{"data":{"id":13993,"title":"Monthly Report: June 2014","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/transmission\/13993-Monthly-Report-June-2014","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/13993","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/13993","channel":"Undefined","category":"Undefined","series":"Monthly 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Citizens,\nIt\u2019s hard to believe it\u2019s July already! Here\u2019s our monthly report on what all three Cloud Imperium Games studios and all of our outsource teams have been up to! From improving the website to making the Vanduul fight more fiercely, we\u2019ve been hard at work building Star Citizen.\n\nTravis Day, Dogfight Producer\nGreetings Citizens,\nJune has been an exciting month for all of us here in the Santa Monica offices of Cloud Imperium Games. We released Arena Commander earlier this month and have been feverishly working to patch and resolve as many of the launch issues as possible with weekly updates to both the game client and the launcher.\n\nAs I write this we are in the process of putting the finishing touches on our most recent update, patch 12.4. While initially the entire team was focused on bug fixing and patching for our next 12.X release we are slowly migrating the team back into Main so we can continue development on new larger features which we plan on releasing with Release 13 (known colloquially in the community as V0.9).\n\nThis month we were also fortunate enough to be hosted in Alienware\u2019s booth at E3 2014 here in Los Angeles where we had Arena Commander available for folks to play. Mark Abent, Chad Zamzow, myself and a few others from the development team were on hand to spread the word about Star Citizen and show off the game to passerby. We encountered a broad range of people from the entirely uninitiated who\u2019d never heard of Star Citizen to longtime backers who\u2019d been playing Arena Commander at home. All in all we had a great showing and even nabbed a nomination for \u2018Best of E3\u2019 from The Escapist.\n\nOf the utmost importance this month has been steadily increasing the number of people in multiplayer for Arena Commander working out all of the backend, game server, and matchmaking issues being exposed by the volume of traffic. We are making some great headway on this and we really appreciate everyone\u2019s assistance and patience in helping us to test and create our universe backend that will one day serve as the backbone for all of Star Citizen\u2019s connectivity.\n\nAs I mentioned previously, the team is beginning to work on some of the larger features for our V0.9 release as well as versions even further down the road. Some of the items being worked on include support for in-game custom key binding configuration, a bevy of larger improvements in the flight model, some additional ships, improvements to HUD, and many more features were not quite ready to ruin the surprise of just yet.\n\nWe are looking forward to your feedback on our continued releases for Arena Commander and multiplayer as stability improves and additional players are added to the testing pool. As always, thank you very much for your support and if you have any questions please feel free to post in our Ask a Dev threads.\n\nCheers,\n\nCloud Imperium Games Santa Monica\n\nEric Peterson, Studio Director\nGreetings Citizens,\nIt has been a very busy month at the Texas offices of Cloud Imperium, we have been knee deep in Arena Commander releases, with 4 versions of it coming out during the month of June, and that is only the tip of the iceberg as more are on the way. We have also been busy working on the persistent universe and backend server component for AC, which will serve the PU as well. In addition, we have been hard at work on several ships and getting them ready to be put in the hangar and into the pipeline to make them fly. So, without further ado here is an update from each department.\n\nDesign:\nThe Austin design team continues with persistent universe content as its primary focus. This month, we\u2019ve been focused on refining tools for star system creation, evaluating and providing guidance on kits for constructing planet-side locations, and growing the mission creation tool for quick persistent universe content. The design team is also building our internal roadmap for the next year and beyond, with the economy remaining the centerpiece to that work.\n\nWe\u2019re also still providing support for the dogfighting teams, with ship parts, modularity, and customization being one of our primary areas of support. And we haven\u2019t forgotten the hangar. In the past month, we\u2019ve gotten the new Freelancers into the hangars and started work on other upcoming ships, while still continuing to provide bug fixes for the hangar module.\n\nArt\nThis month the Art Department was hard at work on several ships. The Freelancer variants, Constellation, Mustang, M50, Aurora variants, 300 series, Hornet variants, P52 Merlin, Avenger, and Xi\u2019an Scout all saw some love from our artists here this month. Our character artists were kept busy bringing the FPS characters up to speed, as well as beautifying the characters used in our commercials. Other things that were completed are the UEE Marine helmet, VFX for some of our Planet side locations, as well as concepts for some cool new cargo containers that match the new cargo system design. Our animators have been busy fixing up character interactions with our ships and polishing animation sets for Squadron 42 and FPS.\n\nEngineering \u2013 choo choo!\nATX engineering worked on fixes for several Arena Commander Release 12 deployments. ATX engineering also monitored public universe for issues, and worked with QA on issues that occurred on test universe clusters.\n\nEngineering did hookup of Freelancer variants and TNGS ships in the hangar for the weekend surprise, we also fixed many game server, hub server, matchmaking, and generally crushed tons of bugs. Many hangar and dogfighting bug fixes were implemented. Engineering also worked to improve validation of ship selection and load out on the game server. We began live universe stats web page implementation, and began evaluating Avatar customization tech source code.\n\nLauncher improvements including selectable payloads, bug fixes, and testing of caching patch servers were made and deployed. Nightly builds and continuous builds of active streams were enabled, along with additional dev tools like p4 review and p4 web.\n\nMultiple Sandbox Editor fixes and improvements were made (including fixes to reloading modified assets from disk), and engineering worked with QA and Art to jump-start the Unstable->Recent->Stable testing and promotion process. DevOps migrated public universe cluster from Rackspace to Google Compute, and made progress on large universe cluster scripted deployment.\n\nAudio\nThe Audio Department has been working on more improvements to Arena Commander! Featuring revised weapon fire sound-effects that have more punch, along with new sound-effects for ordnance whizz-bys, missiles, explosions and the afterburner\/boost. We\u2019re also working towards our Gamescom release in 6 weeks! (you will have to ask Chris what that is :) ) .\n\nIT\nThe IT team worked on several different but important initiatives this month. Austin\u2019s IT group worked on the company network infrastructure. Initial work in this area has become necessary in order to keep up with the increased network traffic to all connected development teams. Early results are showing 15x improvement in data transfer rates between studios. LA\u2019s IT Manager has been busy setting up new staff and reconfiguring development machines to squeeze every bit of performance out of them. Our Manchester IT is burning the midnight oil working on the build out of a new floor for development as well as custom building the demo machines that will be used at our Gamescon event in Germany.\n\nOverview\nThis next month promises to be just as exciting as the last, as we continue to add more Citizens to Arena Commander, add in new game types, and prepare for our upcoming event at Gamescom in Germany. Working for CIG is always an adventure, and we are happy that every one of you is along for the ride with us \u2013 See you all \u2013 in the verse !\n\nEP\n\nErin Roberts, Studio Director\nHi guys, what a month it\u2019s been, we\u2019re really excited that the Dog Fight Module is out there and also we\u2019re working towards getting everyone into multiplayer and improving, bug fixing and balancing with all your help. We\u2019ve also taken big steps forward in white boxing our first levels in Squadron 42, as well as started work on Multi-crewed Vehicles, and last but not least the Capital Ships are really starting to look great. Wandering round the \u201cJavelin\u201d Destroyer is a real treat\u2026 Next month we\u2019ll be really solidifying the DFM with bug fixes, new features and game modes and of course a fully operational ranking boards so people can start to compare stats. Also let\u2019s not forget Gamescom is around the corner, we plan to have some cool new stuff to unveil at the show. AS always thanks for the dedication and support from everyone, without your guys support and feedback we wouldn\u2019t be making this game great game. You will be seeing updates coming fast and furious from the team now we have put our stake in the ground and given everyonethe first glimpse of Star Citizen with the DFM module.\n\nProgramming Director \u2013 Derek Senior\nThis month has been the month of the DFM. From the start of June, we\u2019ve been working incredibly hard to make the launch of DFM as successful as possible, this work continues. A lot of the work has been fixing up bugs, issues and adding some more polish to the game, adding new default mappings for more controllers, getting the Battle Royale game mode available for the MP rollout. We\u2019ve also been working on some other, exciting, game modes coming your way.\n\nWe\u2019ve also been getting going on some more behind the scenes work for future DFM, SQ42 and the PU. From working on tools to help designers and artists to set up the hundreds of components we have on each ship, to individual manufacturer HUD colourisation, HUD usability updates, UI for multi-crewed ships, audio improvements, GPU and CPU improvements and bug fixes as well as controller customisation, conversation system prototyping, and lots, lots, more.\n\nDesign Director \u2013 Nick Elms\nAnother month whizzes by.\n\nWe are still spitting design here in a number of areas, mainly :- Dog Fight Module support, Squadron 42 mission designs and Capital Ship design with Seat Actions.\n\nDog fighting is out there now! We have a long, and ever growing list of fixes, optimizations, polish, new features, etc. that we are planning to put in over the coming releases. The designers are, as ever, monitoring forum feedback, which is super useful for us and a lot of the issues that you have flagged up will be getting addressed over the coming weeks\/months.\n\nWe have run through the \u201cVertical slice\u201d mission this month, lots of outstanding issues to solve, but the walkthrough was awesome. I wish I could post a video, but with it being a S42 mission it would be too much of a spoiler. Suffice to say that when people leave a 2 hour meeting smiling you know something went well.\n\nWe\u2019ve had another round of feedback on the \u201cIdris\u201d Frigate interior, just tidying up some minor points before the full PBR texture pass. We needed to add a few more escape pods to cater for the increased crew capacity, and make a bit more sense of the docking systems. You should now be able to drop your Constellation, Retaliator, etc. neatly on the top of the Idris and disembark through the docking collar with some dignity. We are really looking forward to seeing this \u201cHangar\u201d ready soon.\n\nThe \u201cJavelin Destroyer\u201d and \u201cEscort Carrier\u201d are still in \u201cGrey box\u201d phase, but are coming together really well. We are benefiting from lots of lessons learnt from the Idris re-working. Aside from the above, we have been making good progress on ship systems. Mike Northeast even started a new forum thread to specifically discuss the \u201cseat actions\u201d with everyone, which seems to be going well so far. Thanks for all the feedback and ideas.\n\nOverall a very good month in Star Citizen development from here in the UK, thanks again for the fantastic support.\n\nArt Director \u2013 Paul Jones\nWow \u2013 what a month! Things are progressing along well in all areas, DFM, Sq42, outsourcing \u2013 it\u2019s all go, we\u2019ve taken on a concept artist intern and also had 3 students in this last week making a Star Citizen side scroller as their work experience project \u2013 it\u2019s a holistic place here in Manchester, give back where we can :)\n\nSpace ships, Space ships, Spaceships! All continuing along well, the ones in full production are advancing well and we are learning on the job \u2013 it\u2019s a tough mix of product design, mechanical design and performance optimization but the team is doing well, I\u2019m looking forward to when we show more of the Gladius and Gladiator to the community. We also have a heavy fighter in concept phase with Gavin Rothery and its shaping up to be pretty mean looking!\n\nWhat about Cap ships? Modular Tier interiors are laid out and now we need to push more through the concept pipeline to have the key rooms designed to meet Sq42 cinematic requirements, this is also the case for Shubin now that we have a good idea of mission requirements.\n\nDFM continues alongside, Capture the Core and Conquest mode assets are being readied for release to the public. Lots of animation work going on for new ship types that we are working on getting Hangar ready, and into DFM.\n\nMathieu Beaulieu, Producer\nTime flies, but so do our spaceships! A lot was done in June: we were able to get some sunny days in Canada :), we\u2019ll end the month with 104 F, we showed no mercy in a couple of dogfighting matches internally, the best pilots are on the rise, and we also worked hard on some new game features.\n\nThis month, we\u2019ve started revamping the Discount, Deluxe and Business Hangars, we want them as detailed as the Asteroid Hangar. We also need to review them so we can add speciality rooms. We still have a good month of work on them to bring them to the required quality.\n\nAt the same time, we are back on the mobiGlas, its development has been slowed down so we could help on the Dogfighting module, but we are now able to move forward. First steps will be ship and room customisation.\n\nAlso, the next flair object is almost ready, I think this one will make you Dance with joy. It should be released early July.\n\nIn the long run, planets are being constructed, tech for the avatar customisation is being developed and we are getting some interesting output for the economy system.\n\nSee you near Broken Moon.\n\nAustin Goddard, Producer\nJune has flown by as we continue to prepare ships for shipment!\n\nAs you may recall from last month\u2019s update, CGBot has been laboring over every last detail of the four variants of the Constellation ship which include [Redacted], [Redacted] and [Redacted]. To optimize performance, each of these variants has several versions with varying level of detail.\n\nProgress is the keyword when talking about the Idris. This ship\u2019s massive greybox has been completed and we are continuing to work with the design team to flesh out the model that will end up in your hangar. We think that the final version of this ship will fulfill the hype that it has rightfully received.\n\nAlong with working on these ships, we having been ironing out the final models and textures for the Male and Female explorer. We hope that the level of detail we put into these characters coupled with the amazing work being done by our colleagues creates an immersive experience that transcends your monitor and puts you in the pilot seat.\n\nSean Murphy, Outsource Manager\nCGBot has been heavily focused on getting the Constellation and new variants delivered to us, while they\u2019ve wrapped up greybox work on the Idris and are starting on the final texture pass to get it ready. They\u2019ve also been finishing up on a couple of Explorer characters we\u2019ll be seeing shortly.\n\nIn the meantime Virtuos is starting work on a couple of variants of the Cutlass and continuing to create prop assets for the FPS level. We\u2019ve started testing a new vendor, Red Hot CG, on some concept work for ship components. And Rmory is creating a cool new weapon for FPS while we also test their ability to create in-game FPS weapons for us.\n\nOn the contractor front, there\u2019s been a lot of focusing of efforts; several of our contract concept artists have been working on a variety of Vanduul ships. George Hull has delivered a gorgeous illustration of the Collector ship and Jim Martin is refining concepts for the Caterpillar in preparation for modeling. Rob McKinnon and David Brochard are polishing some character concepts for FPS characters, Dennis Chan has given us some gorgeous illustrations for Jump Point, and Clint Schultz and David Scott continue to create Corporation logos for us.\n\nFinally Stefano Tsai has finished his work on the M50 and is going to be starting on a brand new ship very soon.\n\n[Redacted]\nGreetings from the FPS team at [REDACTED]! We hope you are all enjoying flying your ships in Arena Commander. It\u2019s been really exciting to finally see you guys and gals playing the game, and hopefully enjoying the results of all the hard work that has gone into making it happen from each studio. We\u2019ve definitely been having a blast watching your live streams\u2026 and playing along with you!\n\nJune was a very productive month for the FPS team. The artists continued to work on the space station environment. Adding props, applying materials and setting up lights to set the mood. Visual effects are also being added. This includes things like steam flowing out of vents, water dripping from pipes, dust being pulled around by pressure shifts and other details that really make the station come alive and keep it from feeling static. In addition to the environmental effects, we have also been working on first pass effects for tracer rounds, muzzle flashes, explosions and a bunch of other flashy-shiny-noisy bits. A first pass concept of the FPS HUD was also created, and we are now working on hooking it up in the game.\n\nThe animation team has been working through the mocap data, which will continue for quite some time\u2026 There\u2019s a ton of it! They also worked with our engineers on a new way to rig weapons that helped to eliminate some pesky bugs we were running in to. With the cover system, zero-G, and the variety of weapons available, they definitely have their work cut out for them.\n\nThe design team has been tweaking the properties for a few of the weapons, mostly making sure that they feel good and are well balanced. Of course this is a continuous process that will be iterated upon all the way up to, and after, the game is released. Our design team also came up with some pretty neat concepts for possible gameplay modes.\n\nThe programming team has been implementing new features like crazy! Improvements to the cover system, zero G movement, a prone stance, energy recharge stations, HUD implementation, ammo variety system\u2026 and I could keep going. A LOT of new systems have gone into the game\u2026 and with those new systems, lots of new bugs! Just kidding, these guys do solid work and I am fairly certain that their code is completely bug free. cough cough\n\nBut in all seriousness, the FPS module is finally getting to a point where most of the core features have been implemented, at least in prototype form, and that is really exciting for us! Until next month Citizens! This is [REDACTED], over and out!\n\nMark Day, Studio Director\nTerra Prime is looking better & better thanks to some additional help courtesy of the fine folks at CiG Austin. We meet on a regular basis to review the production art in progress, specifically Centermass & the monorail station. We are given a steady flow of diverse feedback, ranging from technical advice to art direction. All that has gotten us that much closer to completing the final look of the monorail station & it is looking mighty gorgeous!\n\nCentermass is a shop that needs to look extremely futuristic, sleek & classy. We changed directions in some significant but subtle ways to achieve this look as we weren\u2019t quite there at first. We are now closer than ever at attaining that goal!\n\nSherman has received tons of concept art attention, getting final designs for the interior & exterior for the Edge of Oblivion bar as well as the Military Police building. The Blocks also got some much needed assistance for concept designs such as the ticket kiosks, turnstiles, graffiti & the monorail car.\n\nOverall, the improvements made are significant & the work being produced is representative of that progress, so we can\u2019t wait to unveil it!\n\nWe remain a tight focused group of:\n\n2 \u2013 Environment Artist\n1 \u2013 Concept Artist\n1 \u2013 Designer\/Technical Designer\n\nBenoit Beaus\u00e9jour, Founder\nThe platform team is currently hard at work on the design and UX of Orgs Drop 2. Many of the features we want to bring forward in the second drop of Orgs require a lot of back and forth between design and implementation teams and so all of our concept resources are locked in to make this happen. We can\u2019t wait to get coding on this one!\n\nThe first version of the ship catalog took most of the programming time this month and is our main focus for a release soon\u2122. You have seen parts of this new catalog look with the Freelancer sales product page and of course with the 3D Ship Viewer we integrated into the Xi\u2019An Scout concept. We were thrilled with your reactions to this prototype. We\u2019re hoping to have many more ships in the viewer and more functionality to view the different types of POI on the ships so you can really \u201csee\u201d the ships while browsing their specs. There are still many challenges left , especially with the bigger ships (which might require special shaders so they look good and are actually properly browsable). We are thinking also that this first foray into 3D visualization might pave the way for more components like this, especially when thinking about the Galactapedia for planets , systems and more game objects.\n\nOur work on the leaderboards system is expected to pick up soon now that AC multiplayer is ramping up. The data exchange process between game servers and the platform servers is now identified and set up. We are having many talks and discussions with the game design and implementation teams on how points and rankings are calculated so that we can display the right information for you to see on the boards and your profiles. We can\u2019t wait to see how this will work out once it starts!\n\n-b\n\nMatthew Jack, Founder\nThis month got off to an exciting start for the Kythera team, as the Arena Commander v0.8 release was our middleware\u2019s gameplay debut. We\u2019ve written about that and the work leading up to it in the recent post AI Design in Vanduul Swarm. (Thanks for your comments there, I\u2019ve been poring over them!)\n\nThe release happened while the whole team was visiting Foundry 42 in Manchester for the Squadron 42 Summit. It was great to meet up with them and the US teams, all of whom we normally only talk to over Skype, and have a chance to exchange ideas and progress the design for Squadron 42 together. In particular it was clear to us that people would soon need some simple FPS combat AI in place to start prototyping and so we\u2019re moving our focus towards that.\n\nBetween the Summit meetings, we were able to take a break and watch the first backers streaming Arena Commander on Twitch! Overall the release went pretty smoothly for us. In 12.2 we made some changes to reduce the number of collisions between Scythe and the player, but on the whole we have tried to keep our changes small, rather than disrupt what\u2019s there, allowing us to focus on developing new features and new aspects of Star Citizen. We\u2019re following your comments and plan to make other incremental improvements to Vanduul Swarm with the best bang-for-buck, while making sure that AI in the rest of the project is able to move forwards.\n\nOn that note, we\u2019ve resumed work on getting dogfighting AI running on the server which, as well as being essential for the Persistent Universe, could open up some interesting possibilities for new Arena Commander game modes.\n\nAnd we\u2019ve also been working with the FPS team to get human AIs moving around and shooting at each other in the Hangar. It\u2019s just simple behavior, but it\u2019s great to get the basics in place so that designers can begin prototyping whole new parts of Star Citizen.","de_DE":"Gr\u00fc\u00dfe B\u00fcrger,\nEs ist schwer zu glauben, dass wir schon im Juli sind! Hier ist unser monatlicher Bericht dar\u00fcber, was alle drei Cloud Imperium Games Studios und alle unsere Outsourcing-Teams angestellt haben! Von der Verbesserung der Website bis hin zur Versch\u00e4rfung des Vanduul-Kampfes - wir haben hart daran gearbeitet, Star Citizen aufzubauen.\n\nTravis Day, Dogfight Producer, Dogfight Producer\nGr\u00fc\u00dfe B\u00fcrger,\nDer Juni war ein aufregender Monat f\u00fcr uns alle hier in den B\u00fcros von Cloud Imperium Games in Santa Monica. Wir haben Arena Commander Anfang dieses Monats ver\u00f6ffentlicht und fieberhaft daran gearbeitet, so viele der Startprobleme wie m\u00f6glich zu beheben, mit w\u00f6chentlichen Updates sowohl f\u00fcr den Spielclient als auch f\u00fcr den Launcher.\n\nW\u00e4hrend ich dies schreibe, sind wir dabei, unserem neuesten Update, Patch 12.4, den letzten Schliff zu geben. W\u00e4hrend sich das gesamte Team zun\u00e4chst auf die Fehlerbehebung und das Patchen f\u00fcr unser n\u00e4chstes 12.X-Release konzentrierte, migrieren wir das Team langsam wieder in den Main, damit wir die Entwicklung neuer gr\u00f6\u00dferer Funktionen fortsetzen k\u00f6nnen, die wir mit Release 13 (in der Community umgangssprachlich als V0.9 bekannt) ver\u00f6ffentlichen wollen.\n\nDiesen Monat hatten wir auch das Gl\u00fcck, auf der E3 2014 hier in Los Angeles am Stand von Alienware zu Gast zu sein, wo wir den Arena Commander f\u00fcr die Leute zum Spielen zur Verf\u00fcgung hatten. Mark Abent, Chad Zamzow, ich und einige andere aus dem Entwicklungsteam waren vor Ort, um das Wort \u00fcber Star Citizen zu verbreiten und das Spiel den Passanten zu zeigen. Wir trafen auf ein breites Spektrum von Menschen, von den v\u00f6llig Uneingeweihten, die noch nie von Star Citizen geh\u00f6rt hatten, bis hin zu langj\u00e4hrigen Unterst\u00fctzern, die zu Hause Arena Commander gespielt hatten. Alles in allem hatten wir eine tolle Show und haben uns sogar eine Nominierung f\u00fcr'Best of E3' aus The Escapist geholt.\n\nVon gr\u00f6\u00dfter Bedeutung in diesem Monat war die stetige Erh\u00f6hung der Anzahl der Personen im Multiplayer-Modus f\u00fcr Arena Commander, die alle Backend, Game Server und Matchmaking-Probleme ausarbeiten, die durch das Verkehrsaufkommen verursacht werden. Wir machen hier einige gro\u00dfartige Fortschritte, und wir sch\u00e4tzen die Unterst\u00fctzung und Geduld aller, die uns helfen, unser Universum-Backend zu testen und zu erstellen, das eines Tages als R\u00fcckgrat f\u00fcr die gesamte Konnektivit\u00e4t von Star Citizen dienen wird.\n\nWie ich bereits erw\u00e4hnt habe, beginnt das Team, an einigen der gr\u00f6\u00dferen Features f\u00fcr unser V0.9-Release sowie an Versionen, die noch weiter entfernt sind, zu arbeiten. Einige der Artikel, an denen gearbeitet wird, beinhalten die Unterst\u00fctzung f\u00fcr die benutzerdefinierte Schl\u00fcsselbindungskonfiguration im Spiel, eine Vielzahl gr\u00f6\u00dferer Verbesserungen im Flugmodell, einige zus\u00e4tzliche Schiffe, Verbesserungen an HUD und viele weitere Funktionen, die noch nicht ganz bereit waren, die \u00dcberraschung zu ruinieren.\n\nWir freuen uns auf Ihr Feedback zu unseren weiteren Ver\u00f6ffentlichungen f\u00fcr Arena Commander und Multiplayer, da sich die Stabilit\u00e4t verbessert und zus\u00e4tzliche Spieler in den Testpool aufgenommen werden. Wie immer, vielen Dank f\u00fcr deine Unterst\u00fctzung und wenn du Fragen hast, kannst du gerne in unseren Ask a Dev Threads posten.\n\nProst,\n\nCloud Imperium Spiele Santa Monica\n\nEric Peterson, Studio-Direktor\nGr\u00fc\u00dfe B\u00fcrger,\nEs war ein sehr arbeitsreicher Monat in den texanischen B\u00fcros von Cloud Imperium, wir waren knietief in Arena Commander Releases, mit 4 Versionen davon, die im Juni herauskamen, und das ist nur die Spitze des Eisbergs, da mehr auf dem Weg sind. Wir haben auch an der persistenten Universums- und Backend-Serverkomponente f\u00fcr AC gearbeitet, die auch der PU dienen wird. Dar\u00fcber hinaus haben wir auf mehreren Schiffen hart gearbeitet und sie darauf vorbereitet, in den Hangar und in die Pipeline gebracht zu werden, damit sie fliegen k\u00f6nnen. So, ohne weitere Umst\u00e4nde gibt es hier ein Update von jeder Abteilung.\n\nDesign:\nDas Designteam von Austin setzt seine Arbeit mit persistenten Universumsinhalten als Hauptaugenmerk fort. In diesem Monat haben wir uns auf die Weiterentwicklung von Tools zur Erstellung von Sternensystemen konzentriert, auf die Bewertung und Bereitstellung von Anleitungen f\u00fcr Kits zur Konstruktion von Standorten auf der Planetenseite und auf die Erweiterung des Tools zur Missionserzeugung f\u00fcr schnelle, dauerhafte Universumsinhalte. Das Designteam erstellt auch unsere interne Roadmap f\u00fcr das n\u00e4chste Jahr und dar\u00fcber hinaus, wobei die Wirtschaft das Herzst\u00fcck dieser Arbeit bleibt.\n\nWir unterst\u00fctzen auch weiterhin die Luftkampfteams, wobei Schiffsteile, Modularit\u00e4t und Anpassung einer unserer Hauptarbeitsgebiete sind. Und wir haben den Hangar nicht vergessen. Im vergangenen Monat haben wir die neuen Freelancer in die Hangars gebracht und mit der Arbeit an anderen kommenden Schiffen begonnen, w\u00e4hrend wir weiterhin Bugfixes f\u00fcr das Hangarmodul anbieten.\n\nKunst\nDiesen Monat war die Kunstabteilung auf mehreren Schiffen hart bei der Arbeit. Die Freelancer-Varianten Constellation, Mustang, M50, Aurora-Varianten, 300 Serien, Hornet-Varianten, P52 Merlin, Avenger und Xi'an Scout sahen alle in diesem Monat etwas Liebe von unseren K\u00fcnstlern hier. Unsere Charakter-K\u00fcnstler waren damit besch\u00e4ftigt, die FPS-Charaktere auf den neuesten Stand zu bringen und die in unseren Werbespots verwendeten Charaktere zu versch\u00f6nern. Andere Dinge, die fertiggestellt wurden, sind der UEE Marine Helm, VFX f\u00fcr einige unserer Planet Seitenstandorte, sowie Konzepte f\u00fcr einige coole neue Frachtcontainer, die dem neuen Frachtsystem-Design entsprechen. Unsere Animatoren waren damit besch\u00e4ftigt, die Charakterinteraktionen mit unseren Schiffen zu verbessern und die Animationssets f\u00fcr Staffel 42 und FPS zu verbessern.\n\nTechnik - choo choo choo!\nATX Engineering arbeitete an Korrekturen f\u00fcr mehrere Arena Commander Release 12 Implementierungen. ATX Engineering \u00fcberwachte auch das \u00f6ffentliche Universum auf Probleme und arbeitete mit QA an Problemen, die bei Testuniversum-Clustern auftraten.\n\nDas Engineering hat f\u00fcr die Wochenend\u00fcberraschung Freelancer-Varianten und TNGS-Schiffe im Hangar angeschlossen, wir haben auch viele Spielserver, Hubserver, Matchmaking und generell Tonnen von Bugs repariert. Viele Hangar- und Dogfighting-Fehlerbehebungen wurden implementiert. Das Engineering arbeitete auch daran, die Validierung der Schiffsauswahl und des Ladevorgangs auf dem Spielserver zu verbessern. Wir begannen mit der Implementierung von Statistiken f\u00fcr das Live-Universum und begannen mit der Evaluierung des technischen Quellcodes der Avatar-Anpassung.\n\nVerbesserungen am Launcher, einschlie\u00dflich w\u00e4hlbarer Nutzlasten, Bugfixes und Tests von Caching-Patchservern, wurden vorgenommen und implementiert. N\u00e4chtliche Builds und kontinuierliche Builds aktiver Streams wurden ebenso erm\u00f6glicht wie zus\u00e4tzliche Entwicklungswerkzeuge wie p4 Review und p4 Web.\n\nEs wurden mehrere Korrekturen und Verbesserungen am Sandbox-Editor vorgenommen (einschlie\u00dflich Korrekturen zum Neuladen modifizierter Assets von der Festplatte), und das Engineering arbeitete mit QA und Art zusammen, um den Unstable->Recent->Stable-Test- und Promotion-Prozess zu starten. DevOps migrierte \u00f6ffentliche Universum-Cluster von Rackspace nach Google Compute und machte Fortschritte bei der skriptgesteuerten Bereitstellung gro\u00dfer Universum-Cluster.\n\nAudio\nDie Audioabteilung hat an weiteren Verbesserungen des Arena Commander gearbeitet! Mit \u00fcberarbeiteten Waffenfeuer-Soundeffekten, die mehr Schlagkraft haben, sowie neuen Soundeffekten f\u00fcr Gesch\u00fctze, Raketen, Explosionen und den Nachbrenner\/Boost. Wir arbeiten auch an unserem Gamescom-Release in 6 Wochen! (Du musst Chris fragen, was das ist:)) ) .\n\nIT\nDas IT-Team arbeitete in diesem Monat an mehreren verschiedenen, aber wichtigen Initiativen. Die IT-Gruppe von Austin arbeitete an der Netzwerkinfrastruktur des Unternehmens. Erste Arbeiten in diesem Bereich sind notwendig geworden, um mit dem gestiegenen Netzwerkverkehr zu allen angeschlossenen Entwicklungsteams Schritt zu halten. Erste Ergebnisse zeigen eine 15-fache Verbesserung der Daten\u00fcbertragungsraten zwischen den Studios. Der IT-Manager von LA war damit besch\u00e4ftigt, neue Mitarbeiter aufzustellen und Entwicklungsmaschinen neu zu konfigurieren, um ihnen ein H\u00f6chstma\u00df an Leistung abzuringen. Unsere IT-Abteilung in Manchester verbrennt das Mitternachts\u00f6l, indem sie am Bau eines neuen Stockwerks f\u00fcr die Entwicklung arbeitet und die Demo-Maschinen, die auf unserer Gamescon-Veranstaltung in Deutschland zum Einsatz kommen werden, individuell baut.\n\n\u00dcbersicht\nDieser n\u00e4chste Monat verspricht genauso spannend zu werden wie der letzte, denn wir werden weiterhin mehr B\u00fcrger zum Arena Commander hinzuf\u00fcgen, neue Spielarten hinzuf\u00fcgen und uns auf unser bevorstehendes Event auf der Gamescom in Deutschland vorbereiten. Die Arbeit bei CIG ist immer ein Abenteuer, und wir freuen uns, dass jeder von Ihnen mit uns mitf\u00e4hrt - Wir sehen uns alle - in der Strophe!\n\nEP\n\nErin Roberts, Studioleiterin\nHallo Leute, was f\u00fcr ein Monat es war, wir sind wirklich begeistert, dass das Dog Fight Module da drau\u00dfen ist und auch wir arbeiten daran, jeden in den Multiplayer-Modus zu bringen und zu verbessern, Fehler zu beheben und mit all eurer Hilfe auszugleichen. Wir haben auch gro\u00dfe Fortschritte beim White Boxing unserer ersten Levels in Staffel 42 gemacht, sowie die Arbeit an Multi-Crewed Vehicles begonnen, und last but not least beginnen die Capital Ships wirklich gut auszusehen. Der Rundgang durch den \"Javelin\" Destroyer ist ein echter Genuss.... N\u00e4chsten Monat werden wir den DFM mit Bugfixes, neuen Features und Spielmodi und nat\u00fcrlich einem voll funktionsf\u00e4higen Ranking festigen, damit die Leute anfangen k\u00f6nnen, Statistiken zu vergleichen. Vergessen wir nicht, dass die Gamescom um die Ecke ist, wir planen, ein paar coole neue Sachen auf der Show zu pr\u00e4sentieren. Wie immer vielen Dank f\u00fcr das Engagement und die Unterst\u00fctzung von allen, ohne die Unterst\u00fctzung und das Feedback Ihrer Jungs w\u00fcrden wir dieses Spiel nicht gro\u00dfartig machen. Sie werden sehen, wie schnell und w\u00fctend Updates aus dem Team kommen, jetzt, wo wir unseren Einsatz unter Beweis gestellt haben und jedem den ersten Blick auf Star Citizen mit dem DFM-Modul werfen.\n\nProgrammdirektor - Derek Senior\nDieser Monat war der Monat des DFM. Seit Anfang Juni haben wir unglaublich hart daran gearbeitet, die Einf\u00fchrung von DFM so erfolgreich wie m\u00f6glich zu gestalten, diese Arbeit geht weiter. Ein Gro\u00dfteil der Arbeit bestand darin, Fehler, Probleme zu beheben und dem Spiel etwas mehr Glanz zu verleihen, neue Standardzuordnungen f\u00fcr weitere Controller hinzuzuf\u00fcgen und den Battle Royale Spielmodus f\u00fcr den MP-Rollout verf\u00fcgbar zu machen. Wir haben auch an einigen anderen, aufregenden Spielmodi gearbeitet, die auf dich zukommen.\n\nWir haben auch hinter den Kulissen einige weitere Arbeiten f\u00fcr das zuk\u00fcnftige DFM, SQ42 und die PU in Angriff genommen. Von der Arbeit an Tools, die Designern und K\u00fcnstlern helfen, die Hunderte von Komponenten, die wir auf jedem Schiff haben, einzurichten, bis hin zur individuellen HUD-F\u00e4rbung des Herstellers, HUD-Usability-Updates, UI f\u00fcr mehrfach besetzte Schiffe, Audio-Verbesserungen, GPU- und CPU-Verbesserungen und Bugfixes sowie Controller-Anpassung, Conversation System Prototyping und vieles mehr.\n\nDesign Direktor - Nick Elms\nEin weiterer Monat vergeht wie im Fluge.\n\nWir spucken hier immer noch Design in einer Reihe von Bereichen, haupts\u00e4chlich :- Unterst\u00fctzung des Dog Fight Moduls, Missionsdesigns der Staffel 42 und Capital Ship Design mit Seat Actions.\n\nHundek\u00e4mpfe sind jetzt da drau\u00dfen! Wir haben eine lange und st\u00e4ndig wachsende Liste von Korrekturen, Optimierungen, Polierungen, neuen Funktionen usw., die wir in den kommenden Releases einf\u00fchren wollen. Die Designer beobachten wie immer das Feedback des Forums, was f\u00fcr uns sehr n\u00fctzlich ist, und viele der Themen, die Sie aufgezeigt haben, werden in den n\u00e4chsten Wochen\/Monaten behandelt.\n\nWir haben diesen Monat die Mission \"Vertical slice\" durchlaufen, viele offene Fragen zu l\u00f6sen, aber der Durchlauf war fantastisch. Ich w\u00fcnschte, ich k\u00f6nnte ein Video posten, aber da es eine S42-Mission ist, w\u00e4re es zu viel von einem Spoiler. Es gen\u00fcgt zu sagen, dass, wenn die Leute ein zweist\u00fcndiges Meeting mit einem L\u00e4cheln verlassen, Sie wissen, dass etwas gut gelaufen ist.\n\nWir hatten eine weitere Runde Feedback zum Inneren der \"Idris\" Fregatte, in der wir nur einige kleinere Punkte aufger\u00e4umt haben, bevor die PBR-Textur vollst\u00e4ndig durchlaufen wurde. Wir mussten noch ein paar weitere Fluchtkapseln hinzuf\u00fcgen, um der gestiegenen Crewkapazit\u00e4t gerecht zu werden und die Docking-Systeme etwas besser zu verstehen. Du solltest nun in der Lage sein, deine Konstellation, deinen Vergeltungsschlag usw. ordentlich auf die Spitze des Idris fallen zu lassen und mit etwas W\u00fcrde durch den Andockring zu landen. Wir freuen uns sehr darauf, diesen \"Hangar\" bald fertig zu sehen.\n\nDer \"Speerwerfer Zerst\u00f6rer\" und der \"Eskortentr\u00e4ger\" befinden sich noch in der Phase \"Graue Box\", kommen aber sehr gut zusammen. Wir profitieren von vielen Erfahrungen, die wir aus der \u00dcberarbeitung von Idris gewonnen haben. Abgesehen davon haben wir bei den Schiffssystemen gute Fortschritte gemacht. Mike Northeast hat sogar einen neuen Forum-Thread gestartet, um die \"seat actions\" mit allen zu diskutieren, was bisher gut zu laufen scheint. Vielen Dank f\u00fcr all das Feedback und die Ideen.\n\nInsgesamt ein sehr guter Monat in der Entwicklung von Star Citizen von hier in Gro\u00dfbritannien aus, danke nochmals f\u00fcr die fantastische Unterst\u00fctzung.\n\nArt Director - Paul Jones\nWow - was f\u00fcr ein Monat! Die Dinge schreiten in allen Bereichen gut voran, DFM, Sq42, Outsourcing - es ist alles in Ordnung, wir haben einen Konzeptk\u00fcnstler-Praktikanten eingestellt und hatten auch 3 Studenten in dieser letzten Woche, die einen Star Citizen Side Scroller als Arbeitserfahrungsprojekt gemacht haben - es ist ein ganzheitlicher Ort hier in Manchester, geben Sie zur\u00fcck, wo wir k\u00f6nnen :)\n\nRaumschiffe, Raumschiffe, Raumschiffe, Raumschiffe! Alle, die sich in der Vollproduktion befinden, kommen gut voran und wir lernen am Arbeitsplatz - es ist eine schwierige Mischung aus Produktdesign, mechanischem Design und Leistungsoptimierung, aber dem Team geht es gut, ich freue mich darauf, wenn wir der Community mehr von Gladius und Gladiator zeigen. Wir haben auch einen schweren K\u00e4mpfer in der Konzeptphase mit Gavin Rothery und seiner Formgebung, die ziemlich gemein aussieht!\n\nWas ist mit Cap-Schiffen? Die modularen Innenr\u00e4ume sind ausgelegt, und jetzt m\u00fcssen wir mehr durch die Konzeptpipeline vorsto\u00dfen, um die Schl\u00fcsselr\u00e4ume so zu gestalten, dass sie den Anforderungen des Sq42-Kinos entsprechen, was auch f\u00fcr Shubin gilt, nachdem wir eine gute Vorstellung von den Anforderungen der Mission haben.\n\nDFM f\u00e4hrt parallel dazu fort, Capture the Core und Conquest Mode Assets werden f\u00fcr die Freigabe an die \u00d6ffentlichkeit vorbereitet. Es laufen viele Animationsarbeiten f\u00fcr neue Schiffstypen, an denen wir arbeiten, um den Hangar vorzubereiten, und f\u00fcr DFM.\n\nMathieu Beaulieu, Produzentin\nDie Zeit vergeht, aber auch unsere Raumschiffe! Im Juni wurde viel getan: Wir konnten einige sonnige Tage in Kanada erleben :), wir werden den Monat mit 104 F beenden, wir haben intern in ein paar Luftkampfspielen keine Gnade gezeigt, die besten Piloten sind auf dem Vormarsch, und wir haben auch hart an einigen neuen Spielfunktionen gearbeitet.\n\nDiesen Monat haben wir damit begonnen, die Discount-, Deluxe- und Business-Hangars zu \u00fcberarbeiten, wir wollen sie so detailliert wie den Asteroidenhangar. Wir m\u00fcssen sie auch \u00fcberpr\u00fcfen, damit wir Spezialzimmer hinzuf\u00fcgen k\u00f6nnen. Wir haben noch einen guten Monat Arbeit an ihnen, um sie in die gew\u00fcnschte Qualit\u00e4t zu bringen.\n\nGleichzeitig sind wir wieder auf dem mobiGlas, seine Entwicklung wurde verlangsamt, so dass wir beim Dogfighting-Modul helfen konnten, aber wir k\u00f6nnen nun weitermachen. Die ersten Schritte werden die Anpassung von Schiff und Raum sein.\n\nAu\u00dferdem ist das n\u00e4chste Flairobjekt fast fertig, ich denke, dieses wird dich vor Freude tanzen lassen. Es sollte Anfang Juli ver\u00f6ffentlicht werden.\n\nAuf lange Sicht werden Planeten gebaut, Technologien f\u00fcr die Avatar-Anpassung entwickelt und wir erhalten einige interessante Ergebnisse f\u00fcr das Wirtschaftssystem.\n\nWir sehen uns in der N\u00e4he von Broken Moon.\n\nAustin Goddard, Produzentin\nDer Juni ist vergangen, w\u00e4hrend wir die Schiffe weiter auf den Versand vorbereiten!\n\nWie Sie sich vielleicht aus dem Update vom letzten Monat erinnern, hat CGBot an jedem Detail der vier Varianten des Sternbild-Schiffes gearbeitet, darunter[Redaktion],[Redaktion] und[Redaktion]. Um die Performance zu optimieren, gibt es f\u00fcr jede dieser Varianten mehrere Versionen mit unterschiedlichem Detaillierungsgrad.\n\nFortschritt ist das Schl\u00fcsselwort, wenn es um die Idris geht. Die massive Graukiste dieses Schiffes ist fertig gestellt und wir arbeiten weiterhin mit dem Designteam zusammen, um das Modell zu entwickeln, das in Ihrem Hangar landen wird. Wir glauben, dass die endg\u00fcltige Version dieses Schiffes den Hype erf\u00fcllen wird, den es zu Recht erhalten hat.\n\nZusammen mit der Arbeit auf diesen Schiffen haben wir die endg\u00fcltigen Modelle und Texturen f\u00fcr den m\u00e4nnlichen und weiblichen Entdecker ausgearbeitet. Wir hoffen, dass der Detailreichtum, den wir in diese Charaktere investiert haben, in Verbindung mit der erstaunlichen Arbeit unserer Kollegen ein immersives Erlebnis schafft, das \u00fcber Ihren Monitor hinausgeht und Sie auf den Pilotensitz bringt.\n\nSean Murphy, Outsourcing Manager\nCGBot hat sich stark darauf konzentriert, die Constellation und neue Varianten an uns zu liefern, w\u00e4hrend sie die Greybox-Arbeit am Idris abgeschlossen haben und mit dem endg\u00fcltigen Texturpass beginnen, um sie fertigzustellen. Sie haben auch ein paar Explorer-Charaktere fertig gestellt, die wir in K\u00fcrze sehen werden.\n\nIn der Zwischenzeit beginnt Virtuos mit der Arbeit an einigen Varianten des Entermessers und baut weiterhin Requisiten f\u00fcr die FPS-Ebene auf. Wir haben damit begonnen, einen neuen Anbieter, Red Hot CG, bei einigen Konzeptarbeiten f\u00fcr Schiffskomponenten zu testen. Und Rmory kreiert eine coole neue Waffe f\u00fcr FPS, w\u00e4hrend wir auch ihre F\u00e4higkeit testen, im Spiel FPS-Waffen f\u00fcr uns zu entwickeln.\n\nIm Bereich der Auftragnehmer wurden viele Anstrengungen unternommen; mehrere unserer Vertragskonzeptk\u00fcnstler haben an einer Vielzahl von Vanduul-Schiffen gearbeitet. George Hull hat eine wundersch\u00f6ne Illustration des Sammlerschiffes geliefert und Jim Martin verfeinert die Konzepte f\u00fcr den Caterpillar in Vorbereitung auf die Modellierung. Rob McKinnon und David Brochard arbeiten an einigen Charakterkonzepten f\u00fcr FPS-Charaktere, Dennis Chan hat uns einige wundersch\u00f6ne Illustrationen f\u00fcr Jump Point gegeben, und Clint Schultz und David Scott kreieren weiterhin Firmenlogos f\u00fcr uns.\n\nEndlich hat Stefano Tsai seine Arbeit an der M50 beendet und wird in K\u00fcrze mit einem brandneuen Schiff starten.\n\n(Redigiert)\nGr\u00fc\u00dfe vom FPS-Team bei[REDACTED]! Wir hoffen, dass Sie alle Spa\u00df daran haben, Ihre Schiffe in Arena Commander zu fliegen. Es war wirklich aufregend, euch Jungs und M\u00e4dels endlich das Spiel spielen zu sehen und hoffentlich die Ergebnisse der ganzen harten Arbeit zu genie\u00dfen, die in jedem Studio geleistet wurde. Wir hatten definitiv einen Riesenspa\u00df dabei, Ihre Live-Streams zu sehen.... und mit Ihnen zu spielen!\n\nDer Juni war ein sehr produktiver Monat f\u00fcr das FPS-Team. Die K\u00fcnstler arbeiteten weiter an der Umgebung der Raumstation. Hinzuf\u00fcgen von Requisiten, Auftragen von Materialien und Aufstellen von Lichtern, um die Stimmung zu verbessern. Auch visuelle Effekte werden hinzugef\u00fcgt. Dazu geh\u00f6ren Dinge wie Dampf, der aus den L\u00fcftungsschlitzen flie\u00dft, Wasser, das aus Rohren tropft, Staub, der von Druckschaltern umhergezogen wird, und andere Details, die die Station wirklich lebendig werden lassen und sie davor bewahren, sich statisch zu f\u00fchlen. Zus\u00e4tzlich zu den Umwelteffekten haben wir auch an First-Pass-Effekten f\u00fcr Tracer-Runden, M\u00fcndungsfeuer, Explosionen und einem Haufen anderer auff\u00e4lliger, gl\u00e4nzender und lauter Bits gearbeitet. Ein First-Pass-Konzept des FPS HUD wurde ebenfalls erstellt, und wir arbeiten nun daran, es im Spiel einzubinden.\n\nDas Animationsteam hat die Mocap-Daten durchgearbeitet, die noch einige Zeit andauern werden.... Es gibt eine Menge davon! Sie arbeiteten auch mit unseren Ingenieuren an einer neuen Art und Weise, Waffen zu manipulieren, die dazu beitrug, einige l\u00e4stige Fehler zu beseitigen, in die wir verwickelt waren. Mit dem Deckungssystem, Zero-G und der Vielzahl der verf\u00fcgbaren Waffen haben sie definitiv ihre Arbeit f\u00fcr sie vorbereitet.\n\nDas Designteam hat die Eigenschaften f\u00fcr einige der Waffen optimiert, vor allem um sicherzustellen, dass sie sich gut anf\u00fchlen und ausgewogen sind. Nat\u00fcrlich ist dies ein kontinuierlicher Prozess, der bis zur Ver\u00f6ffentlichung des Spiels und danach wiederholt wird. Unser Designteam hat auch einige ziemlich \u00fcbersichtliche Konzepte f\u00fcr m\u00f6gliche Spielmodi entwickelt.\n\nDas Programmierteam hat neue Features wie crazy! implementiert. Verbesserungen am Deckungssystem, Null-G-Bewegung, eine anf\u00e4llige Haltung, Energieladestationen, HUD-Implementierung, Munitionsvielfalt-System.... und ich konnte weitermachen. Eine Menge neuer Systeme sind ins Spiel gekommen.... und mit diesen neuen Systemen, viele neue Fehler! Nur ein Scherz, diese Typen machen solide Arbeit und ich bin mir ziemlich sicher, dass ihr Code v\u00f6llig fehlerfrei ist.\n\nAber im Ernst, das FPS-Modul kommt endlich an einen Punkt, an dem die meisten Kernfunktionen implementiert sind, zumindest als Prototyp, und das ist f\u00fcr uns wirklich spannend! Bis zum n\u00e4chsten Monat B\u00fcrger! Das ist [ REDACTED], Ende und Ende!\n\nMark Day, Studioleiterin\nTerra Prime sieht dank einiger zus\u00e4tzlicher Hilfe durch die feinen Leute von CiG Austin immer besser aus. Wir treffen uns regelm\u00e4\u00dfig, um die laufende Produktion zu \u00fcberpr\u00fcfen, insbesondere Centermass und die Einschienenbahnstation. Wir erhalten einen stetigen Fluss an unterschiedlichem Feedback, der von der technischen Beratung bis zur Art Direction reicht. All das hat uns dem letzten Blick auf die Monorail-Station ein gutes St\u00fcck n\u00e4her gebracht & es sieht wundersch\u00f6n aus!\n\nCentermass ist ein Gesch\u00e4ft, das extrem futuristisch, schlank und stilvoll aussehen muss. Wir haben die Richtung auf einige wichtige, aber subtile Weise ge\u00e4ndert, um diesen Look zu erreichen, da wir anfangs nicht ganz da waren. Wir sind jetzt n\u00e4her denn je an diesem Ziel dran!\n\nSherman hat tonnenweise Aufmerksamkeit f\u00fcr Konzeptkunst erhalten und endg\u00fcltige Entw\u00fcrfe f\u00fcr den Innen- und Au\u00dfenbereich f\u00fcr die Edge of Oblivion Bar sowie das Geb\u00e4ude der Milit\u00e4rpolizei erhalten. Die Bl\u00f6cke erhielten auch die dringend ben\u00f6tigte Unterst\u00fctzung f\u00fcr Konzeptentw\u00fcrfe wie die Ticketschalter, Drehkreuze, Graffiti und die Einschienenbahn.\n\nInsgesamt sind die erzielten Verbesserungen signifikant und die geleistete Arbeit ist repr\u00e4sentativ f\u00fcr diesen Fortschritt, so dass wir es kaum erwarten k\u00f6nnen, sie zu enth\u00fcllen!\n\nWir bleiben eine eng fokussierte Gruppe von:\n\n2 - Umweltk\u00fcnstlerin\n1 - Konzeptk\u00fcnstlerin\n1 - Designer\/Technischer Designer\n\nBenoit Beaus\u00e9jour, Gr\u00fcnder und Gr\u00fcnder\nDas Plattformteam arbeitet derzeit intensiv am Design und UX von Orgs Drop 2. Viele der Funktionen, die wir im zweiten Schritt von Orgs vorantreiben wollen, erfordern viel Hin und Her zwischen Design- und Implementierungsteams, und so sind alle unsere Konzeptressourcen in diese Richtung gebunden. Wir k\u00f6nnen es kaum erwarten, die Kodierung daf\u00fcr zu bekommen!\n\nDie erste Version des Schiffskatalogs hat in diesem Monat die meiste Programmierzeit in Anspruch genommen und ist unser Schwerpunkt f\u00fcr ein Release soon\u2122. Teile dieses neuen Katalog-Looks haben Sie auf der Produktseite von Freelancer Sales gesehen und nat\u00fcrlich mit dem 3D Ship Viewer, den wir in das Xi'An Scout-Konzept integriert haben. Wir waren begeistert von Ihren Reaktionen auf diesen Prototyp. Wir hoffen, dass wir viel mehr Schiffe im Betrachter haben werden und mehr Funktionalit\u00e4t, um die verschiedenen Arten von POIs auf den Schiffen anzuzeigen, so dass Sie die Schiffe wirklich \"sehen\" k\u00f6nnen, w\u00e4hrend Sie ihre Spezifikationen durchsuchen. Es gibt noch viele Herausforderungen, vor allem bei den gr\u00f6\u00dferen Schiffen (die spezielle Shader ben\u00f6tigen k\u00f6nnten, damit sie gut aussehen und tats\u00e4chlich richtig navigierbar sind). Wir denken auch, dass dieser erste Ausflug in die 3D-Visualisierung den Weg f\u00fcr weitere Komponenten wie diese ebnen k\u00f6nnte, besonders wenn man an die Galaktapedia f\u00fcr Planeten, Systeme und mehr Spielobjekte denkt.\n\nEs wird erwartet, dass sich unsere Arbeit am Ranglistensystem bald fortsetzen wird, da der AC-Multiplayer nun anl\u00e4uft. Der Datenaustauschprozess zwischen Spielservern und den Plattformservern wird nun identifiziert und eingerichtet. Wir f\u00fchren viele Gespr\u00e4che und Diskussionen mit den Spieldesign- und Implementierungsteams dar\u00fcber, wie Punkte und Rankings berechnet werden, damit wir die richtigen Informationen f\u00fcr Sie auf den Boards und Ihren Profilen anzeigen k\u00f6nnen. Wir k\u00f6nnen es kaum erwarten, zu sehen, wie das Ganze ablaufen wird, wenn es losgeht!\n\n-b\n\nMatthew Jack, Gr\u00fcnder und Gr\u00fcnder\nDieser Monat begann f\u00fcr das Kythera-Team mit einem spannenden Start, da die Version Arena Commander v0.8 das Gameplay-Deb\u00fct unserer Middleware war. Wir haben dar\u00fcber und \u00fcber die Arbeit, die dazu gef\u00fchrt hat, in der letzten Post-KI-Design in Vanduul Swarm geschrieben. (Danke f\u00fcr deine Kommentare dort, ich habe \u00fcber sie nachgedacht!)\n\nDie Freigabe erfolgte, w\u00e4hrend das gesamte Team die Foundry 42 in Manchester f\u00fcr den Squadron 42 Summit besuchte. Es war toll, sie und die US-Teams, mit denen wir normalerweise nur \u00fcber Skype sprechen, zu treffen und die Gelegenheit zu haben, Ideen auszutauschen und das Design f\u00fcr Squadron 42 gemeinsam voranzutreiben. Insbesondere war uns klar, dass die Menschen bald eine einfache FPS-Kampf-KI ben\u00f6tigen w\u00fcrden, um mit dem Prototyping zu beginnen, und deshalb richten wir unseren Fokus darauf.\n\nZwischen den Gipfeltreffen konnten wir eine Pause einlegen und den ersten Unterst\u00fctzern beim Streaming von Arena Commander on Twitch zusehen! Insgesamt verlief die Ver\u00f6ffentlichung f\u00fcr uns recht reibungslos. In 12.2 haben wir einige \u00c4nderungen vorgenommen, um die Anzahl der Kollisionen zwischen Scythe und dem Spieler zu reduzieren, aber im Gro\u00dfen und Ganzen haben wir versucht, unsere \u00c4nderungen klein zu halten, anstatt das, was vorhanden ist, zu st\u00f6ren, so dass wir uns auf die Entwicklung neuer Features und neuer Aspekte von Star Citizen konzentrieren k\u00f6nnen. Wir folgen Ihren Kommentaren und planen, Vanduul Swarm mit dem besten Bang-for-Buck weiter zu verbessern und gleichzeitig sicherzustellen, dass die KI im Rest des Projekts vorankommen kann.\n\nIn diesem Sinne haben wir die Arbeit daran wieder aufgenommen, die Luftkampf-KI auf dem Server laufen zu lassen, was nicht nur f\u00fcr das Persistente Universum unerl\u00e4sslich ist, sondern auch einige interessante M\u00f6glichkeiten f\u00fcr neue Arena Commander Spielmodi er\u00f6ffnen k\u00f6nnte.\n\nUnd wir haben auch mit dem FPS-Team zusammengearbeitet, um menschliche KIs dazu zu bringen, sich im Hangar zu bewegen und aufeinander zu schie\u00dfen. Es ist nur ein einfaches Verhalten, aber es ist toll, die Grundlagen zu schaffen, damit Designer mit dem Prototyping ganz neuer Teile von Star Citizen beginnen k\u00f6nnen.","zh_CN":"Greetings Citizens,\nIt\u2019s hard to believe it\u2019s July already! Here\u2019s our monthly report on what all three Cloud Imperium Games studios and all of our outsource teams have been up to! From improving the website to making the Vanduul fight more fiercely, we\u2019ve been hard at work building Star Citizen.\n\nTravis Day, Dogfight Producer\nGreetings Citizens,\nJune has been an exciting month for all of us here in the Santa Monica offices of Cloud Imperium Games. We released Arena Commander earlier this month and have been feverishly working to patch and resolve as many of the launch issues as possible with weekly updates to both the game client and the launcher.\n\nAs I write this we are in the process of putting the finishing touches on our most recent update, patch 12.4. While initially the entire team was focused on bug fixing and patching for our next 12.X release we are slowly migrating the team back into Main so we can continue development on new larger features which we plan on releasing with Release 13 (known colloquially in the community as V0.9).\n\nThis month we were also fortunate enough to be hosted in Alienware\u2019s booth at E3 2014 here in Los Angeles where we had Arena Commander available for folks to play. Mark Abent, Chad Zamzow, myself and a few others from the development team were on hand to spread the word about Star Citizen and show off the game to passerby. We encountered a broad range of people from the entirely uninitiated who\u2019d never heard of Star Citizen to longtime backers who\u2019d been playing Arena Commander at home. All in all we had a great showing and even nabbed a nomination for \u2018Best of E3\u2019 from The Escapist.\n\nOf the utmost importance this month has been steadily increasing the number of people in multiplayer for Arena Commander working out all of the backend, game server, and matchmaking issues being exposed by the volume of traffic. We are making some great headway on this and we really appreciate everyone\u2019s assistance and patience in helping us to test and create our universe backend that will one day serve as the backbone for all of Star Citizen\u2019s connectivity.\n\nAs I mentioned previously, the team is beginning to work on some of the larger features for our V0.9 release as well as versions even further down the road. Some of the items being worked on include support for in-game custom key binding configuration, a bevy of larger improvements in the flight model, some additional ships, improvements to HUD, and many more features were not quite ready to ruin the surprise of just yet.\n\nWe are looking forward to your feedback on our continued releases for Arena Commander and multiplayer as stability improves and additional players are added to the testing pool. As always, thank you very much for your support and if you have any questions please feel free to post in our Ask a Dev threads.\n\nCheers,\n\nCloud Imperium Games Santa Monica\n\nEric Peterson, Studio Director\nGreetings Citizens,\nIt has been a very busy month at the Texas offices of Cloud Imperium, we have been knee deep in Arena Commander releases, with 4 versions of it coming out during the month of June, and that is only the tip of the iceberg as more are on the way. We have also been busy working on the persistent universe and backend server component for AC, which will serve the PU as well. In addition, we have been hard at work on several ships and getting them ready to be put in the hangar and into the pipeline to make them fly. So, without further ado here is an update from each department.\n\nDesign:\nThe Austin design team continues with persistent universe content as its primary focus. This month, we\u2019ve been focused on refining tools for star system creation, evaluating and providing guidance on kits for constructing planet-side locations, and growing the mission creation tool for quick persistent universe content. The design team is also building our internal roadmap for the next year and beyond, with the economy remaining the centerpiece to that work.\n\nWe\u2019re also still providing support for the dogfighting teams, with ship parts, modularity, and customization being one of our primary areas of support. And we haven\u2019t forgotten the hangar. In the past month, we\u2019ve gotten the new Freelancers into the hangars and started work on other upcoming ships, while still continuing to provide bug fixes for the hangar module.\n\nArt\nThis month the Art Department was hard at work on several ships. The Freelancer variants, Constellation, Mustang, M50, Aurora variants, 300 series, Hornet variants, P52 Merlin, Avenger, and Xi\u2019an Scout all saw some love from our artists here this month. Our character artists were kept busy bringing the FPS characters up to speed, as well as beautifying the characters used in our commercials. Other things that were completed are the UEE Marine helmet, VFX for some of our Planet side locations, as well as concepts for some cool new cargo containers that match the new cargo system design. Our animators have been busy fixing up character interactions with our ships and polishing animation sets for Squadron 42 and FPS.\n\nEngineering \u2013 choo choo!\nATX engineering worked on fixes for several Arena Commander Release 12 deployments. ATX engineering also monitored public universe for issues, and worked with QA on issues that occurred on test universe clusters.\n\nEngineering did hookup of Freelancer variants and TNGS ships in the hangar for the weekend surprise, we also fixed many game server, hub server, matchmaking, and generally crushed tons of bugs. Many hangar and dogfighting bug fixes were implemented. Engineering also worked to improve validation of ship selection and load out on the game server. We began live universe stats web page implementation, and began evaluating Avatar customization tech source code.\n\nLauncher improvements including selectable payloads, bug fixes, and testing of caching patch servers were made and deployed. Nightly builds and continuous builds of active streams were enabled, along with additional dev tools like p4 review and p4 web.\n\nMultiple Sandbox Editor fixes and improvements were made (including fixes to reloading modified assets from disk), and engineering worked with QA and Art to jump-start the Unstable->Recent->Stable testing and promotion process. DevOps migrated public universe cluster from Rackspace to Google Compute, and made progress on large universe cluster scripted deployment.\n\nAudio\nThe Audio Department has been working on more improvements to Arena Commander! Featuring revised weapon fire sound-effects that have more punch, along with new sound-effects for ordnance whizz-bys, missiles, explosions and the afterburner\/boost. We\u2019re also working towards our Gamescom release in 6 weeks! (you will have to ask Chris what that is :) ) .\n\nIT\nThe IT team worked on several different but important initiatives this month. Austin\u2019s IT group worked on the company network infrastructure. Initial work in this area has become necessary in order to keep up with the increased network traffic to all connected development teams. Early results are showing 15x improvement in data transfer rates between studios. LA\u2019s IT Manager has been busy setting up new staff and reconfiguring development machines to squeeze every bit of performance out of them. Our Manchester IT is burning the midnight oil working on the build out of a new floor for development as well as custom building the demo machines that will be used at our Gamescon event in Germany.\n\nOverview\nThis next month promises to be just as exciting as the last, as we continue to add more Citizens to Arena Commander, add in new game types, and prepare for our upcoming event at Gamescom in Germany. Working for CIG is always an adventure, and we are happy that every one of you is along for the ride with us \u2013 See you all \u2013 in the verse !\n\nEP\n\nErin Roberts, Studio Director\nHi guys, what a month it\u2019s been, we\u2019re really excited that the Dog Fight Module is out there and also we\u2019re working towards getting everyone into multiplayer and improving, bug fixing and balancing with all your help. We\u2019ve also taken big steps forward in white boxing our first levels in Squadron 42, as well as started work on Multi-crewed Vehicles, and last but not least the Capital Ships are really starting to look great. Wandering round the \u201cJavelin\u201d Destroyer is a real treat\u2026 Next month we\u2019ll be really solidifying the DFM with bug fixes, new features and game modes and of course a fully operational ranking boards so people can start to compare stats. Also let\u2019s not forget Gamescom is around the corner, we plan to have some cool new stuff to unveil at the show. AS always thanks for the dedication and support from everyone, without your guys support and feedback we wouldn\u2019t be making this game great game. You will be seeing updates coming fast and furious from the team now we have put our stake in the ground and given everyonethe first glimpse of Star Citizen with the DFM module.\n\nProgramming Director \u2013 Derek Senior\nThis month has been the month of the DFM. From the start of June, we\u2019ve been working incredibly hard to make the launch of DFM as successful as possible, this work continues. A lot of the work has been fixing up bugs, issues and adding some more polish to the game, adding new default mappings for more controllers, getting the Battle Royale game mode available for the MP rollout. We\u2019ve also been working on some other, exciting, game modes coming your way.\n\nWe\u2019ve also been getting going on some more behind the scenes work for future DFM, SQ42 and the PU. From working on tools to help designers and artists to set up the hundreds of components we have on each ship, to individual manufacturer HUD colourisation, HUD usability updates, UI for multi-crewed ships, audio improvements, GPU and CPU improvements and bug fixes as well as controller customisation, conversation system prototyping, and lots, lots, more.\n\nDesign Director \u2013 Nick Elms\nAnother month whizzes by.\n\nWe are still spitting design here in a number of areas, mainly :- Dog Fight Module support, Squadron 42 mission designs and Capital Ship design with Seat Actions.\n\nDog fighting is out there now! We have a long, and ever growing list of fixes, optimizations, polish, new features, etc. that we are planning to put in over the coming releases. The designers are, as ever, monitoring forum feedback, which is super useful for us and a lot of the issues that you have flagged up will be getting addressed over the coming weeks\/months.\n\nWe have run through the \u201cVertical slice\u201d mission this month, lots of outstanding issues to solve, but the walkthrough was awesome. I wish I could post a video, but with it being a S42 mission it would be too much of a spoiler. Suffice to say that when people leave a 2 hour meeting smiling you know something went well.\n\nWe\u2019ve had another round of feedback on the \u201cIdris\u201d Frigate interior, just tidying up some minor points before the full PBR texture pass. We needed to add a few more escape pods to cater for the increased crew capacity, and make a bit more sense of the docking systems. You should now be able to drop your Constellation, Retaliator, etc. neatly on the top of the Idris and disembark through the docking collar with some dignity. We are really looking forward to seeing this \u201cHangar\u201d ready soon.\n\nThe \u201cJavelin Destroyer\u201d and \u201cEscort Carrier\u201d are still in \u201cGrey box\u201d phase, but are coming together really well. We are benefiting from lots of lessons learnt from the Idris re-working. Aside from the above, we have been making good progress on ship systems. Mike Northeast even started a new forum thread to specifically discuss the \u201cseat actions\u201d with everyone, which seems to be going well so far. Thanks for all the feedback and ideas.\n\nOverall a very good month in Star Citizen development from here in the UK, thanks again for the fantastic support.\n\nArt Director \u2013 Paul Jones\nWow \u2013 what a month! Things are progressing along well in all areas, DFM, Sq42, outsourcing \u2013 it\u2019s all go, we\u2019ve taken on a concept artist intern and also had 3 students in this last week making a Star Citizen side scroller as their work experience project \u2013 it\u2019s a holistic place here in Manchester, give back where we can :)\n\nSpace ships, Space ships, Spaceships! All continuing along well, the ones in full production are advancing well and we are learning on the job \u2013 it\u2019s a tough mix of product design, mechanical design and performance optimization but the team is doing well, I\u2019m looking forward to when we show more of the Gladius and Gladiator to the community. We also have a heavy fighter in concept phase with Gavin Rothery and its shaping up to be pretty mean looking!\n\nWhat about Cap ships? Modular Tier interiors are laid out and now we need to push more through the concept pipeline to have the key rooms designed to meet Sq42 cinematic requirements, this is also the case for Shubin now that we have a good idea of mission requirements.\n\nDFM continues alongside, Capture the Core and Conquest mode assets are being readied for release to the public. Lots of animation work going on for new ship types that we are working on getting Hangar ready, and into DFM.\n\nMathieu Beaulieu, Producer\nTime flies, but so do our spaceships! A lot was done in June: we were able to get some sunny days in Canada :), we\u2019ll end the month with 104 F, we showed no mercy in a couple of dogfighting matches internally, the best pilots are on the rise, and we also worked hard on some new game features.\n\nThis month, we\u2019ve started revamping the Discount, Deluxe and Business Hangars, we want them as detailed as the Asteroid Hangar. We also need to review them so we can add speciality rooms. We still have a good month of work on them to bring them to the required quality.\n\nAt the same time, we are back on the mobiGlas, its development has been slowed down so we could help on the Dogfighting module, but we are now able to move forward. First steps will be ship and room customisation.\n\nAlso, the next flair object is almost ready, I think this one will make you Dance with joy. It should be released early July.\n\nIn the long run, planets are being constructed, tech for the avatar customisation is being developed and we are getting some interesting output for the economy system.\n\nSee you near Broken Moon.\n\nAustin Goddard, Producer\nJune has flown by as we continue to prepare ships for shipment!\n\nAs you may recall from last month\u2019s update, CGBot has been laboring over every last detail of the four variants of the Constellation ship which include [Redacted], [Redacted] and [Redacted]. To optimize performance, each of these variants has several versions with varying level of detail.\n\nProgress is the keyword when talking about the Idris. This ship\u2019s massive greybox has been completed and we are continuing to work with the design team to flesh out the model that will end up in your hangar. We think that the final version of this ship will fulfill the hype that it has rightfully received.\n\nAlong with working on these ships, we having been ironing out the final models and textures for the Male and Female explorer. We hope that the level of detail we put into these characters coupled with the amazing work being done by our colleagues creates an immersive experience that transcends your monitor and puts you in the pilot seat.\n\nSean Murphy, Outsource Manager\nCGBot has been heavily focused on getting the Constellation and new variants delivered to us, while they\u2019ve wrapped up greybox work on the Idris and are starting on the final texture pass to get it ready. They\u2019ve also been finishing up on a couple of Explorer characters we\u2019ll be seeing shortly.\n\nIn the meantime Virtuos is starting work on a couple of variants of the Cutlass and continuing to create prop assets for the FPS level. We\u2019ve started testing a new vendor, Red Hot CG, on some concept work for ship components. And Rmory is creating a cool new weapon for FPS while we also test their ability to create in-game FPS weapons for us.\n\nOn the contractor front, there\u2019s been a lot of focusing of efforts; several of our contract concept artists have been working on a variety of Vanduul ships. George Hull has delivered a gorgeous illustration of the Collector ship and Jim Martin is refining concepts for the Caterpillar in preparation for modeling. Rob McKinnon and David Brochard are polishing some character concepts for FPS characters, Dennis Chan has given us some gorgeous illustrations for Jump Point, and Clint Schultz and David Scott continue to create Corporation logos for us.\n\nFinally Stefano Tsai has finished his work on the M50 and is going to be starting on a brand new ship very soon.\n\n[Redacted]\nGreetings from the FPS team at [REDACTED]! We hope you are all enjoying flying your ships in Arena Commander. It\u2019s been really exciting to finally see you guys and gals playing the game, and hopefully enjoying the results of all the hard work that has gone into making it happen from each studio. We\u2019ve definitely been having a blast watching your live streams\u2026 and playing along with you!\n\nJune was a very productive month for the FPS team. The artists continued to work on the space station environment. Adding props, applying materials and setting up lights to set the mood. Visual effects are also being added. This includes things like steam flowing out of vents, water dripping from pipes, dust being pulled around by pressure shifts and other details that really make the station come alive and keep it from feeling static. In addition to the environmental effects, we have also been working on first pass effects for tracer rounds, muzzle flashes, explosions and a bunch of other flashy-shiny-noisy bits. A first pass concept of the FPS HUD was also created, and we are now working on hooking it up in the game.\n\nThe animation team has been working through the mocap data, which will continue for quite some time\u2026 There\u2019s a ton of it! They also worked with our engineers on a new way to rig weapons that helped to eliminate some pesky bugs we were running in to. With the cover system, zero-G, and the variety of weapons available, they definitely have their work cut out for them.\n\nThe design team has been tweaking the properties for a few of the weapons, mostly making sure that they feel good and are well balanced. Of course this is a continuous process that will be iterated upon all the way up to, and after, the game is released. Our design team also came up with some pretty neat concepts for possible gameplay modes.\n\nThe programming team has been implementing new features like crazy! Improvements to the cover system, zero G movement, a prone stance, energy recharge stations, HUD implementation, ammo variety system\u2026 and I could keep going. A LOT of new systems have gone into the game\u2026 and with those new systems, lots of new bugs! Just kidding, these guys do solid work and I am fairly certain that their code is completely bug free. cough cough\n\nBut in all seriousness, the FPS module is finally getting to a point where most of the core features have been implemented, at least in prototype form, and that is really exciting for us! Until next month Citizens! This is [REDACTED], over and out!\n\nMark Day, Studio Director\nTerra Prime is looking better & better thanks to some additional help courtesy of the fine folks at CiG Austin. We meet on a regular basis to review the production art in progress, specifically Centermass & the monorail station. We are given a steady flow of diverse feedback, ranging from technical advice to art direction. All that has gotten us that much closer to completing the final look of the monorail station & it is looking mighty gorgeous!\n\nCentermass is a shop that needs to look extremely futuristic, sleek & classy. We changed directions in some significant but subtle ways to achieve this look as we weren\u2019t quite there at first. We are now closer than ever at attaining that goal!\n\nSherman has received tons of concept art attention, getting final designs for the interior & exterior for the Edge of Oblivion bar as well as the Military Police building. The Blocks also got some much needed assistance for concept designs such as the ticket kiosks, turnstiles, graffiti & the monorail car.\n\nOverall, the improvements made are significant & the work being produced is representative of that progress, so we can\u2019t wait to unveil it!\n\nWe remain a tight focused group of:\n\n2 \u2013 Environment Artist\n1 \u2013 Concept Artist\n1 \u2013 Designer\/Technical Designer\n\nBenoit Beaus\u00e9jour, Founder\nThe platform team is currently hard at work on the design and UX of Orgs Drop 2. Many of the features we want to bring forward in the second drop of Orgs require a lot of back and forth between design and implementation teams and so all of our concept resources are locked in to make this happen. We can\u2019t wait to get coding on this one!\n\nThe first version of the ship catalog took most of the programming time this month and is our main focus for a release soon\u2122. You have seen parts of this new catalog look with the Freelancer sales product page and of course with the 3D Ship Viewer we integrated into the Xi\u2019An Scout concept. We were thrilled with your reactions to this prototype. We\u2019re hoping to have many more ships in the viewer and more functionality to view the different types of POI on the ships so you can really \u201csee\u201d the ships while browsing their specs. There are still many challenges left , especially with the bigger ships (which might require special shaders so they look good and are actually properly browsable). We are thinking also that this first foray into 3D visualization might pave the way for more components like this, especially when thinking about the Galactapedia for planets , systems and more game objects.\n\nOur work on the leaderboards system is expected to pick up soon now that AC multiplayer is ramping up. The data exchange process between game servers and the platform servers is now identified and set up. We are having many talks and discussions with the game design and implementation teams on how points and rankings are calculated so that we can display the right information for you to see on the boards and your profiles. We can\u2019t wait to see how this will work out once it starts!\n\n-b\n\nMatthew Jack, Founder\nThis month got off to an exciting start for the Kythera team, as the Arena Commander v0.8 release was our middleware\u2019s gameplay debut. We\u2019ve written about that and the work leading up to it in the recent post AI Design in Vanduul Swarm. (Thanks for your comments there, I\u2019ve been poring over them!)\n\nThe release happened while the whole team was visiting Foundry 42 in Manchester for the Squadron 42 Summit. It was great to meet up with them and the US teams, all of whom we normally only talk to over Skype, and have a chance to exchange ideas and progress the design for Squadron 42 together. In particular it was clear to us that people would soon need some simple FPS combat AI in place to start prototyping and so we\u2019re moving our focus towards that.\n\nBetween the Summit meetings, we were able to take a break and watch the first backers streaming Arena Commander on Twitch! Overall the release went pretty smoothly for us. In 12.2 we made some changes to reduce the number of collisions between Scythe and the player, but on the whole we have tried to keep our changes small, rather than disrupt what\u2019s there, allowing us to focus on developing new features and new aspects of Star Citizen. We\u2019re following your comments and plan to make other incremental improvements to Vanduul Swarm with the best bang-for-buck, while making sure that AI in the rest of the project is able to move forwards.\n\nOn that note, we\u2019ve resumed work on getting dogfighting AI running on the server which, as well as being essential for the Persistent Universe, could open up some interesting possibilities for new Arena Commander game modes.\n\nAnd we\u2019ve also been working with the FPS team to get human AIs moving around and shooting at each other in the Hangar. It\u2019s just simple behavior, but it\u2019s great to get the basics in place so that designers can begin prototyping whole new parts of Star Citizen."},"links_count":1,"comment_count":257,"created_at":"2014-07-01T00:00:00+00:00","created_at_human":"11 years ago"},"meta":{"processed_at":"2026-05-08 08:18:33","valid_relations":["images","links"],"prev_id":13992,"next_id":13994}}