{"data":{"id":20051,"title":"Squadron 42 Monthly Report: June 2024","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/SCW\/20051-API","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/20051","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/20051","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\nJune 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 07:03:2024\n\nREF: CIG UK, CIG DE, CIG LA, CIG TX,\n\nFAO Squadron 42 Recruits.\n\nWelcome to June\u2019s Squadron 42 development report. Enclosed you will find details on the latest progress made across the campaign, including StarScript, cinematics, and narrative content.\n\nThank you for your continued support of Squadron 42.\n\nSincerely,\n\nCIG COMMUNICATIONS\n\nAI (Features)\nLast month, AI Features supported AI Social in wrapping up their tasks for the usable system.\n\nThe \u2018usable system\u2019 describes how NPCs interact with machinery and other objects of the world. For example, an NPC running a janitor behavior will need to interact with several usables, such as a locker to equip a uniform, and cleaning equipment, like a mop and bucket. They will then need to move between spots and clean them, playing a mopping animation as they go. The usable system represents these different objects and has information about how NPCs use them, where they need to play animations to enter and exit the usable, and what custom logic to execute.\n\nThese systems often work with complex setups designed to implement complicated interactions for NPCs and, in some cases, the player too. Sometimes, a small change in one element of functionality can have a large knock-on effect on another use case. In addition, there are often specific situations that require specialized solutions. For example, usables often have complicated idle animations with specific pose requirements and should transition into an action or an exit animation at specific times.\n\nAI (Tech)\nJune saw AI Tech fix several bugs related to NPCs using elevators. They also improved the functionality for usables scooching between different zones, such as transitioning between outside and inside elevator panels.\n\nOn the ship AI side, improvements were added to point-defense cannons that allows them to track and shoot missiles. They also made updates to allow NPCs to follow leaders in formation by utilizing a PID controller for matching leader speed and adjusting roll based on the leader and NPC ship orientation.\n\nThe team also worked on destructible-cover functionality. For each location, they had to determine whether destructible entities were part of the cover surface and register their destructible events. Based on those events, they can then regenerate the cover surface or adjust the locations\u2019 height should it be required.\n\nBug fixing was also done for the AI and usable systems.\n\nAnimation\nThe Animation team continued to work on the look and feel of zero-g, including making it feel smoother and more exciting. They also worked on several player interaction animations, scenes for chapter one, and delivered final assets for the several chapters. Improvements were done on clothing usage for the player and NPCs too.\n\nThe team are currently progressing with cover-hit reactions, cover and stair usage, locomotion blending into useables, and more.\n\nRegarding motion capture, a number of pick-ups were captured to smooth out various scenes. They also captured a few actions needed for one of the main life areas and made improvements to combat reloads.\n\nFor facial animation, the team continued to burndown chapter work and polish the final facial animations for several levels.\n\nGameplay Story\nThe Gameplay Story team continued a high production rate throughout June, adding extra audio and facial data to complete the last scene in one of the chapters.\n\nThey progressed through feedback and polish tasks, which involved improving the head and look-at in five different scenes, updating two start idles, a lighting fix, and polishing character finger movements.\n\nThey also delivered four new scenes, beginning with two characters walking down a staircase, around a corner, and through a bulkhead door. The second features six characters moving from a hangar to a brig via a cargo elevator, while the third features two individuals asking the player for help. The final scene has two characters working together on a unique engineering project.\n\nChapter 12 also received substantial updates. This involved adding an idle between major parts of one scene, using new mo-cap to improve navigation across a damaged environment, and using new p-cap to overhaul the introduction of another section.\n\nGraphics & VFX Programming\nLast month, the stability, performance, and memory usage of Vulkan continued to improve and is now much closer to being the default choice for SQ42 and the PU. The team have also been in contact with AMD, Nvidia, and Intel to diagnose and fix various driver issues.\n\nThe Global Illumination team worked across a variety of areas. For example, they improved radiance cache resolution, made stability improvements, and optimized various areas with Fidelity FX. They also provided rough-specular support, improved motion-and-depth-complexity handling for the screen-space light cache, and updated the cascaded light grid to allow for a greater range of global illumination.\n\nGas-cloud color-processing volumes were added to allow the artists to vary the appearance of large gas clouds as players traverse them.\n\nSupport for fire hazards continued, which involved adding directionality to the generalized burn and dirt shader effect for entities. This allows localized burning, such as on one side of a door. Visual improvements were also added to creatures, such as the ability to spawn decals from GPU particles.\n\nNarrative\nThe Narrative team is nearly finished with the first pass of all the Galactapedia entries and have been taking a closer look at how the entries are triggered alongside the overall player experience. On the text front, the team swept through the various objectives across each level to make sure they provided succinct and clear guidance and accommodated any character limits.\n\nPlaythroughs with other teams continued as more of the content captured at the end of last year was implemented. As the levels solidify, slight adjustments are made, which sometimes require tweaks to the dialogue to accommodate, so scripts have been adjusted to reflect the updated flow.\n\nNarrative also worked alongside the Audio team to add more ally and enemy voicepacks. These are now going through testing and validation.\n\nTech Animation\nThe Technical Animation team continued to invest in a wide range of tasks, facilitating improvements across both projects.\n\nFor example, work progressed on the \u2018Put On, Take Off\u2019 initiative, which is close to completion. These animations will soon be integrated into the game and will significantly enhance the realism of character interactions and provide a more engaging player experience.\n\nEnhancements were also made to the Character Customizer, including the successful integration of new heads. This enhancement will offer players more variety and customization options, further enriching personalization.\n\n\u201cOur ongoing collaboration with the SST and Cinematics departments remains strong. The focus on ensuring the technical implementation of animations and scene content is of the highest quality is unwavering. This synergy is crucial in maintaining the seamless integration of animations and ensuring a top-tier visual experience for our audience. The achievements of the Technical Animation team this past month are a testament to their hard work and dedication. As we move forward, we are confident that we will continue to reach new heights and deliver exceptional content for our players.\u201d Tech Animation Team\n\nVFX\nThe VFX team supported Cinematics with major scenes across the campaign, finalizing particles, explosions, background weapon fire and timing, and destruction simulations. They\u2019re currently working closely with other teams on improving environments, weapons, and vehicles to support the narrative and gameplay.\n\nWE'LL SEE YOU NEXT MONTH...\n\/\/ END TRANSMISSION","de_DE":"Geschwader 42 Monatsbericht\nJuni 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 07:03:2024\n\nREF: CIG UK, CIG DE, CIG LA, CIG TX,\n\nFAO-Geschwader 42 Rekruten.\n\nWillkommen zum Entwicklungsbericht f\u00fcr Squadron 42 im Juni. Anbei findest du Details zu den neuesten Fortschritten in der Kampagne, einschlie\u00dflich StarScript, Cinematics und narrativen Inhalten.\n\nWir danken euch f\u00fcr eure anhaltende Unterst\u00fctzung von Squadron 42.\n\nMit freundlichen Gr\u00fc\u00dfen,\n\nCIG COMMUNICATIONS\n\nAI (Features)\nLetzten Monat hat AI Features AI Social dabei unterst\u00fctzt, seine Aufgaben f\u00fcr das brauchbare System abzuschlie\u00dfen.\n\nDas \"nutzbare System\" beschreibt, wie NSCs mit Maschinen und anderen Objekten in der Welt interagieren. Ein NSC, der sich als Hausmeister verh\u00e4lt, muss zum Beispiel mit mehreren nutzbaren Objekten interagieren, wie einem Spind, um eine Uniform anzulegen, und Reinigungsger\u00e4ten wie einem Mopp und einem Eimer. Er muss sich dann von einem Ort zum anderen bewegen und ihn reinigen, wobei er eine Wischanimation abspielt. Das Benutzersystem stellt diese verschiedenen Objekte dar und enth\u00e4lt Informationen dar\u00fcber, wie NSCs sie benutzen, wo sie Animationen abspielen m\u00fcssen, um das Benutzersystem zu betreten und zu verlassen, und welche benutzerdefinierte Logik sie ausf\u00fchren m\u00fcssen.\n\nDiese Systeme arbeiten oft mit komplexen Setups, um komplizierte Interaktionen f\u00fcr NSCs und in manchen F\u00e4llen auch f\u00fcr den Spieler zu erm\u00f6glichen. Manchmal kann eine kleine \u00c4nderung an einem Funktionselement eine gro\u00dfe Auswirkung auf einen anderen Anwendungsfall haben. Dar\u00fcber hinaus gibt es oft besondere Situationen, die spezielle L\u00f6sungen erfordern. Zum Beispiel haben Usables oft komplizierte Leerlaufanimationen mit bestimmten Anforderungen an die Pose und sollten zu bestimmten Zeiten in eine Aktion oder eine Ausgangsanimation \u00fcbergehen.\n\nKI (Tech)\nIm Juni hat die KI-Abteilung mehrere Bugs im Zusammenhang mit NSCs, die Aufz\u00fcge benutzen, behoben. Au\u00dferdem wurde die Funktionalit\u00e4t f\u00fcr Benutzer, die zwischen verschiedenen Zonen hin- und herfahren, verbessert, z. B. der Wechsel zwischen dem Au\u00dfen- und Innenbereich von Aufz\u00fcgen.\n\nAuf der Seite der SchiffskI wurden Verbesserungen an den Kanonen zur Punktverteidigung vorgenommen, die es ihnen erm\u00f6glichen, Raketen zu verfolgen und abzuschie\u00dfen. Au\u00dferdem wurde ein PID-Regler eingebaut, der die Geschwindigkeit des Anf\u00fchrers anpasst und die Drehung des Schiffes entsprechend der Ausrichtung des Anf\u00fchrers und des NSC-Schiffes regelt.\n\nDas Team arbeitete auch an der Funktionalit\u00e4t der zerst\u00f6rbaren Deckung. F\u00fcr jeden Ort mussten sie feststellen, ob zerst\u00f6rbare Objekte Teil der Deckungsfl\u00e4che waren und deren zerst\u00f6rbare Ereignisse registrieren. Basierend auf diesen Ereignissen k\u00f6nnen sie dann die Deckungsfl\u00e4che regenerieren oder die H\u00f6he der Orte anpassen, falls dies erforderlich ist.\n\nAu\u00dferdem wurden Fehler in der KI und den nutzbaren Systemen behoben.\n\nAnimation\nDas Animationsteam hat weiter am Look and Feel der Schwerelosigkeit gearbeitet, um sie fl\u00fcssiger und spannender zu machen. Au\u00dferdem arbeiteten sie an mehreren Spielerinteraktionsanimationen, Szenen f\u00fcr das erste Kapitel und lieferten die endg\u00fcltigen Assets f\u00fcr die verschiedenen Kapitel. Auch die Kleidung des Spielers und der NSCs wurde verbessert.\n\nDerzeit arbeitet das Team an den Reaktionen auf Deckungstreffer, der Nutzung von Deckung und Treppen, der \u00dcberblendung von Bewegungsabl\u00e4ufen in nutzbare Objekte und vielem mehr.\n\nIm Bereich Motion Capture wurden einige Aufnahmen gemacht, um verschiedene Szenen zu gl\u00e4tten. Au\u00dferdem wurden einige Aktionen f\u00fcr einen der Hauptlebensbereiche aufgenommen und Verbesserungen am Nachladen im Kampf vorgenommen.\n\nBei den Gesichtsanimationen setzte das Team die Arbeit an den Kapiteln fort und polierte die endg\u00fcltigen Gesichtsanimationen f\u00fcr mehrere Level.\n\nGameplay Story\nDas Gameplay-Story-Team setzte die hohe Produktionsrate im Juni fort und f\u00fcgte zus\u00e4tzliche Audio- und Gesichtsdaten hinzu, um die letzte Szene in einem der Kapitel zu vervollst\u00e4ndigen.\n\nSie arbeiteten an Feedback und Optimierungsaufgaben, wie der Verbesserung des Kopfes und des Blicks in f\u00fcnf verschiedenen Szenen, der Aktualisierung von zwei Start-Idle-Szenen, einer Beleuchtungsverbesserung und der Optimierung der Fingerbewegungen der Charaktere.\n\nAu\u00dferdem lieferten sie vier neue Szenen ab. In der ersten gehen zwei Charaktere eine Treppe hinunter, um eine Ecke und durch eine Schrankt\u00fcr. In der zweiten Szene bewegen sich sechs Personen mit einem Lastenaufzug von einem Hangar zu einer Brigg, w\u00e4hrend in der dritten Szene zwei Personen den Spieler um Hilfe bitten. Die letzte Szene zeigt zwei Personen, die gemeinsam an einem einzigartigen technischen Projekt arbeiten.\n\nKapitel 12 erhielt ebenfalls umfangreiche Aktualisierungen. So wurde ein Leerlauf zwischen wichtigen Teilen einer Szene eingef\u00fcgt, die Navigation in einer besch\u00e4digten Umgebung mit neuem Mo-Cap verbessert und die Einleitung eines anderen Abschnitts mit neuem P-Cap \u00fcberarbeitet.\n\nGrafik & VFX-Programmierung\nIm letzten Monat haben sich die Stabilit\u00e4t, die Leistung und die Speichernutzung von Vulkan weiter verbessert und sind nun viel n\u00e4her daran, die Standardwahl f\u00fcr SQ42 und die PU zu sein. Das Team stand au\u00dferdem in Kontakt mit AMD, Nvidia und Intel, um verschiedene Treiberprobleme zu diagnostizieren und zu beheben.\n\nDas Team von Global Illumination hat in verschiedenen Bereichen gearbeitet. Sie haben zum Beispiel die Aufl\u00f6sung des Strahlungs-Caches verbessert, die Stabilit\u00e4t erh\u00f6ht und verschiedene Bereiche mit Fidelity FX optimiert. Au\u00dferdem wurde die Unterst\u00fctzung f\u00fcr grobe Spekulationen bereitgestellt, die Handhabung von Bewegung und Tiefenkomplexit\u00e4t f\u00fcr den Lichtcache im Bildschirmraum verbessert und das kaskadierte Lichtgitter aktualisiert, um eine gr\u00f6\u00dfere Bandbreite an globaler Beleuchtung zu erm\u00f6glichen.\n\nEs wurden Gaswolken-Farbverarbeitungsvolumina hinzugef\u00fcgt, die es den K\u00fcnstlern erm\u00f6glichen, das Aussehen gro\u00dfer Gaswolken zu ver\u00e4ndern, w\u00e4hrend die Spieler sie durchqueren.\n\nDie Unterst\u00fctzung f\u00fcr Feuergefahren wurde fortgesetzt, indem der allgemeine Brand- und Schmutz-Shader-Effekt f\u00fcr Entit\u00e4ten um Richtungsabh\u00e4ngigkeit erweitert wurde. Dadurch kann das Feuer lokalisiert werden, z. B. auf einer Seite einer T\u00fcr. Auch bei den Kreaturen wurden visuelle Verbesserungen vorgenommen, z. B. die M\u00f6glichkeit, Abziehbilder aus GPU-Partikeln zu spawnen.\n\nNarrative\nDas Narrative-Team hat den ersten Durchlauf aller Galactapedia-Eintr\u00e4ge fast abgeschlossen und hat sich genauer angesehen, wie die Eintr\u00e4ge zusammen mit dem Gesamterlebnis des Spielers ausgel\u00f6st werden. An der Textfront hat das Team die verschiedenen Ziele in jedem Level durchgesehen, um sicherzustellen, dass sie kurze und klare Anleitungen enthalten und alle Zeichenbeschr\u00e4nkungen ber\u00fccksichtigt werden.\n\nDie Playthroughs mit anderen Teams wurden fortgesetzt, w\u00e4hrend weitere Inhalte, die Ende des letzten Jahres aufgenommen wurden, implementiert wurden. W\u00e4hrend sich die Levels verfestigen, werden leichte Anpassungen vorgenommen, die manchmal eine Anpassung der Dialoge erforderlich machen, so dass die Skripte an den neuen Ablauf angepasst wurden.\n\nNarrative hat auch mit dem Audio-Team zusammengearbeitet, um weitere Sprachpakete f\u00fcr Verb\u00fcndete und Gegner hinzuzuf\u00fcgen. Diese werden jetzt getestet und validiert.\n\nTechnische Animation\nDas Team der Technischen Animation investierte weiterhin in eine Vielzahl von Aufgaben, um Verbesserungen in beiden Projekten zu erm\u00f6glichen.\n\nSo wurde zum Beispiel die Arbeit an der Initiative \"Put On, Take Off\" fortgesetzt, die kurz vor dem Abschluss steht. Diese Animationen werden bald in das Spiel integriert und werden den Realismus der Interaktionen zwischen den Charakteren deutlich verbessern und f\u00fcr ein fesselndes Spielerlebnis sorgen.\n\nAuch der Character Customizer wurde verbessert, unter anderem durch die erfolgreiche Integration neuer K\u00f6pfe. Diese Verbesserung bietet den Spielern mehr Vielfalt und Anpassungsm\u00f6glichkeiten und bereichert die Personalisierung weiter.\n\n\"Unsere Zusammenarbeit mit den Abteilungen SST und Cinematics ist nach wie vor sehr gut. Wir legen gro\u00dfen Wert darauf, dass die technische Umsetzung der Animationen und Szeneninhalte von h\u00f6chster Qualit\u00e4t ist. Diese Synergie ist entscheidend f\u00fcr die nahtlose Integration der Animationen und die Gew\u00e4hrleistung eines erstklassigen visuellen Erlebnisses f\u00fcr unser Publikum. Die Leistungen des Technical Animation Teams im vergangenen Monat sind ein Beweis f\u00fcr ihre harte Arbeit und ihr Engagement. Wir sind zuversichtlich, dass wir auch in Zukunft neue H\u00f6hen erreichen und unseren Spielern au\u00dfergew\u00f6hnliche Inhalte liefern werden. Tech Animation Team\n\nVFX\nDas VFX-Team hat die Cinematics bei wichtigen Szenen der Kampagne unterst\u00fctzt und Partikel, Explosionen, Waffenfeuer im Hintergrund, Timing und Zerst\u00f6rungssimulationen fertiggestellt. Derzeit arbeitet das Team eng mit anderen Teams zusammen, um Umgebungen, Waffen und Fahrzeuge zu verbessern und so die Geschichte und das Gameplay zu unterst\u00fctzen.\n\nWIR SEHEN UNS N\u00c4CHSTEN MONAT WIEDER...\n\/\/ ENDE DER \u00dcBERTRAGUNG","zh_CN":"Squadron 42 Monthly Report\nJune 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 07:03:2024\n\nREF: CIG UK, CIG DE, CIG LA, CIG TX,\n\nFAO Squadron 42 Recruits.\n\nWelcome to June\u2019s Squadron 42 development report. Enclosed you will find details on the latest progress made across the campaign, including StarScript, cinematics, and narrative content.\n\nThank you for your continued support of Squadron 42.\n\nSincerely,\n\nCIG COMMUNICATIONS\n\nAI (Features)\nLast month, AI Features supported AI Social in wrapping up their tasks for the usable system.\n\nThe \u2018usable system\u2019 describes how NPCs interact with machinery and other objects of the world. For example, an NPC running a janitor behavior will need to interact with several usables, such as a locker to equip a uniform, and cleaning equipment, like a mop and bucket. They will then need to move between spots and clean them, playing a mopping animation as they go. The usable system represents these different objects and has information about how NPCs use them, where they need to play animations to enter and exit the usable, and what custom logic to execute.\n\nThese systems often work with complex setups designed to implement complicated interactions for NPCs and, in some cases, the player too. Sometimes, a small change in one element of functionality can have a large knock-on effect on another use case. In addition, there are often specific situations that require specialized solutions. For example, usables often have complicated idle animations with specific pose requirements and should transition into an action or an exit animation at specific times.\n\nAI (Tech)\nJune saw AI Tech fix several bugs related to NPCs using elevators. They also improved the functionality for usables scooching between different zones, such as transitioning between outside and inside elevator panels.\n\nOn the ship AI side, improvements were added to point-defense cannons that allows them to track and shoot missiles. They also made updates to allow NPCs to follow leaders in formation by utilizing a PID controller for matching leader speed and adjusting roll based on the leader and NPC ship orientation.\n\nThe team also worked on destructible-cover functionality. For each location, they had to determine whether destructible entities were part of the cover surface and register their destructible events. Based on those events, they can then regenerate the cover surface or adjust the locations\u2019 height should it be required.\n\nBug fixing was also done for the AI and usable systems.\n\nAnimation\nThe Animation team continued to work on the look and feel of zero-g, including making it feel smoother and more exciting. They also worked on several player interaction animations, scenes for chapter one, and delivered final assets for the several chapters. Improvements were done on clothing usage for the player and NPCs too.\n\nThe team are currently progressing with cover-hit reactions, cover and stair usage, locomotion blending into useables, and more.\n\nRegarding motion capture, a number of pick-ups were captured to smooth out various scenes. They also captured a few actions needed for one of the main life areas and made improvements to combat reloads.\n\nFor facial animation, the team continued to burndown chapter work and polish the final facial animations for several levels.\n\nGameplay Story\nThe Gameplay Story team continued a high production rate throughout June, adding extra audio and facial data to complete the last scene in one of the chapters.\n\nThey progressed through feedback and polish tasks, which involved improving the head and look-at in five different scenes, updating two start idles, a lighting fix, and polishing character finger movements.\n\nThey also delivered four new scenes, beginning with two characters walking down a staircase, around a corner, and through a bulkhead door. The second features six characters moving from a hangar to a brig via a cargo elevator, while the third features two individuals asking the player for help. The final scene has two characters working together on a unique engineering project.\n\nChapter 12 also received substantial updates. This involved adding an idle between major parts of one scene, using new mo-cap to improve navigation across a damaged environment, and using new p-cap to overhaul the introduction of another section.\n\nGraphics & VFX Programming\nLast month, the stability, performance, and memory usage of Vulkan continued to improve and is now much closer to being the default choice for SQ42 and the PU. The team have also been in contact with AMD, Nvidia, and Intel to diagnose and fix various driver issues.\n\nThe Global Illumination team worked across a variety of areas. For example, they improved radiance cache resolution, made stability improvements, and optimized various areas with Fidelity FX. They also provided rough-specular support, improved motion-and-depth-complexity handling for the screen-space light cache, and updated the cascaded light grid to allow for a greater range of global illumination.\n\nGas-cloud color-processing volumes were added to allow the artists to vary the appearance of large gas clouds as players traverse them.\n\nSupport for fire hazards continued, which involved adding directionality to the generalized burn and dirt shader effect for entities. This allows localized burning, such as on one side of a door. Visual improvements were also added to creatures, such as the ability to spawn decals from GPU particles.\n\nNarrative\nThe Narrative team is nearly finished with the first pass of all the Galactapedia entries and have been taking a closer look at how the entries are triggered alongside the overall player experience. On the text front, the team swept through the various objectives across each level to make sure they provided succinct and clear guidance and accommodated any character limits.\n\nPlaythroughs with other teams continued as more of the content captured at the end of last year was implemented. As the levels solidify, slight adjustments are made, which sometimes require tweaks to the dialogue to accommodate, so scripts have been adjusted to reflect the updated flow.\n\nNarrative also worked alongside the Audio team to add more ally and enemy voicepacks. These are now going through testing and validation.\n\nTech Animation\nThe Technical Animation team continued to invest in a wide range of tasks, facilitating improvements across both projects.\n\nFor example, work progressed on the \u2018Put On, Take Off\u2019 initiative, which is close to completion. These animations will soon be integrated into the game and will significantly enhance the realism of character interactions and provide a more engaging player experience.\n\nEnhancements were also made to the Character Customizer, including the successful integration of new heads. This enhancement will offer players more variety and customization options, further enriching personalization.\n\n\u201cOur ongoing collaboration with the SST and Cinematics departments remains strong. The focus on ensuring the technical implementation of animations and scene content is of the highest quality is unwavering. This synergy is crucial in maintaining the seamless integration of animations and ensuring a top-tier visual experience for our audience. The achievements of the Technical Animation team this past month are a testament to their hard work and dedication. As we move forward, we are confident that we will continue to reach new heights and deliver exceptional content for our players.\u201d Tech Animation Team\n\nVFX\nThe VFX team supported Cinematics with major scenes across the campaign, finalizing particles, explosions, background weapon fire and timing, and destruction simulations. They\u2019re currently working closely with other teams on improving environments, weapons, and vehicles to support the narrative and gameplay.\n\nWE'LL SEE YOU NEXT MONTH...\n\/\/ END TRANSMISSION"},"links_count":0,"comment_count":0,"created_at":"2024-07-10T18:00:00+00:00","created_at_human":"1 year ago"},"meta":{"processed_at":"2026-05-07 20:37:12","valid_relations":["images","links"],"prev_id":20050,"next_id":20052}}