hornet..) have been in the hands of the DFM crew while they work to make dogfighting amazing. After the updates and tweaks to damage & LOD needed, our focus has been a little in the back-shadows of the massive DFM goal. Not a problem for us.\n\nWe\u2019ve been creating ships in the background of this game for awhile now.\nThe next ship on our dossier for April\/May has been the anticipated Freelancer. The updated FL and it\u2019s variants were completed in May. Hope you all like.\n\nCurrently on deck: the Constellation. We\u2019re due to complete 2 versions in early June and finish up the other variants by end of June. Chris has high expectations for this ship and so do we. We\u2019ll deliver no Constellation before its time (said in Orson Welles voice, with latitude ;).\n\nAnd, the massive, impressive Idris marches on. The greybox will be complete within the next week or so. Once it\u2019s vetted by design and art, the final steps to completion commence, and an early fall delivery is scheduled. This ship has taken a bit of time, but all involved expect it to be worth the sweat.\n\nThough April was our big push, in May we continued to work with the Turbulent team in Montreal to create beautiful, accurate renders of the ships for purchase.\n\nCGBot doesn\u2019t only work on ships\u2026we do characters, too. ;) Male Explorer suit will be completed in June; along with the final helmet. The interior of the helmet is next on deck for additional modeling and texturing. Because no detail is left un-detailed in this game. Realistic. Top-notch.\n\nSean Murphy, Outsource Manager\nOn the Art side of things our contractors are continuing to produce exciting concept art \u2013 this month we added George Hull (The Matrix, Elysium, Transformers) to the list of artists working for us; George has been working on preliminary designs for the Collector starship (which began life as the Surveyor). We\u2019ve moved several of our artists onto supporting Squadron 42 ship needs \u2013 Emmanuel Shiu, Eddie del Rio, and John Dickenson are all now working on Vanduul ships. Jan Urschel has continued to refine Xi\u2019an ships and Jim Martin has been working on concepts for the Cutlass variants. Stefano Tsai is close to finishing the M50 and has created some amazing renders for Jump Point (you\u2019ll want these for your desktop wallpapers!) and David Brochard has designed some really cool Outlaw armor sets for the REDACTED FPS group. We\u2019ve also added Kurt Kaufman (Jurassic Park, Star Wars Episodes I and II, War of the Worlds) to our roster; Kurt\u2019s doing concept exploration of Banu environments. The internal art team continues to work on new ships for the persistent universe, as well as tweaking the ships in Arena Commander to where they are just right.\n\n[Redacted]\nWow, has it really been a month already? I guess it has, time sure flies when you\u2019re making games!\n\nThis last month has been a busy one for everyone involved with Star Citizen, including the FPS Team at [Redacted]. Everybody has been coming together in one massive effort to launch Arena Commander\u2026 and it looks like that day has finally arrived!\n\nWhile the guys on the art team have still been modeling environments and props, creating materials and generally making things things look pretty for FPS, the engineering team has been working hard with the other studios to whip Arena Commander into shipping shape. Have you ever seen that movie Starship Troopers? You know that scene where the group of kids are squashing all of the bugs on the sidewalk? It\u2019s kind of like that :D\n\nThe animation team has been taking all of the mocap data that was captured at the start of the month and merging it with the different poses and stances that are needed for weapons and combat.\n\nFrom the design side, cover placement is being added to the levels and lots of documentation has been created concerning energy recharge stations and gear placement on the player. Maybe that doesn\u2019t sound too exciting, but it will be once it has been implemented\u2026 honest!\n\nBut like Travis said in the Santa Monica report\u2026 why are you still reading this?! Go download AC and let us know what you think!\n\nMark Day, Studio Director\nMade up of three areas, Landing Zone, City Center, and The Blocks all connected via a monorail system the planet-side of Terra Prime is really coming to life. In addition to polish on The Landing Zone\/Centermass and finalizing design for Sherman our main focus this month has been the creation of Prime\u2019s seedy underbelly, The Blocks! For those of you who shall we say, \u201cHope to pursue a more adventurous lifestyle outside the troublesome rules of polite society,\u201d will feel right at home. Existing in the perpetual shadow of the wealth and power of Prime\u2019s city sprawl high above what the Blocks lacks in maintenance and physical beauty in makes up for in excitement and opportunity.\n\nvoidALPHA remains a tight team of: 2 Environment Artists\n1 Concept Artist\n1 Designer\n1 Project Manager\n\nBenoit Beaus\u00e9jour, Founder\nThis month the Platform team in Montreal kept on track with the development of the Arena Commander public leaderboards. The UI is now integrated and work is continuing on receiving data from the game servers to populate and store your scores for public display. The Citizen Dossier part of the stats is also receiving more updates as we work to get nice stats graphs animated. The team also tackled many requests from the engineering team to handle the different pieces of logic needed for the Arena Commander roll-out.\n\nThis month we also moved over to the XMPP-based chat. With more traffic to handle and power users on the system we feel we still have work to do and will tackle updates as soon as time permits. Expect performance improvements and bug fixes in the web client as well as a few new UI features integrated. (Kudos to citizen Koros for his awesome work on the RSI Chat Toolkit).\n\nOne task we tackled this month was also the creation of a first version of the \u201cStar Citizen Project Status\u201d overview. A matrix showing the state of the different game modules and a first draft of the individual module pages will show up soon. The client download area was also reworked to become the \u201cStar Citizen\u201d download. Since the client will soon contain the Arena Commander module, some rework was needed to deal with he different module requirements.\n\nMatthew Jack, Founder\nThis month the Moon Collider team has been focused on polishing gameplay for the single-player Vanduul Swarm mode. The Arena Commander v0.8 release will our first big gameplay release for Kythera, so we\u2019ve done all we can to make a good first impression.\n\nWhile the fundamentals of space combat under Kythera were all mature \u2013 such as targeting, dogfighting behaviours, manoeuvres and dynamic avoidance \u2013 there were various changes needed for the upcoming release.\n\nThe first was the switch from the Hornets \u2013 used as opponents for the PAX demo \u2013 to the Scythes that the design required. We adjusted for their handling characteristics and incorporated the latest tuning of the IFCS system to get them flying well, and then moved on to the implications for combat. The Scythes use fixed weapons rather than turrets, so require very accurate flight and orientation in order to hit their targets.\n\nNext was working with designers at Foundry 42 to develop their characteristics and the Vanduul Swarm gameplay. Mike, our lead engineer, visited Manchester for a few days to make this most effective.\n\nVanduul Swarm is a more arcade-like mode, intended to let everyone have fun while getting used to the flight model and controls of the ships. Hence, earlier waves of Scythes are by design quite easy to dispatch, while later waves and boss-ships should be much more challenging. We iterated very closely with the designers to give them all the parameters they needed to achieve this.\n\nWe also worked to give them a distinctive flight style and constrained their manoeuvrability where necessary, to ensure players could get \u201con their tail\u201d for satisfying dogfighting.\n\nWhen these fundamentals were looking solid, the designers proposed a fairly bold change: to add \u201cfriendly Hornets\u201d. These are not intended to be wingmen to be ordered around, but rather independent companion fighters. These friendly AI get involved in their own dogfights, tailing Scythes and being tailed, so there\u2019s much more going on around the player. We think they bring the whole scene to life.\n\nAs release has approached, we\u2019ve been standing by with final support while the last bugs are ironed out in the build, and playing regularly to ensure gameplay balance is maintained. We\u2019re also doing some longer-term planning on AI for modules to come.\n\nWe\u2019re very excited to have Kythera going out to so many backers and providing gameplay in Vanduul Swarm. There\u2019s much more to come, but we hope you all have fun with this first taster.","de_DE":"Gr\u00fc\u00dfe B\u00fcrger,\n\nWir wissen, dass du aufgeregt bist, heute Abend ins All zu kommen, aber wir wollten ein weiteres Versprechen einl\u00f6sen und die monatlichen Studio-Berichte von Cloud Imperium und unseren Partnern auf der ganzen Welt teilen. May hat sich viel auf Luftk\u00e4mpfe konzentriert, aber die Arbeit geht auch in anderen Bereichen des Spiels weiter (wie Squadron 42 und das FPS-Modul.) Hier ist die ganze Geschichte!\n\nTravis Day, Dogfight Producer, Dogfight Producer\nGr\u00fc\u00dfe B\u00fcrger,\n\nIch werde es heute kurz halten! Zuerst entschuldigen Sie die Verz\u00f6gerung bei der Erstellung dieses Monatsberichts, das Team war ein wenig abgelenkt von anderen Problemen.... Die gro\u00dfe Nachricht aus Santa Monica ist, dass Arena Commander V0.8 OUT ist! Wir haben heute AC gestartet und... nun, es ist unwahrscheinlich, dass Sie zu diesem Zeitpunkt \u00fcberhaupt den Monatsbericht lesen, und ich schlafe wahrscheinlich gerade. Laden Sie sich Ihr Exemplar herunter und erleben Sie in Star Citizen Ihren ersten Eindruck vom Weltraumkampf. Wir hoffen aufrichtig, dass Sie die Fr\u00fcchte unserer Arbeit genie\u00dfen; und jetzt werden viele sehr m\u00fcde Star Citizen-Entwickler heute Abend einen guten Schlaf bekommen, also sind wir bereit, morgen wiederzukommen und an der Fehlerbehebung zu arbeiten!\n\nWie Sie vielleicht vermutet haben, war das Santa Monica-Team darauf fokussiert, im Mai den Luftkampf V0.8 vor die T\u00fcr zu bekommen. Die Bem\u00fchungen h\u00f6ren hier jedoch nicht auf: Wir werden unser aktuelles Entwicklungstempo bis zum Ende von V0.9 und schlie\u00dflich V1.0 mit allen bei PAX versprochenen Features und dem kompletten Multiplayer-Erlebnis beibehalten. Sobald das erledigt ist, werden wir uns wirklich ausruhen k\u00f6nnen.\n\nAuch das Kunstteam von Santa Monica w\u00e4chst! Ein neuer Junior-Konzeptk\u00fcnstler, Gurmukh Bhasin, hat sich David Hobbins in unserem Kunstraum angeschlossen. Das Paar arbeitet derzeit an einer Reihe von Constellation-Varianten.... und obwohl sie unglaublich aussehen (fast so unglaublich wie Hobbins selbst), kann ich noch nicht viel dar\u00fcber sprechen.\n\nDas Community-Team bereitet sich auf mehrere bevorstehende Events vor, von denen das erste das The Next Great Starship Finale am Samstag ist. Star Citizen-Fans aus der ganzen Welt werden sich der Jury und dem Santa Monica-Team im YouTube Space in Playa Del Rey anschlie\u00dfen, wo die letzte Episode live \u00fcbertragen und ein Gewinner ausgew\u00e4hlt wird. Da wir an der Show nicht beteiligt waren, freuen wir uns sehr darauf, die Teams zu treffen, die so tolle Schiffe im Motor zusammengebaut haben. Danach geht es f\u00fcr das Community-Team mit voller Kraft weiter zum Gamescom-Event und anderen Convention-Auftritten im Sp\u00e4tsommer dieses Jahres!\n\nVielen Dank an Sie alle f\u00fcr Ihre anhaltende Unterst\u00fctzung und Geduld. Ich wei\u00df, dass die letzten Tage f\u00fcr dich genauso eine Achterbahnfahrt waren wie f\u00fcr uns. Hoffentlich haben Sie jetzt, da die Fahrt vorbei ist und Sie Ihren ersten Vorgeschmack auf unsere Vision f\u00fcr Arena Commander haben und was wir f\u00fcr den Weltraumkampf in Star Citizen zu bauen beginnen, werden Sie genauso inspiriert sein wie wir \u00fcber die Richtung, in die wir gemeinsam gehen.\n\nWie immer, wenn du Fragen zu diesem Beitrag oder etwas anderem hast, schicke deine Fragen bitte an unsere'Ask a Dev'-Threads.\n\nProst,\n\nCloud Imperium Spiele Santa Monica\n\nEric Peterson, Studio-Direktor\nGr\u00fc\u00dfe an die B\u00fcrger!\n\nDer Monat Mai hier in Texas hat uns viel Regen und viele schwierige Herausforderungen gebracht. Wie jeder wei\u00df, ist der gr\u00f6\u00dfte Teil der Kompanie damit besch\u00e4ftigt, an Arena Commander zu arbeiten, und da wir dem Release n\u00e4her kommen, sto\u00dfen wir jeden Tag auf neue Probleme, obwohl unsere Fix-Rate in signifikanter Weise positiv war, sind wir einfach noch nicht nah genug dran, um sie in die Wildnis zu lassen. Allerdings war das B\u00fcro in Austin in diesem Monat sehr besch\u00e4ftigt, und ich m\u00f6chte einige davon mit euch allen teilen.\n\nAudio\/Video - Im Mai haben wir an der Planung und dem Bau unserer Tonstudios an den Standorten Austin und Manchester sowie an der Fertigstellung des Arena Commander Releases gearbeitet. W\u00e4hrend wir gegen Ende des Monats vorangekommen sind, ist die Dogfighting-Arbeit mehr Spieltests und Anpassungen, w\u00e4hrend wir gehen, und weniger Generierung\/Implementierung von neuen Inhalten, um sicherzustellen, dass die Ver\u00f6ffentlichung von h\u00f6chster Qualit\u00e4t ist. Hoffentlich genie\u00dft du es, deine Freunde in Vergessenheit zu st\u00fcrzen, wenn der Ton bis 11 Uhr aufgedreht ist. In diesem Monat ging es beim Video um die Verpackung und \u00dcbertragung der Medienproduktion nach Santa Monica. Wir haben jetzt einen File-Server mit mehreren Kopien und Standorten, um die Videoaufzeichnung der Spieleentwicklung zu speichern. Diese Aufzeichnung wird die Hauptquelle f\u00fcr den Dokumentarfilm \u00fcber die Entstehung von Star Citizen sein. Wir haben auch die letzten vier Episoden von \"Wingman's Hangar\" produziert - insgesamt 72. W\u00e4hrend wir die letzte Show drehen, blicken wir auf die letzten zwanzig Monate voller Spa\u00df, Hijinks und \"ernsthafter\" Berichterstattung zur\u00fcck.\n\nDesign - Wir haben Feuerwehr f\u00fcr die Freigabe und das Pitching mit Tests und Feedback f\u00fcr das Gameplay, von der Joystick-Steuerung bis hin zu Raketen- und Lasersch\u00e4den, das Team hat sowohl im Einzelspieler- als auch im Mehrspieler-Modus geschlagen, um es so stabil und lustig wie m\u00f6glich zu machen, wenn es ausgeht.\n\nIn der Zwischenzeit treiben wir die hartn\u00e4ckige Arbeit am Universum weiter voran, einschlie\u00dflich der Unterst\u00fctzung von Tony Zurovec bei der Einf\u00fchrung in alle Facetten des Projekts. Die Unterst\u00fctzung des Hangars geht weiter, mit der Erweiterung um neue Schiffe, wenn sie online gehen, Hangarflair-Artikeln und einem brandneuen Schie\u00dfstand, von dem wir glauben, dass Sie ihn lieben werden! Die Wirtschaftsarbeit schreitet ebenfalls voran, mit w\u00f6chentlich stattfindenden lokalen Simulationsspieltests und der Besiedlung des Universums mit all den Leckerbissen, die die Spieler entdecken werden. Auch bei der Missionsentwicklung gehen wir neue Wege und vervollst\u00e4ndigen einige Kernsysteme. Und wir haben die Schiffsspezifikationen aktualisiert - nicht nur einmal, sondern zweimal - diesen Monat. Viel Spa\u00df!\n\nIT - Die IT-Abteilung hat diesen Monat intensiv an der Verbesserung von Build und Deployment-Systemen gearbeitet. Diese Initiativen sind wichtig f\u00fcr die interne Entwicklung, da sie die Iterationsrate zwischen den Builds beschleunigen und so viel schnellere Bugfixes und allgemeine Produktverbesserungen erm\u00f6glichen. Wir konnten auch bei unserem Publishing-Prozess gute Fortschritte erzielen, der es uns erm\u00f6glicht, Korrekturen und Inhalte f\u00fcr Player mit weniger Ausfallzeiten bereitzustellen. Das IT-Team hat auch die Tools und Verfahren zur \u00dcberwachung externer Spieldienste entwickelt. Basierend auf den Anforderungen der Entwicklung werden wir ein viel h\u00f6heres Niveau an System- und Service\u00fcberwachung und -berichterstattung hinzuf\u00fcgen, als es \u00fcblicherweise angeboten wird, um die besten M\u00f6glichkeiten zur Verbesserung und Optimierung unserer Live-Dienste zu ermitteln und sicherzustellen, dass die Dinge am Laufen bleiben.\n\nProduktion - Wir waren damit besch\u00e4ftigt, lokale Aufgaben f\u00fcr die Freigabe des Arena Commander aufzusp\u00fcren, von der Serverseite \u00fcber das Gameplay bis hin zu IK-Problemen mit Animationen, unsere Aufgabe war es, sicherzustellen, dass die Leute alarmiert werden und auf dem Laufenden \u00fcber vorrangige Aufgaben sind und die Dinge rechtzeitig erledigt werden. Das Produktionsteam setzte seine mutigen Bem\u00fchungen zur Planung und Ausf\u00fchrung der Schiffs- und Charakterpipelines fort. Wir haben auch weiterhin das Modul Hundekampf durch ATX-basierte Entwicklung und QS unterst\u00fctzt. Wir unterst\u00fctzen die anderen Studios weiterhin bei unseren gemeinsamen Bem\u00fchungen, den Vanduul Swarm, Free Flight und Multiplayer Dog Fighting Module und Karten auf den Markt zu bringen. Unser langfristiger Plan ist es, die Effizienz durch strategische Initiativen wie die Zusammenarbeit mit unseren Lieferantenpartnern zu steigern, um unsere Kunstpipeline dynamisch zu verbessern.\n\nEngineering - Engineering hat sich mit der Arbeit an der Dogfighting v1 Version besch\u00e4ftigt, einschlie\u00dflich Gameplay-Logik, Spezialeffekt-Implementierung, Engine Korrekturen und Verbesserungen, Rendering Korrekturen sowie Bug- und Crash-Fixes. Zus\u00e4tzlich zu den Kerndienstleistungen und dem Prozessmanagement des Universums unterst\u00fctzt ATX Engineering die Implementierung von Matchmaking und Instance Management Services, die f\u00fcr den Dogfighting eingesetzt werden und sp\u00e4ter f\u00fcr das persistente Universum erweitert werden sollen. Werkzeugverbesserungen und Bugfixes, Build- und Patchesystemfixierungen und -verbesserungen sowie Entwicklungswerkzeug- und Prozessverbesserungen wie die Migration zu Perforce Streams wurden ebenfalls diesen Monat durchgef\u00fchrt.\n\nQA - Der letzte Monat war sehr arbeitsreich f\u00fcr die CIG QA. Es wurden Fortschritte beim gesamten QS-Prozess erzielt. Unsere neuen QS-Zus\u00e4tze aus der Gie\u00dferei 42 begannen diesen Monat und konnten auf den Weg gebracht werden. Geoffery Coffin, William Clark und Andrew Nicholson meldeten sich zum Dienst und trugen sofort zur Verbesserung der Dokumentation und des Verfahrens bei und trugen dazu bei, dass wir eine globale Testabdeckung haben. Wir hatten auch eine Neuzugang im QA-Team hier in Austin. Ein gro\u00dfer Star-B\u00fcrger ist bei Keegan Standifer willkommen! In diesem Monat wurden viele unternehmensweite Spieltests durchgef\u00fchrt, die dazu beitrugen, uns der Ver\u00f6ffentlichung von Arena Commander n\u00e4her zu bringen. Es macht uns traurig, manchmal der \u00dcberbringer schlechter Nachrichten zu sein, wenn wir einige der Probleme ans Licht bringen m\u00fcssen, die eine Ver\u00f6ffentlichung verz\u00f6gern k\u00f6nnen. Wir hoffen jedoch, dass wir genug von den Knicken haben werden, um sicherzustellen, dass Arena Commander ein unglaublich angenehmes Erlebnis ist. Nach der Freigabe ben\u00f6tigen wir noch Ihre Hilfe! Es werden noch viel mehr Tests erforderlich sein, und wir freuen uns auf das Feedback aller, um sicherzustellen, dass Arena Commander und schlie\u00dflich Star Citizen die beste verdammte Space Sim aller Zeiten sind!\n\nEs gibt viele Dinge, auf die man diesen Monat stolz sein kann, und wir kommen der gemeinsamen Arbeit mit euch so nahe. Dieses Spiel und diese Community teilen die gleiche Leidenschaft, und es ist das Spannendste, woran wir je gearbeitet haben, und das alles dank dir! Vielen Dank an Sie alle f\u00fcr Ihre anhaltende Unterst\u00fctzung.\n\nEP\n\nErin Roberts, Studioleiterin\nDesign - Nick Elms\nWie Sie sich vorstellen k\u00f6nnen, war es f\u00fcr die Designer hier in Gro\u00dfbritannien ein hektischer Monat. Der \u00dcberlebensmodus \"Vanduul Swarm\" hat viel gestalterischen Fokus. Wir haben das Spiel den ganzen Tag, jeden Tag gespielt und bieten den K\u00fcnstlern und Ingenieuren eine \"server crashing\" Menge an Feedback. Wir haben alle Arten von Statistiken optimiert, um die feindlichen Wellen und die Leistung der kooperativen KI-Piloten auszugleichen.\n\nEs wurden gro\u00dfe Anstrengungen unternommen, um KI-Profile f\u00fcr die von Vanduul benannten Piloten zu erstellen, um sicherzustellen, dass sie im Vergleich zu den \"Scavengern\" eine gr\u00f6\u00dfere Herausforderung darstellen.\n\nEs war wirklich gut zu sehen, dass der Einzelspieler-\u00dcberlebensmodus mit etwas Politur zusammenkommt, offensichtlich gibt es noch viel mehr zu tun, aber wir glauben, dass wir eine solide Basis haben, von der aus wir arbeiten k\u00f6nnen. Multiplayer f\u00fchlt sich an, als w\u00fcrde es zusammenkommen, wir haben nur noch ein paar technische H\u00fcrden zu \u00fcberwinden, bevor wir ein Smiley auf unsere Feedback-E-Mails kleben k\u00f6nnen.\n\nAbgesehen vom Dogfighting-Modul haben wir stetige Fortschritte bei den Staffel 42 Leveldesigns gemacht und wo verf\u00fcgbar, wurde das Level \"White-Boxing\" \u00fcberpr\u00fcft. Die Gro\u00dfschiffe der UEE sind immer noch mit Volldampf voraus, mit \"Grey-Box\"-Versionen von fast allen von ihnen, aber die \"Bengalen\" (die sich immer noch in der White-Box befinden), und die Aktionen der Crew-Sitze haben begonnen, vorget\u00e4uschte HUD-Animationen zu erhalten, um ihre Funktionalit\u00e4t besser zu erkl\u00e4ren.\nDas ist alles, was ich diesen Monat berichten kann.\n\nProgrammierung - Derek Senior\nEin weiterer Monat und viel Engineering-Arbeit, um DFM auf das von Chris geforderte Qualit\u00e4tsniveau zu bringen. Es gab einen gro\u00dfen Schub auf der HUD-Seite, in Zusammenarbeit mit unseren Kollegen aus den USA, mit gro\u00dfen Themen wie Radar, Targeting, Schildschadenr\u00fcckmeldung, ITTS und vielen weiteren kleinen Optimierungen und Verfeinerungen. Auf der Audio-Seite haben wir die interaktive Musik mit vielen neuen SFXs erweitert, von Schildhits bis hin zu Cockpit-Feedback. Bitching Betty gibt mehr und bessere Informationen, um Sie \u00fcber das Geschehen und den Zustand Ihrer Systeme auf dem Laufenden zu halten.\n\nDie Controller haben viel Aufmerksamkeit erregt, die Interaktion zwischen Ihrem Controller und der Dynamik des Schiffes war eine st\u00e4ndige Beziehung (durch gute und schlechte Zeiten!), mit vielen Optimierungen und Feedback. Andere Arbeitsbereiche sind das Kamerasystem, mit dem Sie sich auf verschiedene Bereiche des Bildschirms konzentrieren k\u00f6nnen, sei es auf ein Schiff, das Sie im Visier haben, oder auf einen bestimmten Teil Ihres Dashboards mit dynamischem FoV und DoF, die Spielerauswurf und wie sich das auf Ihre Punktzahl auswirkt, sowie laufende Verbesserungen des Gameplay. Abgesehen von all dem gab es einen allgemeinen Schub bei CPU-Leistung, GPU-Leistung, Multiplayer, Stabilit\u00e4t und eine Vielzahl von Bugfixes.\n\nKunst - Paul Jones\nDFM-Arbeiten waren haupts\u00e4chlich die Behebung von Fehlern in einigen zuk\u00fcnftigen Arbeiten f\u00fcr den Gametype Conquest sowie zus\u00e4tzliche VFX-Arbeiten, um den Schaden f\u00fcr Spieler und Schilde zu verkaufen.\n\nDie Arbeiten an Sq42 schreiten gut voran, wenn es darum geht, die modularen Innenr\u00e4ume f\u00fcr die drei Kapship-Klassen - Speer, Panther und Bengalen - zu bauen; wir k\u00f6nnen bereits das Potenzial dieser Monster erkennen und die Ideen beginnen wirklich zu flie\u00dfen, um dies zu einem einzigartigen Erlebnis zu machen.\n\nParallel dazu wird auch an der gro\u00dfen Shubin Mining-Plattform gearbeitet, um sicherzustellen, dass sie auf Tier- und Whiteboxen bereit f\u00fcr das Design ist, um mit Protoyping-Missionen zu beginnen.\n\nAu\u00dferhalb des Bauauftrags haben K\u00fcnstler gro\u00dfe Fortschritte in der Look Dev gemacht, Gavin Rothery hat das Gladius-Konzept fertiggestellt und ist zu einem Heavy-J\u00e4ger \u00fcbergegangen, Jon McCoy arbeitet an Schl\u00fcsselbereichen f\u00fcr Missionen und Ryan Church definiert weiterhin die massiven Innenr\u00e4ume der Panther-Klasse.\n\nWir haben auch mit den Arbeiten an einem Rettungsfahrzeug (Konzept komplett) begonnen und auch die Veredelung des Gladiator-Bombers und weiterer R\u00e4ume des Speerwurfes - alles l\u00e4uft diesen Monat!\n\nMathieu Beaulieu, Produzentin\nW\u00e4hrend Programmierer die letzten Korrekturen f\u00fcr das Hundekampfmodul anwenden, haben K\u00fcnstler und Designer die neueste Umgebung auf die n\u00e4chste Stufe gehoben. Heute ist der Asteroiden-Hangar Beta und sollte in K\u00fcrze zur Ver\u00f6ffentlichung bereit sein. W\u00e4hrend der Arbeit daran haben wir auch am Raumsystem Fortschritte gemacht und Sie sollten bald in der Lage sein, Ihrem Hangar Spezialr\u00e4ume hinzuzuf\u00fcgen.\n\nUnsere UI-Designer waren damit besch\u00e4ftigt, sich die H\u00e4nde mit allen m\u00f6glichen Dingen schmutzig zu machen: Hundek\u00e4mpfe Modulst\u00fccke, Matchmaking UI-Finishing, Hangarflair-Objekte, Logodesign, Motion Graphics, Economy Tool UX-Design und nat\u00fcrlich unser Baby: das mobiGlas. Ein solides Look-and-Feel kommt zusammen und mehrere mobiGlas Apps haben einen ersten UI\/UX-Pass erhalten, w\u00e4hrend wir weiterhin bestrebt sind, Ihnen das BDSS-OS-E anzubieten.....\n\nDar\u00fcber hinaus bereitet das Designteam das Feld vor, indem es Spielmechaniken f\u00fcr jede Art von Planetenstandort identifiziert, von Bars \u00fcber Garagen bis hin zu Kleidungsl\u00e4den.\n\nDie architektonischen Stile f\u00fcr die ersten 20 Landezonen wurden in die Star Citizen-Fiktion verwoben, um glaubw\u00fcrdige, geschichtstr\u00e4chtige Orte zu schaffen.\n\nIm Bereich Wirtschaftsdesign haben wir damit begonnen, zu ermitteln, welche Fabriken, Lieferanten und nat\u00fcrlichen Ressourcen sich in welchem System befinden. Einige dieser Daten wurden in das Wirtschaftstool eingegeben, das es uns erm\u00f6glichen wird, verschiedene wirtschaftliche Szenarien zu simulieren.\n\nBleiben Sie dran.....\n\nTara Decker, Produzentin\nGibt es im Mai au\u00dfer Dogfighting noch etwas zu besprechen? Es gibt sie, aber sie ist wahrscheinlich nicht so interessant. ;)\n\nDie Schiffe, die wir zum Luftkampf beigetragen haben (300i, Aurora, Hornet...), waren in den H\u00e4nden der DFM-Crew, w\u00e4hrend sie daran arbeiten, den Luftkampf erstaunlich zu machen. Nach den Updates und Anpassungen an Schaden & LOD war unser Fokus ein wenig im Schatten des massiven DFM-Ziels. F\u00fcr uns kein Problem.\n\nWir bauen schon seit einiger Zeit Schiffe im Hintergrund dieses Spiels.\nDas n\u00e4chste Schiff auf unserem Dossier f\u00fcr April\/Mai war der erwartete Freelancer. Die aktualisierte FL und ihre Varianten wurden im Mai fertiggestellt. Ich hoffe, es gef\u00e4llt euch allen.\n\nDerzeit an Deck: die Konstellation. Wir werden Anfang Juni zwei Versionen fertigstellen und die anderen Varianten bis Ende Juni fertig stellen. Chris hat hohe Erwartungen an dieses Schiff und wir auch. Wir werden keine Konstellation vor ihrer Zeit liefern (gesagt in Orson Welles Stimme, mit Breitengrad;).\n\nUnd der massive, beeindruckende Idris marschiert weiter. Die Graybox wird innerhalb der n\u00e4chsten Woche oder so fertig gestellt sein. Sobald es von Design und Kunst \u00fcberpr\u00fcft wurde, beginnen die letzten Schritte bis zur Fertigstellung, und eine Auslieferung im Fr\u00fchherbst ist geplant. Dieses Schiff hat etwas Zeit in Anspruch genommen, aber alle Beteiligten erwarten, dass es den Schwei\u00df wert ist.\n\nObwohl der April unser gro\u00dfer Vorsto\u00df war, haben wir im Mai weiter mit dem Turbulent Team in Montreal zusammengearbeitet, um sch\u00f6ne, genaue Renderings der zu verkaufenden Schiffe zu erstellen.\n\nCGBot funktioniert nicht nur auf Schiffen.... wir machen auch Charaktere. ;) M\u00e4nnlicher Entdeckeranzug wird im Juni fertig gestellt, zusammen mit dem letzten Helm. Das Innere des Helmes ist als n\u00e4chstes an Deck f\u00fcr zus\u00e4tzliche Modellierung und Texturierung. Denn in diesem Spiel bleibt kein Detail offen. Realistisch. Erstklassig.\n\nSean Murphy, Outsourcing Manager\nAuf der k\u00fcnstlerischen Seite produzieren unsere Auftragnehmer weiterhin spannende Konzeptkunst - diesen Monat haben wir George Hull (The Matrix, Elysium, Transformers) auf die Liste der K\u00fcnstler gesetzt, die f\u00fcr uns arbeiten; George hat an Vorentw\u00fcrfen f\u00fcr das Collector-Raumschiff gearbeitet (das als Surveyor gegr\u00fcndet wurde). Wir haben mehrere unserer K\u00fcnstler dazu gebracht, Squadron 42 Schiffsbed\u00fcrfnisse zu unterst\u00fctzen - Emmanuel Shiu, Eddie del Rio und John Dickenson arbeiten nun alle auf Vanduul-Schiffen. Jan Urschel hat die Xi'an-Schiffe weiter verfeinert und Jim Martin hat an Konzepten f\u00fcr die Entermesser-Varianten gearbeitet. Stefano Tsai steht kurz vor der Fertigstellung des M50 und hat einige erstaunliche Renderings f\u00fcr Jump Point erstellt (diese werden Sie f\u00fcr Ihre Desktop-Hintergr\u00fcnde ben\u00f6tigen!) und David Brochard hat einige wirklich coole Outlaw-R\u00fcstungssets f\u00fcr die REDACTED FPS-Gruppe entworfen. Wir haben auch Kurt Kaufman (Jurassic Park, Star Wars Episodes I und II, War of the Worlds) in unser Programm aufgenommen; Kurts Konzeptuntersuchung von Banu-Umgebungen. Das interne Kunstteam arbeitet weiterhin an neuen Schiffen f\u00fcr das persistente Universum und optimiert die Schiffe im Arena Commander so, dass sie genau dort ankommen, wo sie gerade sind.\n\n(Redigiert)\nWow, ist es wirklich schon einen Monat her? Ich sch\u00e4tze, es ist so, die Zeit vergeht, wenn man Spiele macht!\n\nDieser letzte Monat war ein arbeitsreicher Monat f\u00fcr alle, die mit Star Citizen zu tun haben, einschlie\u00dflich des FPS-Teams bei[Redacted]. Alle haben sich in einer gewaltigen Anstrengung zusammengetan, um Arena Commander zu starten.... und es sieht so aus, als w\u00e4re dieser Tag endlich gekommen!\n\nW\u00e4hrend die Jungs im Art Team immer noch Umgebungen und Requisiten modellieren, Materialien kreieren und die Dinge f\u00fcr FPS generell sch\u00f6n aussehen lassen, hat das Engineering-Team hart mit den anderen Studios zusammengearbeitet, um den Arena Commander in Versandform zu bringen. Hast du jemals diesen Film Starship Troopers gesehen? Kennst du die Szene, in der die Gruppe der Kinder alle K\u00e4fer auf dem B\u00fcrgersteig zerquetschen? Es ist so \u00e4hnlich wie das: D\n\nDas Animationsteam hat alle Mocap-Daten, die Anfang des Monats erfasst wurden, mit den verschiedenen Posen und Haltungen, die f\u00fcr Waffen und Kampf ben\u00f6tigt werden, zusammengef\u00fchrt.\n\nVon der Designseite aus werden die Ebenen um die Platzierung der Abdeckung erweitert und es wurden viele Dokumentationen \u00fcber Energieladestationen und die Platzierung der Ausr\u00fcstung auf dem Player erstellt. Vielleicht klingt das nicht allzu aufregend, aber es wird es sein, sobald es implementiert ist.... ehrlich!\n\nAber wie Travis im Santa Monica-Bericht sagte.... warum liest du das immer noch?! Lade AC herunter und lass uns wissen, was du denkst!\n\nMark Day, Studioleiterin\nBestehend aus den drei Bereichen Landing Zone, City Center und The Blocks, die alle \u00fcber ein Monorail-System miteinander verbunden sind, erwacht die Planetenseite von Terra Prime zum Leben. Neben der Verfeinerung von The Landing Zone\/Centermass und der Fertigstellung des Designs f\u00fcr Sherman lag unser Hauptaugenmerk in diesem Monat auf der Erstellung von Prime's sch\u00e4bigen Unterbauch, The Blocks! F\u00fcr diejenigen unter euch, die wir sagen werden: \"Ich hoffe, einen abenteuerlicheren Lebensstil au\u00dferhalb der l\u00e4stigen Regeln der h\u00f6flichen Gesellschaft zu verfolgen\", wird sich wie zu Hause f\u00fchlen. Das Bestehen im ewigen Schatten des Reichtums und der Macht der Stadt Prime's erstreckt sich weit \u00fcber das hinaus, was den Bl\u00f6cken an Pflege und k\u00f6rperlicher Sch\u00f6nheit fehlt, um Aufregung und Chancen auszugleichen.\n\nvoidALPHA bleibt ein dichtes Team von: 2 Umweltk\u00fcnstler\n1 Konzeptk\u00fcnstlerin\n1 Designer\n1 Projektleiter\n\nBenoit Beaus\u00e9jour, Gr\u00fcnder und Gr\u00fcnder\nIn diesem Monat hat das Platform-Team in Montreal die Entwicklung der \u00f6ffentlichen Ranglisten des Arena Commander verfolgt. Die Benutzeroberfl\u00e4che ist nun integriert und es wird weiter daran gearbeitet, Daten von den Spielservern zu empfangen, um Ihre Ergebnisse zu f\u00fcllen und f\u00fcr die \u00f6ffentliche Anzeige zu speichern. Der Teil des B\u00fcrgerdossiers der Statistiken erh\u00e4lt auch mehr Updates, da wir daran arbeiten, sch\u00f6ne Statistikdiagramme zu animieren. Das Team ging auch auf viele Anfragen des Ingenieurteams ein, um die verschiedenen Logikteile zu bearbeiten, die f\u00fcr den Rollout des Arena Commander ben\u00f6tigt werden.\n\nDiesen Monat sind wir auch auf den XMPP-basierten Chat umgestiegen. Mit mehr Traffic zu bew\u00e4ltigen und Power-Usern auf dem System sind wir der Meinung, dass wir noch viel zu tun haben und werden Updates in Angriff nehmen, sobald es die Zeit erlaubt. Erwarten Sie Leistungssteigerungen und Bugfixes im Webclient sowie einige neue UI-Funktionen integriert. (Lob an den B\u00fcrger Koros f\u00fcr seine gro\u00dfartige Arbeit am RSI Chat Toolkit).\n\nEine Aufgabe, die wir in diesem Monat angegangen sind, war auch die Erstellung einer ersten Version der \u00dcbersicht \"Star Citizen Project Status\". Eine Matrix mit dem Status der verschiedenen Spielmodule und einem ersten Entwurf der einzelnen Modulseiten wird in K\u00fcrze erscheinen. Auch der Kunden-Downloadbereich wurde zum Download \"Star Citizen\" \u00fcberarbeitet. Da der Kunde bald das Arena Commander Modul enthalten wird, waren einige \u00dcberarbeitungen erforderlich, um den unterschiedlichen Modulanforderungen gerecht zu werden.\n\nMatthew Jack, Gr\u00fcnder und Gr\u00fcnder\nDiesen Monat hat sich das Moon Collider Team darauf konzentriert, das Gameplay f\u00fcr den Einzelspieler Vanduul Swarm Modus zu verbessern. Die Version Arena Commander v0.8 wird unsere erste gro\u00dfe Gameplay-Version f\u00fcr Kythera sein, also haben wir alles getan, um einen guten ersten Eindruck zu hinterlassen.\n\nW\u00e4hrend die Grundlagen des Weltraumkampfes unter Kythera alle ausgereift waren - wie Targeting, Dogfighting-Verhalten, Man\u00f6ver und dynamische Vermeidung - gab es f\u00fcr die bevorstehende Ver\u00f6ffentlichung verschiedene \u00c4nderungen.\n\nDer erste war der Wechsel von den Hornissen - die als Gegner f\u00fcr die PAX-Demo verwendet wurden - zu den Sensen, den das Design erforderte. Wir passten uns ihren Fahreigenschaften an und integrierten die neueste Abstimmung des IFCS-Systems, um sie gut fliegen zu lassen, und begannen dann mit den Auswirkungen auf den Kampf. Die Sensen benutzen feste Waffen anstelle von Gesch\u00fctzt\u00fcrmen, daher ben\u00f6tigen sie einen sehr genauen Flug und eine sehr genaue Orientierung, um ihre Ziele zu erreichen.\n\nAls n\u00e4chstes arbeitete ich mit Designern von Foundry 42 zusammen, um ihre Eigenschaften und das Vanduul Swarm Gameplay zu entwickeln. Mike, unser leitender Ingenieur, besuchte Manchester f\u00fcr ein paar Tage, um dies am effektivsten zu gestalten.\n\nVanduul Swarm ist ein eher arkadenartiger Modus, der allen Spa\u00df bereiten soll, w\u00e4hrend sie sich an das Flugmodell und die Steuerung der Schiffe gew\u00f6hnen. Daher sind fr\u00fchere Wellen von Sensen von Natur aus recht einfach zu versenden, w\u00e4hrend sp\u00e4tere Wellen und Chefships viel schwieriger sein sollten. Wir haben sehr eng mit den Designern zusammengearbeitet, um ihnen alle Parameter zu geben, die sie daf\u00fcr ben\u00f6tigen.\n\nWir haben auch daran gearbeitet, ihnen einen unverwechselbaren Flugstil zu geben und ihre Man\u00f6vrierf\u00e4higkeit bei Bedarf einzuschr\u00e4nken, um sicherzustellen, dass die Spieler \"auf den Schwanz\" kommen k\u00f6nnen, um den Luftkampf zu befriedigen.\n\nAls diese Grundlagen solide aussahen, schlugen die Designer eine recht mutige \u00c4nderung vor: \"freundliche Hornissen\" hinzuzuf\u00fcgen. Diese sind nicht als zu befehlende Fl\u00fcgelm\u00e4nner gedacht, sondern als unabh\u00e4ngige Begleiterk\u00e4mpfer. Diese freundlichen KI beteiligen sich an ihren eigenen Luftk\u00e4mpfen, verfolgen Sensen und werden verfolgt, so dass um den Spieler herum viel mehr los ist. Wir denken, dass sie die ganze Szene zum Leben erwecken.\n\nAls die Ver\u00f6ffentlichung n\u00e4her r\u00fcckt, stehen wir mit letzter Unterst\u00fctzung zur Seite, w\u00e4hrend die letzten Fehler im Build behoben werden, und spielen regelm\u00e4\u00dfig, um sicherzustellen, dass die Gameplay-Balance erhalten bleibt. Wir planen auch eine l\u00e4ngerfristige Planung der KI f\u00fcr kommende Module.\n\nWir freuen uns sehr, dass Kythera zu so vielen Geldgebern geht und das Gameplay in Vanduul Swarm anbietet. Es wird noch viel mehr kommen, aber wir hoffen, dass ihr alle Spa\u00df mit diesem ersten Verkoster habt.","zh_CN":"Greetings Citizens,\n\nWe know you\u2019re excited to get into space tonight, but we wanted to make good on another promise and share the monthly studio reports from Cloud Imperium and our partners around the world. May has seen a lot of focus on dogfighting, but work also continues on other areas of the game (like Squadron 42 and the FPS module.) Here\u2019s the full story!\n\nTravis Day, Dogfight Producer\nGreetings Citizens,\n\nI\u2019m going to keep it short today! First, sorry for the delay on getting this monthly report out, the team was a smidge distracted with other issues\u2026 The big news from Santa Monica is that Arena Commander V0.8 is OUT! We launched AC today and\u2026 well, it\u2019s unlikely you\u2019re even reading the Monthly Report at this point and I am probably asleep. Go download your copy and get your first taste of space combat in Star Citizen. We sincerely hope you enjoy the fruits of our labor; and now a lot of very tired Star Citizen developers will be getting a good night\u2019s sleep tonight so we are ready to come back and work on bug fixing tomorrow!\n\nAs you may have surmised, the Santa Monica team was laser focused on getting dogfighting V0.8 out the door in May. The efforts don\u2019t stop here, though: we\u2019re going to keep our current pace of development up to finish V0.9 and finally V1.0 with all the features promised at PAX and the complete multiplayer experience. Once that\u2019s out, we\u2019ll really get to rest.\n\nThe Santa Monica art team is growing, too! A new Junior Concept Artist, Gurmukh Bhasin, has joined David Hobbins in our art pit. The pair are currently working on an array of Constellation variants\u2026 and while they look incredible (almost as incredible as Hobbins himself) I can\u2019t talk much about those just yet.\n\nThe community team is getting ready for several upcoming events, the first of which is The Next Great Starship finale on Saturday. Star Citizen fans from around the world are going to join the judges and Santa Monica team at the YouTube Space in Playa Del Rey where the final episode will be livestreamed and a winner selected. Having had no involvement in the show we\u2019re really looking forward to meeting the teams that have put together such awesome ships in the engine. After that, it\u2019s full steam ahead for the Community team towards the Gamescom event and other convention appearances later this summer!\n\nThank you all for your continued support and patience. I know that the last few days have been as much of a rollercoaster for you as it has for us. Hopefully now that the ride is over and you have your first taste of our vision for Arena Commander and what we are starting to build for space combat in Star Citizen you will be as inspired as we are about the direction we\u2019re going together.\n\nAs always, if you have any questions about this post or anything else, please post your questions to our \u2018Ask a Dev\u2019 threads.\n\nCheers,\n\nCloud Imperium Games Santa Monica\n\nEric Peterson, Studio Director\nGreeting Citizens!\n\nThe Month of May here in Texas has brought us much rain, and many difficult challenges. As everyone is aware, most of the company is busy working on Arena Commander, and as we get closer to the release, we continue to run into new issues every day, even though our fix rate has been positive in a significant way, we are just not close enough to let it out into the wild just yet. That being said the Austin office has been very busy during this month, and I would like to share some of that with all of you.\n\nAudio\/Video \u2013 In May we have been working on the planning and construction of our sound studios at the Austin and Manchester locations, as well as finishing up work on the Arena Commander release. As we\u2019ve progressed toward the end of the month, the dogfighting work is more playtesting and adjusting as we go, and less generation\/implementation of new content, to ensure the release is of the highest quality. Hopefully you will enjoy blasting your friends into oblivion with the sound turned up all the way to 11. Video this month has been about wrapping up and transferring media production to Santa Monica. We now have a multi-copy, multi-location file server to store the video record of the game\u2019s development. That record will be the primary source for the documentary of the making of Star Citizen. We also produced the last four episodes of \u201cWingman\u2019s Hangar\u201d \u2013 seventy-two in all. As we shoot the last show, we take a look back at the last twenty months of fun, hijinks, and \u201cserious\u201d reporting.\n\nDesign \u2013 We have been firefighting for dogfighting release and pitching in with testing and feedback for the gameplay, from joystick controls, to missile and laser damage, the team has been hammering away in both single player and multiplayer to get it as stable and fun as possible for when it goes out.\n\nIn the meantime, we\u2019re still pushing ahead on persistent universe work, including helping Tony Zurovec get up to speed on all facets of the project. Hangar support continues, with the additions of new ships as they come online, hangar flair items, and a brand new firing range that we think you\u2019ll love! Economy work is moving ahead full-bore, as well, with local simulation playtests going on weekly, along with populating the universe with all of the goodies that players will get to discover. We\u2019re breaking new ground on mission development, too, and putting finishing touches on some core systems. And we\u2019ve updated the ship specs \u2013 not once, but twice \u2013 this month. Enjoy!\n\nIT \u2013 The IT department has been busy working on build and deployment system improvements this month. These initiatives are important for internal development because they speed up the rate of iteration between builds allowing for much faster bug fixes and overall product improvements. We\u2019ve also been able to make good headway on our publishing process which allows us to deploy fixes and content out to players with less downtime. The IT team has also been developing the tools and procedures for monitoring external game services. Based on requests from development we will be adding a much higher level of system and service monitoring and reporting than typically offered so we can determine the best ways to improve and optimize our live services in addition to making sure things stay up and running.\n\nProduction \u2013 We have been busy tracking down local tasks for the Arena Commander release, from server side, to game play, to IK issues with animation, our job has been to make sure the folks are alerted and up to date on priority tasks and getting things completed in a timely manner. The production team continued its valiant efforts to plan and execute the ship and character pipelines. We also continued to support the dog fighting module through ATX based development and QA. We continue to support the other studios in our collective efforts to release the Vanduul Swarm, Free flight, and Multi-player dog fighting modules and maps. Our long term plan is to increase efficiency via strategic initiatives such as working with our vendor partners to dynamically improve our art pipeline.\n\nEngineering \u2013 Engineering has been busy working towards the Dogfighting v1 release, including gameplay logic, special effects implementation, engine fixes and improvements, rendering fixes, and bug and crash fixes. In addition to core universe service work and process management, ATX engineering is assisting with implementation of matchmaking and instance management services used for dogfighting and to be expanded later for the persistent universe. Tool improvements and bug fixes, build and patching system fixes and improvements, and development tool and process improvements such as migrating to Perforce Streams were also done this month.\n\nQA \u2013 The last month has been very busy for CIG QA. Progress has been made on overall QA process. Our new QA additions from Foundry 42 began this month and were able to hit the ground running. Geoffery Coffin, William Clark and Andrew Nicholson reported for duty and immediately contributed with improving documentation and procedure and helping to ensure we have global testing coverage. We also had a new addition to the QA team here in Austin. A big Star Citizen welcome to Keegan Standifer! This month many company-wide play tests were conducted that were instrumental in bringing us closer towards the release of Arena Commander. It saddens us to sometimes be the bearer of bad news when we must bring to light some of the issues that may delay a release. However, we hope to have enough of the kinks ironed out to ensure Arena Commander is an incredibly enjoyable experience. After release we will still need your help! Much more testing will be needed and we look forward to everyone\u2019s feedback to help ensure Arena Commander and eventually Star Citizen is the Best Damn Space Sim Ever!\n\nThere is a lot of things to be proud of this month, and we are getting oh so close to sharing some important work with you guys. This game and community share the same passion, and it is the most exciting thing we have ever worked on, and that is all thanks to you! Thank you all for your continued support.\n\nEP\n\nErin Roberts, Studio Director\nDesign \u2013 Nick Elms\nAs you can imagine, it\u2019s been a hectic month here in the UK for the designers. The survival mode \u201cVanduul Swarm\u201d has taken a lot of design focus. We have been playing the game all day, every day, providing a \u201cserver crashing\u201d amount of feedback for the Artists and Engineers. We have been tweaking all kinds of statistics to balance the enemy waves and the co-op AI pilots performance.\n\nA lot of effort has gone into setting up AI profiles for the Vanduul named pilots, making sure that they are more of a challenge when compared to the \u201cScavengers\u201d.\n\nIt\u2019s been really good to see the single player survival mode coming together with some polish being thrown in, obviously there is a lot more to do, but we feel we have a solid base to work from. Multi-player feels like it is coming together, we just have a few technical hurdles to get over before we can stick a smiley face on our feedback emails.\n\nAside from the Dogfighting module, we have been making steady progress with the Squadron 42 level designs and where available the level \u201cwhite-boxing\u201d has been under review. The UEE capital ships are still full steam ahead, with \u201cgrey-box\u201d versions of almost all of them, but the \u201cBengal\u201d (which is still in white-box), and crew seat actions have started to get mock-up HUD animations to explain their functionality better.\nThat\u2019s about all I can report this month.\n\nProgramming \u2013 Derek Senior\nAnother month and lots of engineering work to get DFM to the quality level demanded from Chris. There\u2019s been a big push on the HUD side, working with our colleagues from the US, with big items like the radar, targeting, shield damage feedback, ITTS, and lots more small tweaks and refinements. From the audio side we\u2019ve been adding to the interactive music, with lots of new SFX from shield hits to cockpit feedback. Bitching Betty is giving more and better information to keep you informed of what is going on and the state of your systems.\n\nThe controllers have had a lot of attention, the interaction between your controller and the ship\u2019s dynamics has been an ongoing relationship (through good times and bad!), with plenty of tweaks and feedback. Other areas of work include the camera system allowing you to focus on different areas of the screen, be it a ship you are targeting or some particular part of your dashboard with dynamic FoV and DoF, player ejection and how that affects your scoring, and ongoing gameplay improvements. Aside from all of that there\u2019s been a general push on cpu performance, gpu performance, multiplayer, stability, and a huge amount of bug fixing.\n\nArt \u2013 Paul Jones\nDFM work has been mainly bug fixing along some future work for the Conquest gametype along with some extra VFX work to help sell damage to the player and shields.\n\nSq42 work has been progressing well with large strides made in building the modular interiors for the three capship classes \u2013 Javelin, Panther and Bengal; we can already see the potential in these monsters and the ideas are really starting to flow in making this a unique experience.\n\nAlongside this work is also underway on the large Shubin Mining platform, making sure it\u2019s on tier and whiteboxed ready for design to start protoyping missions.\n\nOutside of the building contract concept artists have been making great strides in look dev, Gavin Rothery has finished of the Gladius concept and moved onto a Heavy fighter, Jon McCoy working on key areas for missions and Ryan Church is continuing defining the massive Panther class interiors.\n\nWe have also started work on a rescue utility vehicle (concept complete) and also refining of the Gladiator bomber and additional rooms of the Javelin \u2013 it\u2019s all going on this month!\n\nMathieu Beaulieu, Producer\nAs programmers are applying the last fixes for the dog fighting module, artists and designers have brought the latest environment to the next level. Today, the Asteroid Hangar is Beta and should be ready for release quite soon. While working on it, we have also made progress on the room system and you should soon be able to add speciality rooms to your hangar.\n\nOur UI designers have been busy getting their hands dirty with all kinds of things: dog fighting module bits and pieces, matchmaking UI finishing touches, hangar flair objects, logo design, motion graphics, economy tool UX design, and, of course, our baby: the mobiGlas. A solid look-and-feel is coming together and several mobiGlas apps have had an initial UI\/UX pass, as we continue to strive to bring you the BDSS-OS-E\u2026\n\nOn top of all that, the design team is preparing the field by identifying gameplay mechanics for every type of Planetside location, from bars to garages to clothing outlets.\n\nArchitectural styles for the first 20 landing zones have been woven into Star Citizen fiction to create believable locales rich with history.\n\nIn economy design, we\u2019ve started identifying which factories, vendors and natural resources are located in which system. Some of this data has been entered in the economy tool, which will allow us to simulate different economic scenarios.\n\nStay tuned\u2026\n\nTara Decker, Producer\nIs there anything to talk about in May besides Dogfighting? There is but it\u2019s probably not as interesting. ;)\n\nThe ships we\u2019ve contributed to dogfighting (300i, Aurora, Hornet..) have been in the hands of the DFM crew while they work to make dogfighting amazing. After the updates and tweaks to damage & LOD needed, our focus has been a little in the back-shadows of the massive DFM goal. Not a problem for us.\n\nWe\u2019ve been creating ships in the background of this game for awhile now.\nThe next ship on our dossier for April\/May has been the anticipated Freelancer. The updated FL and it\u2019s variants were completed in May. Hope you all like.\n\nCurrently on deck: the Constellation. We\u2019re due to complete 2 versions in early June and finish up the other variants by end of June. Chris has high expectations for this ship and so do we. We\u2019ll deliver no Constellation before its time (said in Orson Welles voice, with latitude ;).\n\nAnd, the massive, impressive Idris marches on. The greybox will be complete within the next week or so. Once it\u2019s vetted by design and art, the final steps to completion commence, and an early fall delivery is scheduled. This ship has taken a bit of time, but all involved expect it to be worth the sweat.\n\nThough April was our big push, in May we continued to work with the Turbulent team in Montreal to create beautiful, accurate renders of the ships for purchase.\n\nCGBot doesn\u2019t only work on ships\u2026we do characters, too. ;) Male Explorer suit will be completed in June; along with the final helmet. The interior of the helmet is next on deck for additional modeling and texturing. Because no detail is left un-detailed in this game. Realistic. Top-notch.\n\nSean Murphy, Outsource Manager\nOn the Art side of things our contractors are continuing to produce exciting concept art \u2013 this month we added George Hull (The Matrix, Elysium, Transformers) to the list of artists working for us; George has been working on preliminary designs for the Collector starship (which began life as the Surveyor). We\u2019ve moved several of our artists onto supporting Squadron 42 ship needs \u2013 Emmanuel Shiu, Eddie del Rio, and John Dickenson are all now working on Vanduul ships. Jan Urschel has continued to refine Xi\u2019an ships and Jim Martin has been working on concepts for the Cutlass variants. Stefano Tsai is close to finishing the M50 and has created some amazing renders for Jump Point (you\u2019ll want these for your desktop wallpapers!) and David Brochard has designed some really cool Outlaw armor sets for the REDACTED FPS group. We\u2019ve also added Kurt Kaufman (Jurassic Park, Star Wars Episodes I and II, War of the Worlds) to our roster; Kurt\u2019s doing concept exploration of Banu environments. The internal art team continues to work on new ships for the persistent universe, as well as tweaking the ships in Arena Commander to where they are just right.\n\n[Redacted]\nWow, has it really been a month already? I guess it has, time sure flies when you\u2019re making games!\n\nThis last month has been a busy one for everyone involved with Star Citizen, including the FPS Team at [Redacted]. Everybody has been coming together in one massive effort to launch Arena Commander\u2026 and it looks like that day has finally arrived!\n\nWhile the guys on the art team have still been modeling environments and props, creating materials and generally making things things look pretty for FPS, the engineering team has been working hard with the other studios to whip Arena Commander into shipping shape. Have you ever seen that movie Starship Troopers? You know that scene where the group of kids are squashing all of the bugs on the sidewalk? It\u2019s kind of like that :D\n\nThe animation team has been taking all of the mocap data that was captured at the start of the month and merging it with the different poses and stances that are needed for weapons and combat.\n\nFrom the design side, cover placement is being added to the levels and lots of documentation has been created concerning energy recharge stations and gear placement on the player. Maybe that doesn\u2019t sound too exciting, but it will be once it has been implemented\u2026 honest!\n\nBut like Travis said in the Santa Monica report\u2026 why are you still reading this?! Go download AC and let us know what you think!\n\nMark Day, Studio Director\nMade up of three areas, Landing Zone, City Center, and The Blocks all connected via a monorail system the planet-side of Terra Prime is really coming to life. In addition to polish on The Landing Zone\/Centermass and finalizing design for Sherman our main focus this month has been the creation of Prime\u2019s seedy underbelly, The Blocks! For those of you who shall we say, \u201cHope to pursue a more adventurous lifestyle outside the troublesome rules of polite society,\u201d will feel right at home. Existing in the perpetual shadow of the wealth and power of Prime\u2019s city sprawl high above what the Blocks lacks in maintenance and physical beauty in makes up for in excitement and opportunity.\n\nvoidALPHA remains a tight team of: 2 Environment Artists\n1 Concept Artist\n1 Designer\n1 Project Manager\n\nBenoit Beaus\u00e9jour, Founder\nThis month the Platform team in Montreal kept on track with the development of the Arena Commander public leaderboards. The UI is now integrated and work is continuing on receiving data from the game servers to populate and store your scores for public display. The Citizen Dossier part of the stats is also receiving more updates as we work to get nice stats graphs animated. The team also tackled many requests from the engineering team to handle the different pieces of logic needed for the Arena Commander roll-out.\n\nThis month we also moved over to the XMPP-based chat. With more traffic to handle and power users on the system we feel we still have work to do and will tackle updates as soon as time permits. Expect performance improvements and bug fixes in the web client as well as a few new UI features integrated. (Kudos to citizen Koros for his awesome work on the RSI Chat Toolkit).\n\nOne task we tackled this month was also the creation of a first version of the \u201cStar Citizen Project Status\u201d overview. A matrix showing the state of the different game modules and a first draft of the individual module pages will show up soon. The client download area was also reworked to become the \u201cStar Citizen\u201d download. Since the client will soon contain the Arena Commander module, some rework was needed to deal with he different module requirements.\n\nMatthew Jack, Founder\nThis month the Moon Collider team has been focused on polishing gameplay for the single-player Vanduul Swarm mode. The Arena Commander v0.8 release will our first big gameplay release for Kythera, so we\u2019ve done all we can to make a good first impression.\n\nWhile the fundamentals of space combat under Kythera were all mature \u2013 such as targeting, dogfighting behaviours, manoeuvres and dynamic avoidance \u2013 there were various changes needed for the upcoming release.\n\nThe first was the switch from the Hornets \u2013 used as opponents for the PAX demo \u2013 to the Scythes that the design required. We adjusted for their handling characteristics and incorporated the latest tuning of the IFCS system to get them flying well, and then moved on to the implications for combat. The Scythes use fixed weapons rather than turrets, so require very accurate flight and orientation in order to hit their targets.\n\nNext was working with designers at Foundry 42 to develop their characteristics and the Vanduul Swarm gameplay. Mike, our lead engineer, visited Manchester for a few days to make this most effective.\n\nVanduul Swarm is a more arcade-like mode, intended to let everyone have fun while getting used to the flight model and controls of the ships. Hence, earlier waves of Scythes are by design quite easy to dispatch, while later waves and boss-ships should be much more challenging. We iterated very closely with the designers to give them all the parameters they needed to achieve this.\n\nWe also worked to give them a distinctive flight style and constrained their manoeuvrability where necessary, to ensure players could get \u201con their tail\u201d for satisfying dogfighting.\n\nWhen these fundamentals were looking solid, the designers proposed a fairly bold change: to add \u201cfriendly Hornets\u201d. These are not intended to be wingmen to be ordered around, but rather independent companion fighters. These friendly AI get involved in their own dogfights, tailing Scythes and being tailed, so there\u2019s much more going on around the player. We think they bring the whole scene to life.\n\nAs release has approached, we\u2019ve been standing by with final support while the last bugs are ironed out in the build, and playing regularly to ensure gameplay balance is maintained. We\u2019re also doing some longer-term planning on AI for modules to come.\n\nWe\u2019re very excited to have Kythera going out to so many backers and providing gameplay in Vanduul Swarm. There\u2019s much more to come, but we hope you all have fun with this first taster."},"links_count":0,"comment_count":97,"created_at":"2014-06-04T00:00:00+00:00","created_at_human":"11 years ago"},"meta":{"processed_at":"2026-05-08 07:43:49","valid_relations":["images","links"],"prev_id":13917,"next_id":13919}}