{"data":{"id":19956,"title":"Squadron 42 Monthly Report: April 2024","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/SCW\/19956-API","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/19956","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/19956","channel":"Undefined","category":"Undefined","series":"None","images":[{"id":26651,"name":"STARCITIZEN_WHITE.png","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/y1f0boj8fak5rr\/source\/STARCITIZEN_WHITE.png","alt":"","size":73278,"mime_type":"image\/png","last_modified":"2021-02-03T06:54:29+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/26651","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/26651\/similar"}],"images_count":4,"translations":{"en_EN":"Squadron 42 Monthly Report\nApril 2024\nThis is a cross-post of the report that was recently sent out via the monthly Squadron 42 newsletter. We\u2019re publishing this a second time as a Comm-Link to make it easier for the community to reference back to.\n\nTO: SQUADRON 42 RECRUITS\n\nSUBJ: DEVELOPMENT UPDATE 05:01:2024\n\nREF: CIG UK, CIG DE, CIG LA, CIG TX\n\nFAO Squadron 42 Recruits.\n\nWelcome to April\u2019s Squadron 42 development report. Enclosed you will find details on the latest progress made across the campaign, including AI behaviors, ship combat, and easter eggs.\n\nThank you for your continued support of Squadron 42.\n\nSincerely,\n\nCIG COMMUNICATIONS\n\nAI (Content)\nApril saw the AI Content team enhancing the dialogue experience, introducing four dynamic conversations into chapter one to showcase chapter-specific content more effectively. They also addressed a critical issue where players could observe NPCs despawning after following them - NPCs now engage with the environment meaningfully until the player exits the area.\n\nThe team then implemented input variables to enhance flexibility in player-AI interactions, allowing for tailored reactions, such as a formal greeting followed by task-related dialogue, a concise \u2018busy\u2019 response, or no dialogue at all. This expanded functionality proved invaluable for addressing the campaign\u2019s diverse narrative scenarios.\n\nOverall NPC behaviors were refined too, with the team resolving a bug causing NPC guards to gradually shift leftward each time they saluted the player. This was caused by a locator malfunction.\n\nThe team also rectified an issue where the \u2018supervisor\u2019 NPC was inconsistently present on the Stanton\u2019s bridge across the day-night cycle.\n\nFor combat mechanics, AI Content utilized new mo-cap to refine how players interact with the Gladius. Alongside this, various tasks and bug fixes were completed to improve the overall player experience.\n\nAI (Features)\nLast month, the AI Features team made updates and bug fixes to AI combat for the Persistent Universe. Once Alpha 3.23 launches, these improvements will be brought into SQ42 to further enhance the flight and combat experience.\n\nAI (Tech)\nAI Tech began supporting usables reacting to Maelstrom physics. As part of this, the usable will react to the destroyed object and enable or disable specific functionalities. For example, if an engineer inspects a broken wing of the Gladius, they will notice the damage and perform an appropriate interaction. For cover, the system will react to the object\u2019s destruction and notify NPCs that might be already using the cover.\n\nAnimation\nThe Animation team worked on numerous space-centered movements throughout April, including zero-g and prone movement in gravity. They also worked on first-person animations for turrets, interacting with fire extinguishers, MedPens, and more.\n\nThe team then continued working on player weapon reloading and malfunctions as well as burning down AI combat animations, including reloads and hit reactions. Hit reactions were also shot for a new enemy class.\n\nThe team is currently closing out several background and life elements across various locations, such as the Idris. They also supported Cinematics with mo-cap shoots for the opening of the campaign.\n\nThe Facial Animation team continued to develop assets for the cast characters and player. On the mo-cap side, the team supported mo-cap sessions needed to complete specific levels.\n\nGameplay Story\nApril saw the Gameplay Story team focusing on chapter one. As part of this, they continued bug fixing and polishing, with their involvement on the chapter tapering off as it nears completion.\n\nIn addition to this, the team continued to implement and improve scenes across other chapters, with April\u2019s work mostly dealing with chapter five. For example, they overhauled a scene in an elevator with new mo-cap and encouragement lines.\n\n\u201cIt was great to see all these elements working together with great timing in-game.\u201d Gameplay Story Team\n\nAlso for chapter five, a scene on a tram platform received new mo-cap to improve how a key character reacts to the player.\n\nNarrative\nThroughout April, Narrative progressed with tasks started in previous months alongside reexamining remaining work to make sure that everything is covered and tracked.\n\nThe team continued generating environmental chatter that will be sprinkled throughout the story to provide additional backstory and insights into the social dynamics of the crew.\n\nAdditionally, Narrative worked closely with Core Gameplay to implement the Galactapedia, testing out the layout, content, and triggering of various entries. This is being trialed on a sample level to establish a standardized process before being applied across the game.\n\nThe team continued to review text used for mission objectives, as well as the on-screen tutorials based on Level Design\u2019s latest updates to the game flow, to ensure players have a clear understanding of what\u2019s needed from them. This will be an ongoing endeavor as levels are solidified and tested.\n\nWork also continued with several external vendors to generate collectible content that will be found throughout the game.\n\n\u201cWhile we can\u2019t get into the specifics to avoid spoilers, this additional content should provide really fun easter eggs for players to track down.\u201d Narrative Team\n\nFinally, Narrative kicked off an initiative across several teams to better test and validate their voice packs. While versions of this have existed for some time, the aim is for it to feature a gameplay-centric interface that will allow the Narrative, Audio, and Design teams to modify the combat experience through debug triggers that can help satisfy conditions to trigger lines.\n\nTech Animation\nThe Tech Animation team continued to generate and implement new head assets to the DNA gene pool, and are not far from completing the initiative of 80 heads.\n\nMany devs are currently dealing with the complications of players and NPCs putting on and taking off clothes live in the engine.\n\n\u201cThis has been ongoing for some time and, with the addition of animation resources into the mix, we are seeing great headway in both generating the assets for animation and generating usable pipelines to expedite the entire process for everyone involved.\u201d Tech Animation Team\n\nAdditionally, the team are intrinsic in the creation and implementation of new creatures for both the PU and SQ42.\n\nThey\u2019re also involved in work toward consumables and the setup of foodstuffs, with the team aiming to guide this initiative and promote time-saving workflows.\n\nTech Design\nLast month, Tech Design began moving the recent Ship AI changes from the PU into SQ42. They also set up new ammo crate entities, provided miscellaneous tech support, and fixed several bugs.\n\nUI\nIn April, the UI team focused on the opening level of the game, creating several motion-graphic videos of boot-up sequences for when the player uses tech for the first time. These are used to work out the timings of animated sequences so, once they're signed off, they can easily be recreated in-engine.\n\nThe team also worked on the UI for one of the alien races.\n\nVFX\nLast month, the VFX team worked on holographic shader improvements, including extending the feature set so that it can be more widely used by the Art and Design teams.\n\nAs usual, general support for Art, Cinematics, and Design continued, including positive steps for destruction workflows.\n\nWE'LL SEE YOU NEXT MONTH...\n\/\/ END TRANSMISSION","de_DE":"Geschwader 42 Monatsbericht\nApril 2024\nDies ist ein Querverweis auf den Bericht, der k\u00fcrzlich \u00fcber den monatlichen Squadron 42 Newsletter verschickt wurde. Wir ver\u00f6ffentlichen ihn ein zweites Mal als Comm-Link, damit die Community leichter darauf zur\u00fcckgreifen kann.\n\nTO: REKRUTEN DES GESCHWADERS 42\n\nSUBJ: ENTWICKLUNG UPDATE 05:01:2024\n\nREF: CIG UK, CIG DE, CIG LA, CIG TX\n\nFAO-Geschwader 42 Rekruten.\n\nWillkommen zum Entwicklungsbericht f\u00fcr Squadron 42 im April. Anbei findest du Details zu den neuesten Fortschritten in der Kampagne, einschlie\u00dflich KI-Verhalten, Schiffskampf und Ostereier.\n\nWir danken euch f\u00fcr eure anhaltende Unterst\u00fctzung von Squadron 42.\n\nMit freundlichen Gr\u00fc\u00dfen,\n\nCIG COMMUNICATIONS\n\nAI (Inhalt)\nIm April hat das KI-Inhaltsteam das Dialogerlebnis verbessert und vier dynamische Gespr\u00e4che in Kapitel eins eingef\u00fchrt, um kapitelspezifische Inhalte besser zu pr\u00e4sentieren. Au\u00dferdem wurde ein kritisches Problem behoben, bei dem Spieler\/innen beobachten konnten, wie NSCs despawnten, nachdem sie ihnen gefolgt waren - NSCs engagieren sich jetzt sinnvoll in der Umgebung, bis der\/die Spieler\/in das Gebiet verl\u00e4sst.\n\nDas Team hat dann Eingabevariablen implementiert, um die Flexibilit\u00e4t bei der Interaktion zwischen Spieler und KI zu erh\u00f6hen und ma\u00dfgeschneiderte Reaktionen zu erm\u00f6glichen, z. B. eine f\u00f6rmliche Begr\u00fc\u00dfung, gefolgt von einem aufgabenbezogenen Dialog, eine knappe \"besch\u00e4ftigt\"-Antwort oder gar keinen Dialog. Diese erweiterten Funktionen waren von unsch\u00e4tzbarem Wert, um die verschiedenen Erz\u00e4hlszenarien der Kampagne zu bew\u00e4ltigen.\n\nAuch das Verhalten der NSCs wurde verbessert: Das Team hat einen Fehler behoben, der dazu f\u00fchrte, dass die NSC-Wachen sich jedes Mal nach links bewegten, wenn sie den Spieler gr\u00fc\u00dften. Dies wurde durch eine Fehlfunktion des Ortungsger\u00e4ts verursacht.\n\nDas Team hat auch ein Problem behoben, bei dem der NSC \"Aufseher\" im Tag-Nacht-Zyklus nicht immer auf der Stanton-Br\u00fccke zu finden war.\n\nF\u00fcr die Kampfmechanik nutzte AI Content neue Mo-Caps, um die Interaktion der Spieler mit dem Gladius zu verbessern. Au\u00dferdem wurden verschiedene Aufgaben und Fehlerbehebungen durchgef\u00fchrt, um das Spielerlebnis insgesamt zu verbessern.\n\nKI (Features)\nIm letzten Monat hat das Team f\u00fcr die KI-Features Updates und Fehlerbehebungen f\u00fcr den KI-Kampf im persistenten Universum vorgenommen. Sobald die Alpha 3.23 ver\u00f6ffentlicht wird, werden diese Verbesserungen in SQ42 \u00fcbernommen, um das Flug- und Kampferlebnis weiter zu verbessern.\n\nKI (Tech)\nDie KI Tech unterst\u00fctzt ab sofort auch nutzbare Objekte, die auf die Physik des Mahlstroms reagieren. Dabei reagieren die Brauchbaren auf das zerst\u00f6rte Objekt und aktivieren oder deaktivieren bestimmte Funktionen. Wenn z.B. ein Ingenieur einen kaputten Fl\u00fcgel des Gladius inspiziert, wird er den Schaden bemerken und eine entsprechende Interaktion durchf\u00fchren. Bei der Deckung reagiert das System auf die Zerst\u00f6rung des Objekts und benachrichtigt NSCs, die die Deckung m\u00f6glicherweise bereits nutzen.\n\nAnimation\nDas Animationsteam hat im April an zahlreichen raumbezogenen Bewegungen gearbeitet, darunter die Bewegung in der Schwerelosigkeit und die Bauchlage in der Schwerkraft. Au\u00dferdem arbeiteten sie an Ego-Animationen f\u00fcr Gesch\u00fctzt\u00fcrme, Interaktion mit Feuerl\u00f6schern, MedPens und mehr.\n\nAnschlie\u00dfend arbeitete das Team weiter am Nachladen der Spielerwaffen und an Fehlfunktionen sowie an den KI-Kampfanimationen, einschlie\u00dflich Nachladen und Trefferreaktionen. Die Trefferreaktionen wurden auch f\u00fcr eine neue Feindklasse gedreht.\n\nDas Team schlie\u00dft derzeit mehrere Hintergrund- und Lebenselemente an verschiedenen Orten ab, wie zum Beispiel in Idris. Au\u00dferdem unterst\u00fctzten sie die Cinematics mit Mo-Cap-Drehs f\u00fcr die Er\u00f6ffnung der Kampagne.\n\nDas Team f\u00fcr die Gesichtsanimation hat die Entwicklung von Assets f\u00fcr die Charaktere und den Spieler fortgesetzt. Auf der Mo-Cap-Seite unterst\u00fctzte das Team die Mo-Cap-Sitzungen, die f\u00fcr die Fertigstellung bestimmter Level ben\u00f6tigt wurden.\n\nGameplay Story\nIm April konzentrierte sich das Gameplay-Story-Team auf das erste Kapitel. In diesem Rahmen wurden Fehler behoben und das Kapitel aufpoliert, wobei die Arbeit an diesem Kapitel kurz vor der Fertigstellung nachlie\u00df.\n\nDar\u00fcber hinaus hat das Team weitere Szenen in anderen Kapiteln implementiert und verbessert, wobei sich die Arbeit im April haupts\u00e4chlich auf Kapitel f\u00fcnf bezog. Sie \u00fcberarbeiteten zum Beispiel eine Szene in einem Aufzug mit neuem Mo-Cap und Ermutigungslinien.\n\n\"Es war toll zu sehen, wie all diese Elemente im Spiel mit gutem Timing zusammenarbeiten. Gameplay-Story-Team\n\nAuch im f\u00fcnften Kapitel wurde eine Szene auf einer Stra\u00dfenbahnplattform mit neuem Mo-Cap versehen, um die Reaktion einer Hauptfigur auf den Spieler zu verbessern.\n\nNarrative\nIm April hat das Narrative-Team die in den Vormonaten begonnenen Aufgaben weitergef\u00fchrt und die verbleibende Arbeit \u00fcberpr\u00fcft, um sicherzustellen, dass alles abgedeckt und verfolgt wird.\n\nDas Team hat weiterhin Umgebungsger\u00e4usche erstellt, die in die Geschichte eingestreut werden, um zus\u00e4tzliche Hintergrundinformationen und Einblicke in die soziale Dynamik der Crew zu geben.\n\nAu\u00dferdem arbeitete Narrative eng mit Core Gameplay zusammen, um die Galactapedia zu implementieren und das Layout, den Inhalt und die Ausl\u00f6sung verschiedener Eintr\u00e4ge zu testen. Dies wird auf einer Musterebene erprobt, um einen standardisierten Prozess zu etablieren, bevor er im gesamten Spiel angewendet wird.\n\nDas Team \u00fcberpr\u00fcfte weiterhin die Texte f\u00fcr die Missionsziele und die Bildschirmtutorials auf der Grundlage der letzten Aktualisierungen des Leveldesigns, um sicherzustellen, dass die Spieler\/innen genau wissen, was von ihnen verlangt wird. Dies wird ein fortlaufendes Unterfangen sein, w\u00e4hrend die Levels gefestigt und getestet werden.\n\nAu\u00dferdem wurde die Zusammenarbeit mit mehreren externen Anbietern fortgesetzt, um Sammelinhalte zu erstellen, die im gesamten Spiel zu finden sein werden.\n\n\"Wir k\u00f6nnen zwar nicht ins Detail gehen, um Spoiler zu vermeiden, aber diese zus\u00e4tzlichen Inhalte sollten den Spielern wirklich lustige Ostereier liefern, die sie aufsp\u00fcren k\u00f6nnen. Narrative Team\n\nSchlie\u00dflich hat Narrative eine team\u00fcbergreifende Initiative ins Leben gerufen, um die Voice Packs besser zu testen und zu validieren. Es gibt zwar schon seit einiger Zeit Versionen davon, aber das Ziel ist es, eine spielerische Schnittstelle zu schaffen, die es den Narrative-, Audio- und Design-Teams erm\u00f6glicht, das Kampferlebnis durch Debug-Trigger zu ver\u00e4ndern, die dabei helfen k\u00f6nnen, die Bedingungen f\u00fcr die Ausl\u00f6sung von Zeilen zu erf\u00fcllen.\n\nTechnische Animation\nDas Tech-Animationsteam hat weiterhin neue K\u00f6pfe f\u00fcr den DNA-Genpool erstellt und implementiert und ist nicht mehr weit davon entfernt, die Initiative von 80 K\u00f6pfen abzuschlie\u00dfen.\n\nViele Entwickler\/innen befassen sich derzeit mit den Komplikationen, die entstehen, wenn Spieler\/innen und NSCs live in der Engine Kleidung an- und ausziehen.\n\n\"Mit den zus\u00e4tzlichen Animationsressourcen machen wir gro\u00dfe Fortschritte, sowohl bei der Erstellung der Assets f\u00fcr die Animation als auch bei der Entwicklung brauchbarer Pipelines, um den gesamten Prozess f\u00fcr alle Beteiligten zu beschleunigen.\" Tech Animation Team\n\nAu\u00dferdem ist das Team ma\u00dfgeblich an der Entwicklung und Umsetzung neuer Kreaturen f\u00fcr PU und SQ42 beteiligt.\n\nDas Team ist auch an der Entwicklung von Verbrauchsg\u00fctern und der Einrichtung von Nahrungsmitteln beteiligt und versucht, diese Initiative zu leiten und zeitsparende Arbeitsabl\u00e4ufe zu f\u00f6rdern.\n\nTech Design\nIm letzten Monat hat das Tech Design damit begonnen, die j\u00fcngsten \u00c4nderungen an der Schiffs-KI von der PU in SQ42 zu \u00fcbertragen. Au\u00dferdem haben sie neue Munitionskisten erstellt, verschiedene technische Unterst\u00fctzung geleistet und einige Fehler behoben.\n\nUI\nIm April konzentrierte sich das UI-Team auf die Er\u00f6ffnungsebene des Spiels und erstellte mehrere Motion-Graphic-Videos von Boot-up-Sequenzen, wenn der Spieler die Technologie zum ersten Mal benutzt. Diese dienen dazu, das Timing der animierten Sequenzen auszuarbeiten, damit sie nach der Freigabe leicht in der Engine nachgebaut werden k\u00f6nnen.\n\nDas Team hat auch an der Benutzeroberfl\u00e4che f\u00fcr eine der Alienrassen gearbeitet.\n\nVFX\nIm letzten Monat arbeitete das VFX-Team an der Verbesserung der holografischen Shader, einschlie\u00dflich der Erweiterung der Funktionen, damit sie von den Art- und Design-Teams besser genutzt werden k\u00f6nnen.\n\nWie \u00fcblich wurde die allgemeine Unterst\u00fctzung f\u00fcr Art, Cinematics und Design fortgesetzt, einschlie\u00dflich positiver Schritte f\u00fcr Zerst\u00f6rungsworkflows.\n\nWIR SEHEN UNS N\u00c4CHSTEN MONAT WIEDER...\n\/\/ ENDE DER \u00dcBERTRAGUNG","zh_CN":"Squadron 42 Monthly Report\nApril 2024\nThis is a cross-post of the report that was recently sent out via the monthly Squadron 42 newsletter. We\u2019re publishing this a second time as a Comm-Link to make it easier for the community to reference back to.\n\nTO: SQUADRON 42 RECRUITS\n\nSUBJ: DEVELOPMENT UPDATE 05:01:2024\n\nREF: CIG UK, CIG DE, CIG LA, CIG TX\n\nFAO Squadron 42 Recruits.\n\nWelcome to April\u2019s Squadron 42 development report. Enclosed you will find details on the latest progress made across the campaign, including AI behaviors, ship combat, and easter eggs.\n\nThank you for your continued support of Squadron 42.\n\nSincerely,\n\nCIG COMMUNICATIONS\n\nAI (Content)\nApril saw the AI Content team enhancing the dialogue experience, introducing four dynamic conversations into chapter one to showcase chapter-specific content more effectively. They also addressed a critical issue where players could observe NPCs despawning after following them - NPCs now engage with the environment meaningfully until the player exits the area.\n\nThe team then implemented input variables to enhance flexibility in player-AI interactions, allowing for tailored reactions, such as a formal greeting followed by task-related dialogue, a concise \u2018busy\u2019 response, or no dialogue at all. This expanded functionality proved invaluable for addressing the campaign\u2019s diverse narrative scenarios.\n\nOverall NPC behaviors were refined too, with the team resolving a bug causing NPC guards to gradually shift leftward each time they saluted the player. This was caused by a locator malfunction.\n\nThe team also rectified an issue where the \u2018supervisor\u2019 NPC was inconsistently present on the Stanton\u2019s bridge across the day-night cycle.\n\nFor combat mechanics, AI Content utilized new mo-cap to refine how players interact with the Gladius. Alongside this, various tasks and bug fixes were completed to improve the overall player experience.\n\nAI (Features)\nLast month, the AI Features team made updates and bug fixes to AI combat for the Persistent Universe. Once Alpha 3.23 launches, these improvements will be brought into SQ42 to further enhance the flight and combat experience.\n\nAI (Tech)\nAI Tech began supporting usables reacting to Maelstrom physics. As part of this, the usable will react to the destroyed object and enable or disable specific functionalities. For example, if an engineer inspects a broken wing of the Gladius, they will notice the damage and perform an appropriate interaction. For cover, the system will react to the object\u2019s destruction and notify NPCs that might be already using the cover.\n\nAnimation\nThe Animation team worked on numerous space-centered movements throughout April, including zero-g and prone movement in gravity. They also worked on first-person animations for turrets, interacting with fire extinguishers, MedPens, and more.\n\nThe team then continued working on player weapon reloading and malfunctions as well as burning down AI combat animations, including reloads and hit reactions. Hit reactions were also shot for a new enemy class.\n\nThe team is currently closing out several background and life elements across various locations, such as the Idris. They also supported Cinematics with mo-cap shoots for the opening of the campaign.\n\nThe Facial Animation team continued to develop assets for the cast characters and player. On the mo-cap side, the team supported mo-cap sessions needed to complete specific levels.\n\nGameplay Story\nApril saw the Gameplay Story team focusing on chapter one. As part of this, they continued bug fixing and polishing, with their involvement on the chapter tapering off as it nears completion.\n\nIn addition to this, the team continued to implement and improve scenes across other chapters, with April\u2019s work mostly dealing with chapter five. For example, they overhauled a scene in an elevator with new mo-cap and encouragement lines.\n\n\u201cIt was great to see all these elements working together with great timing in-game.\u201d Gameplay Story Team\n\nAlso for chapter five, a scene on a tram platform received new mo-cap to improve how a key character reacts to the player.\n\nNarrative\nThroughout April, Narrative progressed with tasks started in previous months alongside reexamining remaining work to make sure that everything is covered and tracked.\n\nThe team continued generating environmental chatter that will be sprinkled throughout the story to provide additional backstory and insights into the social dynamics of the crew.\n\nAdditionally, Narrative worked closely with Core Gameplay to implement the Galactapedia, testing out the layout, content, and triggering of various entries. This is being trialed on a sample level to establish a standardized process before being applied across the game.\n\nThe team continued to review text used for mission objectives, as well as the on-screen tutorials based on Level Design\u2019s latest updates to the game flow, to ensure players have a clear understanding of what\u2019s needed from them. This will be an ongoing endeavor as levels are solidified and tested.\n\nWork also continued with several external vendors to generate collectible content that will be found throughout the game.\n\n\u201cWhile we can\u2019t get into the specifics to avoid spoilers, this additional content should provide really fun easter eggs for players to track down.\u201d Narrative Team\n\nFinally, Narrative kicked off an initiative across several teams to better test and validate their voice packs. While versions of this have existed for some time, the aim is for it to feature a gameplay-centric interface that will allow the Narrative, Audio, and Design teams to modify the combat experience through debug triggers that can help satisfy conditions to trigger lines.\n\nTech Animation\nThe Tech Animation team continued to generate and implement new head assets to the DNA gene pool, and are not far from completing the initiative of 80 heads.\n\nMany devs are currently dealing with the complications of players and NPCs putting on and taking off clothes live in the engine.\n\n\u201cThis has been ongoing for some time and, with the addition of animation resources into the mix, we are seeing great headway in both generating the assets for animation and generating usable pipelines to expedite the entire process for everyone involved.\u201d Tech Animation Team\n\nAdditionally, the team are intrinsic in the creation and implementation of new creatures for both the PU and SQ42.\n\nThey\u2019re also involved in work toward consumables and the setup of foodstuffs, with the team aiming to guide this initiative and promote time-saving workflows.\n\nTech Design\nLast month, Tech Design began moving the recent Ship AI changes from the PU into SQ42. They also set up new ammo crate entities, provided miscellaneous tech support, and fixed several bugs.\n\nUI\nIn April, the UI team focused on the opening level of the game, creating several motion-graphic videos of boot-up sequences for when the player uses tech for the first time. These are used to work out the timings of animated sequences so, once they're signed off, they can easily be recreated in-engine.\n\nThe team also worked on the UI for one of the alien races.\n\nVFX\nLast month, the VFX team worked on holographic shader improvements, including extending the feature set so that it can be more widely used by the Art and Design teams.\n\nAs usual, general support for Art, Cinematics, and Design continued, including positive steps for destruction workflows.\n\nWE'LL SEE YOU NEXT MONTH...\n\/\/ END TRANSMISSION"},"links_count":0,"comment_count":0,"created_at":"2024-05-08T18:00:00+00:00","created_at_human":"1 year ago"},"meta":{"processed_at":"2026-05-07 23:08:31","valid_relations":["images","links"],"prev_id":19954,"next_id":19958}}