{"data":{"id":14316,"title":"LORE BUILDER: TWENTY-THREE: Apparel & Approach","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/spectrum-dispatch\/14316-LORE-BUILDER-TWENTY-THREE-Apparel-Approach","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/14316","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/14316","channel":"Undefined","category":"Undefined","series":"Lore Builder","images":[{"id":966,"name":"LoreBuilderFI.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/uet01vnp422zfr\/source\/LoreBuilderFI.jpg","alt":"","size":1358647,"mime_type":"image\/jpeg","last_modified":"2013-10-18T00:04:30+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/966","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/966\/similar"}],"images_count":1,"translations":{"en_EN":"Hello and welcome back to another installment of Lore Builder, where we work with the community to develop previously unexplored areas of the Star Citizen lore. As always, if you are new to this feature, we highly recommend reviewing the updated caveats and suggested background reading described in this previous issue, so you can get a clear understanding of what\u2019s already been established.\n\nFirst off, let\u2019s review last week\u2019s mammoth topic:\n\nCLOTHING COMPANIES\nWe need to start coming up with tougher topics for you all to create. This was another deluge of ideas. Picking a handful to highlight is always incredibly difficult.\n\nfrom: Don Karnage\nCompany Name: Roughneck\nHeadquarters: Keene\nAvailability: on industrial worlds\nType: Working fatigues, jackets, gloves, padded knee guards\nPersona: produced by a company that also handles contracts for the UEE. Made from the same uncompromising materials, utilitarian and uncomplicated. These are outfits that are designed to be comfortably lived in.\n\nfrom: Sengar\nCompany Name: RAMBLER\nHeadquarters: Terra\nAvailability: Selective\nType: Outdoor and leisure clothing company with an intergalactic reputation for the design and build quality of its backpacks\/rucksacks, outdoor clothing, and footwear. The company\u2019s clothing is among the most popular in the leisurewear market, with products including jackets, fleeces, trousers and windproof\/waterproof shells. Their line of backpacks\/rucksacks has a particular reputation for durability and reliability in harsh conditions.\nPublic Persona: Highly desirable, RAMBLER products are not the cheapest but are considered good value. The company design, pricing and marketing strategy is geared to place their products in the highly lucrative middle ground \u2014 affordable enough for most people if they are prepared to spend a little more than usual for the quality; but not in any way considered to be too cheap to those with enough UEC not to have to worry about the cost of anything (and to whom they also cater for additionally with their famous Goldline range).\n\nfrom: Zombie Moses\nCompany: Samsen\u2019s\nHeadquarters: Cestulus\nAvailability: Wide, but not necessarily cheap.\nType: Sturdy, rugged outerwear for the blue collar worker, Samsen\u2019s has a largely deserved reputation for being the go-to manufacturer of heavy-duty work attire. This includes a line of durable space suits specifically tailored for miners, salvagers and EVA maintenance crews, all of which feature redundant, self-sealing layers of protection against tears and punctures. All Samsen\u2019s products feature an iron-clad satisfaction or money-back guarantee for which they are famously reliable in honoring. They are also the manufacturer of the iconic \u2018UEE Environment Coat.\u2019 the unofficial uniform of the fiercely independent Brown Coats organization.\nPublic Persona: Samsen\u2019s is so ubiquitous amongst Human industrial concerns that wearing anything else is viewed as uncommon. In reality, they only own roughly 36% of the market share in this area, while the rest is distributed amongst a multitude of less expensive, though often comparable brands. Their traditional ads usually show dedicated, hard-working Humans plying their trades in a glorified, even heroic manner. Adverts in recent years have put a humorous spin on the product line, showing easy-going outdoors-men and space-walkers surviving presumably brutal punishment from natural dangers \u2014 completely unscathed, no less \u2014 thanks to their sturdy Samsen\u2019s coats and space-suits.\n\nIn all seriousness and I know we say that a lot, but there\u2019s some really great submissions in here. They will be incredibly handy when we start generating the various articles of clothing for characters to wear.\n\nFor this week\u2019s main topic, I wanted to give you some insight into the general process here at CIG which will hopefully inform how we plan to use these submissions that you\u2019ve provided.\n\nSo we\u2019re going to talk about:\n\nINTERNAL PROCESS\nLet\u2019s start from the top.\n\nOne of the goals that\u2019s been discussed when it comes to items (ships, weapons, power plants, clothing, etc.) is that there is a consistency to the various manufacturers that make them. To invoke the oft-used term, there is immersion in being able to view these fictional corporations as more than just a stat or quality difference, to view them as being fully functioning corporate entities with design tastes and even internal ethics. If achieved, the player could conceivably walk up to a heavily modified ship and, based on the little flourishes and shapes that make that design specific, be able to guess who manufactures the various parts.\n\nWhen a concept artist is given an item to design, ideally we want to provide a package of background material to consider when creating this new item. The basis of that reference package would be: Other items that have already been designed and attributed to that corporation.\n\nVisual style cues from the art team based on what aesthetic the item falls into. It\u2019s important to note that this has nothing to do with quality; something that looks very industrial (exposed inner workings, wires, etc.) could be top of the line.\n\nLore background to give them a more specific sense of how the gun could look or how the corporation behaves. Apocalypse Arms, for example, has a very aggressive public persona, which would make their weapons more intimidating. Maybe they are going for a softer approach to downplay the fact that it\u2019s a weapon? Does it look super sleek?\n\nWith this reference package, the concept artist would go to work and start building rough thumbnails based on the information in the package. With more information, they are able to play within the confines of what makes that item a product of that corporation.\n\nAdditionally, once the corporation\u2019s design aesthetic starts to solidify, we can start imagining how these various corporate personalities could shift and change once the game goes live. Maybe a people-friendly weapons manufacturer might run into a dry-spell of sales, so they need to revamp their image into something edgier.\n\nNext week, we will be out of the office for Thanksgiving, but wanted to make sure you had something to think on, so we\u2019re going to try a new approach here.\n\nYOU TELL US\nWhat would you like Lore Builder to tackle? Please bear in mind when commenting that we aren\u2019t able to discuss anything that requires heavy gameplay or design elements, as mechanics are still being actively developed internally.\n\nSo what are the non-gameplay-related topics that you\u2019d like to dig into? Food? Music? You tell us.\n\nThat\u2019s it for this week.\n\nUntil next time \u2026","de_DE":"Hallo und willkommen zur\u00fcck zu einer weiteren Ausgabe von Lore Builder, wo wir mit der Community zusammenarbeiten, um bisher unerforschte Bereiche der Star Citizen-Lehre zu entwickeln. Wie immer, wenn Sie neu in dieser Funktion sind, empfehlen wir Ihnen dringend, die aktualisierten Vorbehalte und die empfohlenen Hintergrundinformationen, die in dieser vorherigen Ausgabe beschrieben wurden, zu lesen, damit Sie ein klares Verst\u00e4ndnis dessen bekommen, was bereits etabliert ist.\n\nZuerst einmal, lassen Sie uns das Mammut-Thema der letzten Woche besprechen:\n\nBEKLEIDUNGSUNTERNEHMEN\nWir m\u00fcssen anfangen, schwierigere Themen zu entwickeln, die ihr alle erstellen k\u00f6nnt. Dies war eine weitere Flut von Ideen. Es ist immer unglaublich schwierig, eine Handvoll zu markieren.\n\naus: Don Karnage\nFirmenname: Roughneck\nHauptquartier: Keene\nVerf\u00fcgbarkeit: auf industriellen Welten\nTyp: Arbeitsanzug, Jacken, Handschuhe, gepolsterte Kniesch\u00fctzer\nPersona: Produziert von einem Unternehmen, das auch Vertr\u00e4ge f\u00fcr die UEE abwickelt. Hergestellt aus den gleichen kompromisslosen Materialien, utilitaristisch und unkompliziert. Dies sind Outfits, die so konzipiert sind, dass sie bequem bewohnt werden k\u00f6nnen.\n\nvon: Sengar\nFirmenname: RAMBLER\nHauptquartier: Terra\nVerf\u00fcgbarkeit: Selektiv\nTyp: Outdoor- und Freizeitbekleidungsunternehmen mit einem intergalaktischen Ruf f\u00fcr das Design und die Verarbeitungsqualit\u00e4t seiner Rucks\u00e4cke, Outdoor-Bekleidung und Schuhe. Die Bekleidung des Unternehmens geh\u00f6rt zu den beliebtesten im Freizeitbekleidungsmarkt und umfasst Jacken, Fleeces, Hosen sowie wind- und wasserdichte Schalen. Ihre Rucksacklinie hat einen besonderen Ruf f\u00fcr Langlebigkeit und Zuverl\u00e4ssigkeit unter rauen Bedingungen.\nPublic Persona: Sehr w\u00fcnschenswert, RAMBLER-Produkte sind nicht die billigsten, sondern gelten als preiswert. Die Design-, Preis- und Marketingstrategie des Unternehmens ist darauf ausgerichtet, ihre Produkte in der hochprofitablen Mitte zu platzieren - f\u00fcr die meisten Menschen erschwinglich genug, wenn sie bereit sind, etwas mehr als \u00fcblich f\u00fcr die Qualit\u00e4t auszugeben; aber in keiner Weise als zu billig f\u00fcr diejenigen mit gen\u00fcgend UEC angesehen, um sich keine Sorgen um die Kosten von irgendetwas machen zu m\u00fcssen (und f\u00fcr die sie zus\u00e4tzlich mit ihrer ber\u00fchmten Goldline-Serie auch sorgen).\n\naus: Zombie Moses\nGesellschaft: Samsen's\nHauptquartier: Cestulus\nVerf\u00fcgbarkeit: Breit, aber nicht unbedingt billig.\nTyp: Robuste, robuste Oberbekleidung f\u00fcr den Arbeiter, Samsen's hat einen weitgehend verdienten Ruf als der f\u00fchrende Hersteller von schwerer Arbeitskleidung. Dazu geh\u00f6rt eine Reihe langlebiger Raumanz\u00fcge, die speziell auf Bergleute, Bergungsarbeiter und EVA-Wartungsteams zugeschnitten sind und alle \u00fcber redundante, selbstabdichtende Schichten zum Schutz vor Rissen und Besch\u00e4digungen verf\u00fcgen. Alle Samsen-Produkte verf\u00fcgen \u00fcber eine eiserne Zufriedenheits- oder Geld-zur\u00fcck-Garantie, f\u00fcr die sie bekanntlich zuverl\u00e4ssig sind. Sie sind auch der Hersteller der legend\u00e4ren \"UEE Environment Coat\", der inoffiziellen Uniform der streng unabh\u00e4ngigen Brown Coats Organisation.\n\u00d6ffentliche Person: Samsen's ist unter den Industrieunternehmen der Menschheit so allgegenw\u00e4rtig, dass das Tragen von allem anderen als ungew\u00f6hnlich angesehen wird. In Wirklichkeit besitzen sie nur etwa 36% des Marktanteils in diesem Bereich, w\u00e4hrend der Rest auf eine Vielzahl von preiswerteren, aber oft vergleichbaren Marken verteilt ist. Ihre traditionellen Anzeigen zeigen in der Regel engagierte, flei\u00dfige Menschen, die ihr Handwerk auf eine verherrlichte, ja sogar heroische Weise aus\u00fcben. Die Anzeigen der letzten Jahre haben die Produktlinie humorvoll in Schwung gebracht und zeigen, dass l\u00e4ssige Outdoor-M\u00e4nner und Weltraumwanderer dank ihrer robusten Samsens M\u00e4ntel und Raumanz\u00fcge eine vermutlich brutale Strafe vor Naturgefahren \u00fcberleben - v\u00f6llig unversehrt, nicht zuletzt.\n\nIm Ernst, und ich wei\u00df, dass wir das sehr oft sagen, aber es gibt einige wirklich gro\u00dfartige Einreichungen hier drin. Sie werden unglaublich praktisch sein, wenn wir anfangen, die verschiedenen Kleidungsst\u00fccke f\u00fcr Charaktere zu erstellen.\n\nF\u00fcr das Hauptthema dieser Woche wollte ich Ihnen einen Einblick in den allgemeinen Prozess hier bei der CIG geben, der Sie hoffentlich dar\u00fcber informieren wird, wie wir diese von Ihnen bereitgestellten Beitr\u00e4ge verwenden wollen.\n\nAlso werden wir dar\u00fcber reden:\n\nINTERNER PROZESS\nFangen wir von vorne an.\n\nEines der Ziele, die bei Gegenst\u00e4nden (Schiffe, Waffen, Kraftwerke, Kleidung usw.) diskutiert wurden, ist, dass es eine Konsistenz zwischen den verschiedenen Herstellern gibt, die sie herstellen. Um den oft verwendeten Begriff zu verwenden, ist es immer wichtiger, diese fiktiven Unternehmen nicht nur als Stat oder Qualit\u00e4tsunterschied betrachten zu k\u00f6nnen, sondern sie als voll funktionsf\u00e4hige Unternehmen mit Designgeschmack und sogar interner Ethik zu betrachten. Wenn dies erreicht ist, k\u00f6nnte der Spieler m\u00f6glicherweise zu einem stark modifizierten Schiff aufsteigen und anhand der kleinen Schn\u00f6rkel und Formen, die dieses Design spezifisch machen, erraten, wer die verschiedenen Teile herstellt.\n\nWenn ein Konzeptk\u00fcnstler ein zu entwerfendes Objekt erh\u00e4lt, sollten wir idealerweise ein Paket mit Hintergrundmaterial bereitstellen, das er bei der Erstellung dieses neuen Objekts ber\u00fccksichtigen sollte. Die Grundlage f\u00fcr dieses Referenzpaket w\u00e4re:\n\n\nAndere Gegenst\u00e4nde, die bereits entworfen und diesem Unternehmen zugeordnet wurden. Visuelle Stilmittel des Kunstteams, basierend darauf, in welche \u00c4sthetik das Objekt f\u00e4llt. Es ist wichtig zu beachten, dass dies nichts mit Qualit\u00e4t zu tun hat; etwas, das sehr industriell aussieht (freiliegende Innenleben, Dr\u00e4hte, etc.), k\u00f6nnte die Spitze der Branche sein. \u00dcberlieferung Hintergrund, um ihnen ein genaueres Gef\u00fchl daf\u00fcr zu geben, wie die Waffe aussehen k\u00f6nnte oder wie sich das Unternehmen verh\u00e4lt. Apocalypse Arms zum Beispiel hat eine sehr aggressive \u00f6ffentliche Rolle, die ihre Waffen einsch\u00fcchternder machen w\u00fcrde. Vielleicht gehen sie einen weicheren Ansatz ein, um die Tatsache herunterzuspielen, dass es eine Waffe ist? Sieht es super schlank aus?\nMit diesem Referenzpaket w\u00fcrde der Konzeptk\u00fcnstler zur Arbeit gehen und mit der Erstellung grober Miniaturansichten beginnen, die auf den Informationen im Paket basieren. Mit mehr Informationen sind sie in der Lage, innerhalb der Grenzen dessen zu spielen, was diesen Gegenstand zu einem Produkt dieses Unternehmens macht.\n\nSobald sich die Design\u00e4sthetik des Unternehmens zu verfestigen beginnt, k\u00f6nnen wir uns vorstellen, wie sich diese verschiedenen Unternehmenspers\u00f6nlichkeiten ver\u00e4ndern k\u00f6nnten, sobald das Spiel online geht. M\u00f6glicherweise k\u00f6nnte ein menschenfreundlicher Waffenhersteller in eine Trockenperiode der Verk\u00e4ufe geraten, so dass er sein Image in eine etwas kantigere Form bringen muss.\n\nN\u00e4chste Woche werden wir zu Thanksgiving nicht im B\u00fcro sein, wollten aber sichergehen, dass du etwas zum Nachdenken hast, also werden wir hier einen neuen Ansatz ausprobieren.\n\nDU SAGST ES UNS\nWas soll Lore Builder Ihrer Meinung nach bew\u00e4ltigen? Bitte beachten Sie bei der Bemerkung, dass wir nicht in der Lage sind, etwas zu diskutieren, das schweres Gameplay oder Designelemente erfordert, da die Mechanik noch aktiv intern entwickelt wird.\n\nWas sind also die nicht spielbezogenen Themen, in die Sie einsteigen m\u00f6chten? Essen? Musik? Du sagst es uns.\n\nDas war's f\u00fcr diese Woche.\n\nBis zum n\u00e4chsten Mal.....","zh_CN":"Hello and welcome back to another installment of Lore Builder, where we work with the community to develop previously unexplored areas of the Star Citizen lore. As always, if you are new to this feature, we highly recommend reviewing the updated caveats and suggested background reading described in this previous issue, so you can get a clear understanding of what\u2019s already been established.\n\nFirst off, let\u2019s review last week\u2019s mammoth topic:\n\nCLOTHING COMPANIES\nWe need to start coming up with tougher topics for you all to create. This was another deluge of ideas. Picking a handful to highlight is always incredibly difficult.\n\nfrom: Don Karnage\nCompany Name: Roughneck\nHeadquarters: Keene\nAvailability: on industrial worlds\nType: Working fatigues, jackets, gloves, padded knee guards\nPersona: produced by a company that also handles contracts for the UEE. Made from the same uncompromising materials, utilitarian and uncomplicated. These are outfits that are designed to be comfortably lived in.\n\nfrom: Sengar\nCompany Name: RAMBLER\nHeadquarters: Terra\nAvailability: Selective\nType: Outdoor and leisure clothing company with an intergalactic reputation for the design and build quality of its backpacks\/rucksacks, outdoor clothing, and footwear. The company\u2019s clothing is among the most popular in the leisurewear market, with products including jackets, fleeces, trousers and windproof\/waterproof shells. Their line of backpacks\/rucksacks has a particular reputation for durability and reliability in harsh conditions.\nPublic Persona: Highly desirable, RAMBLER products are not the cheapest but are considered good value. The company design, pricing and marketing strategy is geared to place their products in the highly lucrative middle ground \u2014 affordable enough for most people if they are prepared to spend a little more than usual for the quality; but not in any way considered to be too cheap to those with enough UEC not to have to worry about the cost of anything (and to whom they also cater for additionally with their famous Goldline range).\n\nfrom: Zombie Moses\nCompany: Samsen\u2019s\nHeadquarters: Cestulus\nAvailability: Wide, but not necessarily cheap.\nType: Sturdy, rugged outerwear for the blue collar worker, Samsen\u2019s has a largely deserved reputation for being the go-to manufacturer of heavy-duty work attire. This includes a line of durable space suits specifically tailored for miners, salvagers and EVA maintenance crews, all of which feature redundant, self-sealing layers of protection against tears and punctures. All Samsen\u2019s products feature an iron-clad satisfaction or money-back guarantee for which they are famously reliable in honoring. They are also the manufacturer of the iconic \u2018UEE Environment Coat.\u2019 the unofficial uniform of the fiercely independent Brown Coats organization.\nPublic Persona: Samsen\u2019s is so ubiquitous amongst Human industrial concerns that wearing anything else is viewed as uncommon. In reality, they only own roughly 36% of the market share in this area, while the rest is distributed amongst a multitude of less expensive, though often comparable brands. Their traditional ads usually show dedicated, hard-working Humans plying their trades in a glorified, even heroic manner. Adverts in recent years have put a humorous spin on the product line, showing easy-going outdoors-men and space-walkers surviving presumably brutal punishment from natural dangers \u2014 completely unscathed, no less \u2014 thanks to their sturdy Samsen\u2019s coats and space-suits.\n\nIn all seriousness and I know we say that a lot, but there\u2019s some really great submissions in here. They will be incredibly handy when we start generating the various articles of clothing for characters to wear.\n\nFor this week\u2019s main topic, I wanted to give you some insight into the general process here at CIG which will hopefully inform how we plan to use these submissions that you\u2019ve provided.\n\nSo we\u2019re going to talk about:\n\nINTERNAL PROCESS\nLet\u2019s start from the top.\n\nOne of the goals that\u2019s been discussed when it comes to items (ships, weapons, power plants, clothing, etc.) is that there is a consistency to the various manufacturers that make them. To invoke the oft-used term, there is immersion in being able to view these fictional corporations as more than just a stat or quality difference, to view them as being fully functioning corporate entities with design tastes and even internal ethics. If achieved, the player could conceivably walk up to a heavily modified ship and, based on the little flourishes and shapes that make that design specific, be able to guess who manufactures the various parts.\n\nWhen a concept artist is given an item to design, ideally we want to provide a package of background material to consider when creating this new item. The basis of that reference package would be: Other items that have already been designed and attributed to that corporation.\n\nVisual style cues from the art team based on what aesthetic the item falls into. It\u2019s important to note that this has nothing to do with quality; something that looks very industrial (exposed inner workings, wires, etc.) could be top of the line.\n\nLore background to give them a more specific sense of how the gun could look or how the corporation behaves. Apocalypse Arms, for example, has a very aggressive public persona, which would make their weapons more intimidating. Maybe they are going for a softer approach to downplay the fact that it\u2019s a weapon? Does it look super sleek?\n\nWith this reference package, the concept artist would go to work and start building rough thumbnails based on the information in the package. With more information, they are able to play within the confines of what makes that item a product of that corporation.\n\nAdditionally, once the corporation\u2019s design aesthetic starts to solidify, we can start imagining how these various corporate personalities could shift and change once the game goes live. Maybe a people-friendly weapons manufacturer might run into a dry-spell of sales, so they need to revamp their image into something edgier.\n\nNext week, we will be out of the office for Thanksgiving, but wanted to make sure you had something to think on, so we\u2019re going to try a new approach here.\n\nYOU TELL US\nWhat would you like Lore Builder to tackle? Please bear in mind when commenting that we aren\u2019t able to discuss anything that requires heavy gameplay or design elements, as mechanics are still being actively developed internally.\n\nSo what are the non-gameplay-related topics that you\u2019d like to dig into? Food? Music? You tell us.\n\nThat\u2019s it for this week.\n\nUntil next time \u2026"},"links_count":4,"comment_count":264,"created_at":"2014-11-21T00:00:00+00:00","created_at_human":"11 years ago"},"meta":{"processed_at":"2026-05-14 15:38:41","valid_relations":["images","links"],"prev_id":14315,"next_id":14317}}