Engineering: Designing the UEE Logos
Undefined Undefined NoneContent
Yesterday, we showed the first of five UEE ‘faction’ logos. The plan was to show one new logo each day, revealing information about the individual faction along with it. From your response, however, there was some confusion about just what you were seeing. As a result, we’ve decided to show all five logos at once… and in the process clarify what these images are and how they came to be.
Clint Schultz, interviewed below, is a world class graphic designer who has worked on over two-dozen Hollywood productions including the Star Trek reboot, Mission Impossible 3, Indiana Jones and the Crystal Skull, Cowboys & Aliens, The Curious Case of Benjamin Button and Zodiac. Clint has designed all of our logos to date: Roberts Space Industries, Star Citizen, Squadron 42, Anvil Aerospace, Joker Engineering and others.
All of these logos began as simple vector graphic images like the one you saw yesterday. This is necessary because they will be adapted for many uses, from in-game appearances to official stamps, decals and signs. In this instance, the faction logos needed to be especially simple: they’ll appear as shoulder patches on characters’ uniforms and need to be clear, readable and graphic despite being very small on-screen. Once the base vector-graphic logo is approved, it will be textured and otherwise weathered as needed.
The new UEE logos you’ve seen are the initial flat vector graphics… but in the coming months you’ll see them textured for use on uniforms and weathered to appear on starship hulls! We think that together they make for an ongoing and iconic style for the UEE’s military that can be carried throughout different graphic aspects of the game that have yet to be designed!
Meet Clint Schultz
How did you become involved with Star Citizen?
I met Ryan Church on JJ Abrams 2009 version of Star Trek. As you all know, Ryan is one of the most talented illustrators in the film business (and beyond). Ryan and I have continued to cross paths on more recent JJ films like Super 8 & Into Darkness. Most recently we were working on Brad Bird’s next feature Tomorrowland together. It was during the pitch work for Tomorrowland that I got a call from Chris Roberts based on Ryan’s gracious recommendation. Chris and I met for coffee, and I was impressed with his vision. At this point in my career, it’s important to work with people I can help share a vision with. What started out as some part time logo work of the game has turned into a full time position. What have you been working on for the game?
I don’t know where to start? The first logo we did was for RSI, which really set the tone. From there we tackled the Star Citizen & Squadron 42 logo, which I’m very happy with. Those two logos were the base for many of the marketing items we developed for the Kickstarter campaign (ID cards, campaign posters, collectors editions, t-shirts, etc). Since I’ve started full time, we developed a very cool Cloud Imperium logo for the company. We’ve also developed a number of logos that will appear in the game (Drake, Joker, Anvil, etc.) I’ve also spent some time working on new ship blueprints, Jump Point compositions, and additional technical material. The most recent set of logo’s detail the various branches of the UEE (5 total). I really love the way the final 5 work both independently and as a group.
Can you tell us about the process of designing a logo?
I’ll preface this by saying each logo is different, and each design experience is different. Working with Ron Howard is very different than working with Michael Mann, and so are the individual logos and applications. Both are great directors with different processes. In the end, it’s all about the final results, no matter how you get there. I’m a huge believer in research first. I need to see what has been done before, and then look a different direction. I start all my logo’s as black & white, and depending on what a person / designer / director responds to, I take it to a certain point before getting feedback. I’m a big believer that if you can make a logo “sing” in B&W, you are more than half way there. Adding color and effects is just going to make a good logo that much stronger. I try not to overwhelm anyone with too many choices, otherwise you always wind up in a frankenstein type surgery of logos. Once feedback begins, things can go a lot of different ways. People have different ideas and graphic tastes depending on the application. In then end it’s all somewhat subjective, but as long as Chris and I are in agreement, that what matters to me most. The most successful design relationships are usually the most direct, and I enjoy working with Chris in that regard.
What are you most excited about seeing in the finished game?
This is my first experience with a game of any kind, so I can’t wait to see how it comes together. When I was hired to do Star Trek 2009, I was completely freaked out. I was not a Trekie, and only had a vague pop culture idea of that futuristic world. In the end, that totally worked in my favor to bring a fresh graphic look to an old classic. It was one of the most satisfying films I’ve ever worked on once I saw the finished product. I just kept telling myself throughout the film process that it didn’t matter if I didn’t “get” it. I know it sounds simple, but my rule was to make it look cool. If I made it look cool, I knew it would tie into the new environment. Having said that, I’m not a big gamer so it can be intimidating. It’s my honor to add a layer of graphics to the final product that I hope will enrich the exciting environment Chris has envisioned. I hope to make it look cool for the creators and the players, and I can’t wait to experience all aspects of the game first hand.
What other projects have you worked on?
Mostly films. My credits are listed here: www.clintschultz.com
Tell us what it is like to work on films.
When I tell people that I’m a graphic designer for film, they immediately think I work in post production / visual effects. I then tell them that I do everything that is printed and physically shot on film (props graphics, logos, vehicle skins, signs, wallpaper, etc..). The pace of production is so fast that it can get overwhelming despite the fact that graphics are my singular focus. I often joke that big corporations take months & years to design corporate identity, while I’m lucky to get a day or a week in most instances. Sometimes graphics goes beyond just logos, signs or skins as in Angels & Demons. Due to a strained relationship between writer Dan Brown and the Vatican, we obviously weren’t going to be allowed to film in Vatican City. Therefore, we had to re-create the Interior Pantheon, St. Peter’s Basilica, Sistine Chapel, Sala Regia, Chigi Chapel & Vatican Grottoes on sound stages at Sony Studios. In addition, we also built exterior locations for St. Peter’s Square and Piazza Navona on the parking lot of the Hollywood Park race track and casino. What we did end up shooting in Rome was a very small amount of Int’s & Ext’s. Building a faux Rome in Los Angles required miles of custom wallpaper. I would build the grout lines in Adobe Illustrator prior to incorporating the custom marble photos in Adobe Photoshop. From there, I would digitally age the images prior custom printing either on wallpaper or directly to a sub straight at Astek Wallcovering in Los Angeles. Our amazing paint crew had the final task of installing and adding and additional hand painted effects. The results were beyond my expectations, and I continue to use many of the effects I perfected on Angels & Demons to this day. A few years ago I had an interview with a production designer who looked at my portfolio of finished images from Angels & Demons. He says to me, “I don’t get it, what part of this is graphics?” To which I replied, “everything except the wood & studs.” He closed my portfolio immediately, and offered me the job, I was blown away. Whether you love the film or not, everyone seems to be surprised that 90% of the film was shot in Hollywood.
UEE Army
If the Navy are the guardian angels and the Marines are the swords of righteousness, the UEE Army is the mortar that holds the civilization together. An ultra-mechanized ground force, the Army is responsible for land-based military operations and keeps a watchful eye over primitive species on developing worlds. While it doesn’t have the numbers of the Navy, the UEE Army is the oldest established branch of the military, founded in 2380 as part of the creation of the United Nations of Earth.
The primary mission of the army is “to fight and win our Empire’s wars by providing prompt, sustained land dominance across the full range of military operations and spectrum of conflict in support of combatant commanders.”
While the public has been enamored by mighty carriers and hotshot pilots of the Navy for the past few centuries, the UEE Army managed to briefly seize the public consciousness during the first Tevarin War where just as many battles took place across shattered landscapes than did in space. Specifically, the Battle of Idris IV which became the largest turning point in the War both strategically and to the public, thanks to the brilliant tactics of a young officer named Ivar Messer.
UEE Marines
First responders. The Shock Troops. The howl of their drop-pods (nicknamed: Nails) screaming through atmo is a singularly unique and terrifying noise. There isn’t a combat zone hot enough to scare off a battle-hardened marine.
The Marines were initially kept under the umbrella of the Army’s command structure, they weren’t officially separated and formed as their own division until the end of the First Tevarin War. The UPE felt that they needed a consolidated special operations force that commanded the best of both the Army and the Navy. Their focus and primary application became planetary invasion. Marine units are specialized to be weapons of warfare, nothing more. They don’t handle diplomatic escorts or pull guard duty, they dust things. When the Imperator doesn’t need them, the Marines sequester themselves to their planet-bases on Corin (Kilian System) and train for the next conflict that will require their services.
Marine-Candidates are selected from the general pool of Army and Navy recruits. The criterion for selection is unknown and inconsistent at best. Some speculate that it is intentional to cement the fact that you don’t apply to be a Marine.
UEE Navy
The largest branch and public face of the UEE military. The Navy is responsible for transportation of military resources, maintaining the borders and waging military strikes throughout the UEE. Service members of the Navy are deployed in nearly every system of the empire. In the early days of humanity’s expansion into space, the unified Navy primarily served as a police force, patrolling the systems for damaged or broken down ships. Upon the discovery of the Banu, the government realized that the Navy needed to be re-purposed as a military presence. The Navy’s fleet began to swell as it was the most obvious visual representation of humanity’s military strength.
Fueled by the never-ending stream of stories and Vids of daring pilots, recruits flocked to the Navy’s stations to sign up. Even before the Draft of the First Tevarin War, the Navy’s enlistment numbers had barely dipped. During the Messer Era, the Navy, along with the rest of the UEE military, grew at an exponential rate. Helping in the Imperator’s mad dash for planets and systems.
Structurally, the UEE Navy is formed around Squadrons which are assigned a carrier and a fluctuating number of support ships. An Admiral is in charge of the carrier and squadron with Wing Commanders running the multiple Wings that operate at any given time.
Recruits train in the shadows of the massive shipyards at the academies and boot camps on MacArthur in the Kilian Systems.
UEE Advocacy
Formed in 2523 when the United Nations of Earth transformed into the United Planets of Earth (UPE). The Advocacy was designed to be an inter-system police force under the High Advocate. During the fascist Messer Era, the Advocacy took on a darker role as the Imperator’s Secret Police, Intelligence, and Espionage agency. The extent of their actions are still unknown but Advocacy officials at the time were implicated in high-profile assassinations, the apprehension and torture of non-compliant elements in the populace, and propaganda mongers.
When the Imperator fell, they were reconstituted to their original purpose. While most planets were expected to police themselves, the Advocacy handled crimes that crossed planets and systems, fugitives and even extra-jurisdictional extractions (pursuit into Banu or Xi’An territory). Advocacy Agents are generally feared among the criminal community. They are well-trained in pursuit and apprehension techniques, equal parts hotshot pilot and thorough investigator. Most Advocacy Agents operate alone but teams of them can be dispatched for high-profile targets or situations of implied violence. The real danger of the Advocacy Agent is what they represent. A criminal could kill a cop and could probably kill an Agent under good circumstances… but they will just send another and another until they ghost him.
While the Advocacy does handle fugitives, they have been known to outsource to the Bounty Hunter Guild.
UEE Seal
Once humanity began to expand into the stars, the governments of Earth slowly began to realize that, politically, the individual governments of the various countries wouldn’t be able to maintain themselves in the bright future ahead. It wasn’t until the year 2380 that they governments of Earth decided to put aside their social and political differences and unify as a single governing entity named the United Nations of Earth (UNE).
Over the next century, more and more people began to move off-world and start over in freshly terraformed worlds. By the 26th century, almost 70% of the human population lived on other planets in other systems. Those living off-world felt like they were being equally represented in the government and began to petition the UNE for reform. Finally, in 2523, the UNE responded by transforming itself into the United Planets of Earth. This new political structure introduced the Tribunal of the High-Secretary (responsible for maintaining the infrastructure), High-General (responsible for expansion and protection), and High-Advocate (responsible for law enforcement) at the top of the pyramid and a Senate composed of Delegates representing all of the human planets around the galaxy.
2541: The UPE got its first real challenge when prospectors discovered the Tevarin, a warrior-race who ultimately sparked the first of two wars with the humans. During that time though, the War elevated the courageous actions of a ambitious young officer named Ivar Messer. Used as a poster-child for recruitment, Messer parlayed his newfound fame into a political career. His passion and ruthlessness quickly paved the way to the High-General position. During his time in office, Messer was critical of the Tribunal system, citing that the system was mired in endless debate when sometimes a direct course of action was preferable. He began to lobby for the creation of a First Citizen position, a single voice to hear the arguments but ultimately make the call. Of course, he was shocked and honored to be asked to ascend to the rank himself.
At the dawn of the 27th century, the remaining Tevarin, driven to the outskirts of the galaxy, were organized under a new Tevarin Warlord named Corth’Thal who launched an attack against their old enemies. The Second Tevarin War cemented Messer’s power. He stripped the High-Secretary and High-Advocate of their powers and declared himself Imperator of the new United Empire of Earth.
For nearly two centuries, the UEE expanded into the universe, snatching up worlds and terraforming them and an unsettling rate. All the while, Messer’s power and title transferred down through his children, each seemingly more cruel and greedy than the last. It was a time of military oppression and fascism. The Imperator even used the threat of war with the Xi’An and Vanduul to subjugate the populace. Resistance was growing however. Representatives from Terra repeatedly tried to speak out against the Imperator and lobbied to secede, most disappeared shortly after.
It wasn’t until the infamous Massacre of Garron II that the resistance really sparked a public outcry. A small planet brimming with life, Garron II was sold to a terraforming outfit by Imperator Messer XI. The atmospheric processing wiped out every living thing on the planet. When vid-footage of the atrocity hit the Spectrum, the public had finally had enough. Riots broke out. Underground Resistance movements attempted to fan the flames of revolution, finding unlikely allies in the Xi’An Empire who helped smuggle insurrectionists around UEE space. On May 3, 2792, the Imperator was overthrown. Erin Toi claimed the rank and restored the Tribunal system. The Imperator was no longer a hereditary autocrat but an elected position with a ten year term limit.
The new UEE tried desperately to amend for centuries of abuse. The Fair Chance Act, which prohibited terraforming on planets with an established chain of life, was quickly enacted to prevent events like Garron II from happening again. The UEE built the Ark as a repository (and attempt at reparations with the various alien civilizations we had antagonized) for galactic knowledge. And finally began construction on the Synthworld (Project Archangel) as a final alternative to having to terraform ever again.
To the present, the government has been maintaining these same policies. The Synthworld has largely been an unstable failure despite repeated efforts to get the project back on track. The money has started to dry up, the military is spread too thin.
The cracks are starting to show.
Clint Schultz, interviewed below, is a world class graphic designer who has worked on over two-dozen Hollywood productions including the Star Trek reboot, Mission Impossible 3, Indiana Jones and the Crystal Skull, Cowboys & Aliens, The Curious Case of Benjamin Button and Zodiac. Clint has designed all of our logos to date: Roberts Space Industries, Star Citizen, Squadron 42, Anvil Aerospace, Joker Engineering and others.
All of these logos began as simple vector graphic images like the one you saw yesterday. This is necessary because they will be adapted for many uses, from in-game appearances to official stamps, decals and signs. In this instance, the faction logos needed to be especially simple: they’ll appear as shoulder patches on characters’ uniforms and need to be clear, readable and graphic despite being very small on-screen. Once the base vector-graphic logo is approved, it will be textured and otherwise weathered as needed.
The new UEE logos you’ve seen are the initial flat vector graphics… but in the coming months you’ll see them textured for use on uniforms and weathered to appear on starship hulls! We think that together they make for an ongoing and iconic style for the UEE’s military that can be carried throughout different graphic aspects of the game that have yet to be designed!
Meet Clint Schultz
How did you become involved with Star Citizen?
I met Ryan Church on JJ Abrams 2009 version of Star Trek. As you all know, Ryan is one of the most talented illustrators in the film business (and beyond). Ryan and I have continued to cross paths on more recent JJ films like Super 8 & Into Darkness. Most recently we were working on Brad Bird’s next feature Tomorrowland together. It was during the pitch work for Tomorrowland that I got a call from Chris Roberts based on Ryan’s gracious recommendation. Chris and I met for coffee, and I was impressed with his vision. At this point in my career, it’s important to work with people I can help share a vision with. What started out as some part time logo work of the game has turned into a full time position. What have you been working on for the game?
I don’t know where to start? The first logo we did was for RSI, which really set the tone. From there we tackled the Star Citizen & Squadron 42 logo, which I’m very happy with. Those two logos were the base for many of the marketing items we developed for the Kickstarter campaign (ID cards, campaign posters, collectors editions, t-shirts, etc). Since I’ve started full time, we developed a very cool Cloud Imperium logo for the company. We’ve also developed a number of logos that will appear in the game (Drake, Joker, Anvil, etc.) I’ve also spent some time working on new ship blueprints, Jump Point compositions, and additional technical material. The most recent set of logo’s detail the various branches of the UEE (5 total). I really love the way the final 5 work both independently and as a group.
Can you tell us about the process of designing a logo?
I’ll preface this by saying each logo is different, and each design experience is different. Working with Ron Howard is very different than working with Michael Mann, and so are the individual logos and applications. Both are great directors with different processes. In the end, it’s all about the final results, no matter how you get there. I’m a huge believer in research first. I need to see what has been done before, and then look a different direction. I start all my logo’s as black & white, and depending on what a person / designer / director responds to, I take it to a certain point before getting feedback. I’m a big believer that if you can make a logo “sing” in B&W, you are more than half way there. Adding color and effects is just going to make a good logo that much stronger. I try not to overwhelm anyone with too many choices, otherwise you always wind up in a frankenstein type surgery of logos. Once feedback begins, things can go a lot of different ways. People have different ideas and graphic tastes depending on the application. In then end it’s all somewhat subjective, but as long as Chris and I are in agreement, that what matters to me most. The most successful design relationships are usually the most direct, and I enjoy working with Chris in that regard.
What are you most excited about seeing in the finished game?
This is my first experience with a game of any kind, so I can’t wait to see how it comes together. When I was hired to do Star Trek 2009, I was completely freaked out. I was not a Trekie, and only had a vague pop culture idea of that futuristic world. In the end, that totally worked in my favor to bring a fresh graphic look to an old classic. It was one of the most satisfying films I’ve ever worked on once I saw the finished product. I just kept telling myself throughout the film process that it didn’t matter if I didn’t “get” it. I know it sounds simple, but my rule was to make it look cool. If I made it look cool, I knew it would tie into the new environment. Having said that, I’m not a big gamer so it can be intimidating. It’s my honor to add a layer of graphics to the final product that I hope will enrich the exciting environment Chris has envisioned. I hope to make it look cool for the creators and the players, and I can’t wait to experience all aspects of the game first hand.
What other projects have you worked on?
Mostly films. My credits are listed here: www.clintschultz.com
Tell us what it is like to work on films.
When I tell people that I’m a graphic designer for film, they immediately think I work in post production / visual effects. I then tell them that I do everything that is printed and physically shot on film (props graphics, logos, vehicle skins, signs, wallpaper, etc..). The pace of production is so fast that it can get overwhelming despite the fact that graphics are my singular focus. I often joke that big corporations take months & years to design corporate identity, while I’m lucky to get a day or a week in most instances. Sometimes graphics goes beyond just logos, signs or skins as in Angels & Demons. Due to a strained relationship between writer Dan Brown and the Vatican, we obviously weren’t going to be allowed to film in Vatican City. Therefore, we had to re-create the Interior Pantheon, St. Peter’s Basilica, Sistine Chapel, Sala Regia, Chigi Chapel & Vatican Grottoes on sound stages at Sony Studios. In addition, we also built exterior locations for St. Peter’s Square and Piazza Navona on the parking lot of the Hollywood Park race track and casino. What we did end up shooting in Rome was a very small amount of Int’s & Ext’s. Building a faux Rome in Los Angles required miles of custom wallpaper. I would build the grout lines in Adobe Illustrator prior to incorporating the custom marble photos in Adobe Photoshop. From there, I would digitally age the images prior custom printing either on wallpaper or directly to a sub straight at Astek Wallcovering in Los Angeles. Our amazing paint crew had the final task of installing and adding and additional hand painted effects. The results were beyond my expectations, and I continue to use many of the effects I perfected on Angels & Demons to this day. A few years ago I had an interview with a production designer who looked at my portfolio of finished images from Angels & Demons. He says to me, “I don’t get it, what part of this is graphics?” To which I replied, “everything except the wood & studs.” He closed my portfolio immediately, and offered me the job, I was blown away. Whether you love the film or not, everyone seems to be surprised that 90% of the film was shot in Hollywood.
UEE Army
If the Navy are the guardian angels and the Marines are the swords of righteousness, the UEE Army is the mortar that holds the civilization together. An ultra-mechanized ground force, the Army is responsible for land-based military operations and keeps a watchful eye over primitive species on developing worlds. While it doesn’t have the numbers of the Navy, the UEE Army is the oldest established branch of the military, founded in 2380 as part of the creation of the United Nations of Earth.
The primary mission of the army is “to fight and win our Empire’s wars by providing prompt, sustained land dominance across the full range of military operations and spectrum of conflict in support of combatant commanders.”
While the public has been enamored by mighty carriers and hotshot pilots of the Navy for the past few centuries, the UEE Army managed to briefly seize the public consciousness during the first Tevarin War where just as many battles took place across shattered landscapes than did in space. Specifically, the Battle of Idris IV which became the largest turning point in the War both strategically and to the public, thanks to the brilliant tactics of a young officer named Ivar Messer.
UEE Marines
First responders. The Shock Troops. The howl of their drop-pods (nicknamed: Nails) screaming through atmo is a singularly unique and terrifying noise. There isn’t a combat zone hot enough to scare off a battle-hardened marine.
The Marines were initially kept under the umbrella of the Army’s command structure, they weren’t officially separated and formed as their own division until the end of the First Tevarin War. The UPE felt that they needed a consolidated special operations force that commanded the best of both the Army and the Navy. Their focus and primary application became planetary invasion. Marine units are specialized to be weapons of warfare, nothing more. They don’t handle diplomatic escorts or pull guard duty, they dust things. When the Imperator doesn’t need them, the Marines sequester themselves to their planet-bases on Corin (Kilian System) and train for the next conflict that will require their services.
Marine-Candidates are selected from the general pool of Army and Navy recruits. The criterion for selection is unknown and inconsistent at best. Some speculate that it is intentional to cement the fact that you don’t apply to be a Marine.
UEE Navy
The largest branch and public face of the UEE military. The Navy is responsible for transportation of military resources, maintaining the borders and waging military strikes throughout the UEE. Service members of the Navy are deployed in nearly every system of the empire. In the early days of humanity’s expansion into space, the unified Navy primarily served as a police force, patrolling the systems for damaged or broken down ships. Upon the discovery of the Banu, the government realized that the Navy needed to be re-purposed as a military presence. The Navy’s fleet began to swell as it was the most obvious visual representation of humanity’s military strength.
Fueled by the never-ending stream of stories and Vids of daring pilots, recruits flocked to the Navy’s stations to sign up. Even before the Draft of the First Tevarin War, the Navy’s enlistment numbers had barely dipped. During the Messer Era, the Navy, along with the rest of the UEE military, grew at an exponential rate. Helping in the Imperator’s mad dash for planets and systems.
Structurally, the UEE Navy is formed around Squadrons which are assigned a carrier and a fluctuating number of support ships. An Admiral is in charge of the carrier and squadron with Wing Commanders running the multiple Wings that operate at any given time.
Recruits train in the shadows of the massive shipyards at the academies and boot camps on MacArthur in the Kilian Systems.
UEE Advocacy
Formed in 2523 when the United Nations of Earth transformed into the United Planets of Earth (UPE). The Advocacy was designed to be an inter-system police force under the High Advocate. During the fascist Messer Era, the Advocacy took on a darker role as the Imperator’s Secret Police, Intelligence, and Espionage agency. The extent of their actions are still unknown but Advocacy officials at the time were implicated in high-profile assassinations, the apprehension and torture of non-compliant elements in the populace, and propaganda mongers.
When the Imperator fell, they were reconstituted to their original purpose. While most planets were expected to police themselves, the Advocacy handled crimes that crossed planets and systems, fugitives and even extra-jurisdictional extractions (pursuit into Banu or Xi’An territory). Advocacy Agents are generally feared among the criminal community. They are well-trained in pursuit and apprehension techniques, equal parts hotshot pilot and thorough investigator. Most Advocacy Agents operate alone but teams of them can be dispatched for high-profile targets or situations of implied violence. The real danger of the Advocacy Agent is what they represent. A criminal could kill a cop and could probably kill an Agent under good circumstances… but they will just send another and another until they ghost him.
While the Advocacy does handle fugitives, they have been known to outsource to the Bounty Hunter Guild.
UEE Seal
Once humanity began to expand into the stars, the governments of Earth slowly began to realize that, politically, the individual governments of the various countries wouldn’t be able to maintain themselves in the bright future ahead. It wasn’t until the year 2380 that they governments of Earth decided to put aside their social and political differences and unify as a single governing entity named the United Nations of Earth (UNE).
Over the next century, more and more people began to move off-world and start over in freshly terraformed worlds. By the 26th century, almost 70% of the human population lived on other planets in other systems. Those living off-world felt like they were being equally represented in the government and began to petition the UNE for reform. Finally, in 2523, the UNE responded by transforming itself into the United Planets of Earth. This new political structure introduced the Tribunal of the High-Secretary (responsible for maintaining the infrastructure), High-General (responsible for expansion and protection), and High-Advocate (responsible for law enforcement) at the top of the pyramid and a Senate composed of Delegates representing all of the human planets around the galaxy.
2541: The UPE got its first real challenge when prospectors discovered the Tevarin, a warrior-race who ultimately sparked the first of two wars with the humans. During that time though, the War elevated the courageous actions of a ambitious young officer named Ivar Messer. Used as a poster-child for recruitment, Messer parlayed his newfound fame into a political career. His passion and ruthlessness quickly paved the way to the High-General position. During his time in office, Messer was critical of the Tribunal system, citing that the system was mired in endless debate when sometimes a direct course of action was preferable. He began to lobby for the creation of a First Citizen position, a single voice to hear the arguments but ultimately make the call. Of course, he was shocked and honored to be asked to ascend to the rank himself.
At the dawn of the 27th century, the remaining Tevarin, driven to the outskirts of the galaxy, were organized under a new Tevarin Warlord named Corth’Thal who launched an attack against their old enemies. The Second Tevarin War cemented Messer’s power. He stripped the High-Secretary and High-Advocate of their powers and declared himself Imperator of the new United Empire of Earth.
For nearly two centuries, the UEE expanded into the universe, snatching up worlds and terraforming them and an unsettling rate. All the while, Messer’s power and title transferred down through his children, each seemingly more cruel and greedy than the last. It was a time of military oppression and fascism. The Imperator even used the threat of war with the Xi’An and Vanduul to subjugate the populace. Resistance was growing however. Representatives from Terra repeatedly tried to speak out against the Imperator and lobbied to secede, most disappeared shortly after.
It wasn’t until the infamous Massacre of Garron II that the resistance really sparked a public outcry. A small planet brimming with life, Garron II was sold to a terraforming outfit by Imperator Messer XI. The atmospheric processing wiped out every living thing on the planet. When vid-footage of the atrocity hit the Spectrum, the public had finally had enough. Riots broke out. Underground Resistance movements attempted to fan the flames of revolution, finding unlikely allies in the Xi’An Empire who helped smuggle insurrectionists around UEE space. On May 3, 2792, the Imperator was overthrown. Erin Toi claimed the rank and restored the Tribunal system. The Imperator was no longer a hereditary autocrat but an elected position with a ten year term limit.
The new UEE tried desperately to amend for centuries of abuse. The Fair Chance Act, which prohibited terraforming on planets with an established chain of life, was quickly enacted to prevent events like Garron II from happening again. The UEE built the Ark as a repository (and attempt at reparations with the various alien civilizations we had antagonized) for galactic knowledge. And finally began construction on the Synthworld (Project Archangel) as a final alternative to having to terraform ever again.
To the present, the government has been maintaining these same policies. The Synthworld has largely been an unstable failure despite repeated efforts to get the project back on track. The money has started to dry up, the military is spread too thin.
The cracks are starting to show.
Gestern haben wir das erste von fünf UEE-Logos der "Fraktion" gezeigt. Der Plan war, jeden Tag ein neues Logo zu zeigen, das Informationen über die einzelnen Fraktionen enthielt. Von deiner Antwort her gab es jedoch einige Verwirrung darüber, was du gesehen hast. Deshalb haben wir uns entschieden, alle fünf Logos auf einmal zu zeigen.... und dabei zu klären, was diese Bilder sind und wie sie entstanden sind.
Clint Schultz, interviewt unten, ist ein Weltklasse-Grafiker, der an über zwei Dutzend Hollywood-Produktionen gearbeitet hat, darunter dem Star Trek Neustart, Mission Impossible 3, Indiana Jones and the Crystal Skull, Cowboys & Aliens, The Curious Case of Benjamin Button und Zodiac. Clint hat bisher alle unsere Logos entworfen: Roberts Space Industries, Star Citizen, Squadron 42, Anvil Aerospace, Joker Engineering und andere.
Alle diese Logos begannen als einfache Vektorgrafiken wie das, das Sie gestern gesehen haben. Dies ist notwendig, da sie für viele Verwendungszwecke angepasst werden können, vom Aussehen im Spiel bis hin zu offiziellen Stempeln, Aufklebern und Schildern. In diesem Fall mussten die Faction-Logos besonders einfach sein: Sie werden als Schulterblenden auf den Uniformen der Charaktere erscheinen und müssen klar, lesbar und grafisch sein, obwohl sie auf dem Bildschirm sehr klein sind. Sobald das Logo der Basisvektorgrafik genehmigt ist, wird es texturiert und bei Bedarf anderweitig verwittert.
Die neuen UEE-Logos, die Sie gesehen haben, sind die ersten flachen Vektorgrafiken.... aber in den kommenden Monaten werden Sie sie strukturiert für den Einsatz auf Uniformen und verwittert sehen, um auf Raumschiff-Rümpfen zu erscheinen! Wir denken, dass sie zusammen einen kontinuierlichen und ikonischen Stil für das Militär der UEE bilden, der durch verschiedene grafische Aspekte des Spiels getragen werden kann, die noch nicht entworfen wurden!
Treffen Sie Clint Schultz
Wie sind Sie auf Star Citizen aufmerksam geworden?
Ich traf Ryan Church auf der JJ Abrams 2009 Version von Star Trek. Wie Sie alle wissen, ist Ryan einer der talentiertesten Illustratoren im Filmgeschäft (und darüber hinaus). Ryan und ich haben uns bei neueren JJ-Filmen wie Super 8 & Into Darkness weiterhin getroffen. Zuletzt haben wir gemeinsam an Brad Bird's nächstem Feature Tomorrowland gearbeitet. Es war während der Pitcharbeit für Tomorrowland, als ich einen Anruf von Chris Roberts erhielt, der auf Ryans freundlicher Empfehlung basierte. Chris und ich trafen uns zum Kaffee, und ich war beeindruckt von seiner Vision. An diesem Punkt meiner Karriere ist es wichtig, mit Menschen zusammenzuarbeiten, mit denen ich eine Vision teilen kann. Was als Teilzeit-Logoarbeit des Spiels begann, hat sich zu einer Vollzeitposition entwickelt. Woran hast du für das Spiel gearbeitet?
Ich weiß nicht, wo ich anfangen soll? Das erste Logo, das wir machten, war für RSI, das wirklich den Ton angab. Von dort aus haben wir uns mit dem Logo von Star Citizen & Squadron 42 beschäftigt, mit dem ich sehr zufrieden bin. Diese beiden Logos waren die Grundlage für viele der Marketingartikel, die wir für die Kickstarter-Kampagne entwickelt haben (ID-Karten, Kampagnenposter, Sammlereditionen, T-Shirts, etc.). Da ich Vollzeit angefangen habe, haben wir für das Unternehmen ein sehr cooles Cloud Imperium-Logo entwickelt. Wir haben auch eine Reihe von Logos entwickelt, die im Spiel erscheinen werden (Drake, Joker, Anvil, etc.). Ich habe auch einige Zeit an neuen Schiffsblaupausen, Jump Point Kompositionen und zusätzlichem technischen Material gearbeitet. Der neueste Satz von Logos beschreibt die verschiedenen Zweige der UEE (insgesamt 5). Ich liebe es sehr, wie die letzten 5 sowohl unabhängig als auch als Gruppe arbeiten.
Können Sie uns etwas über den Prozess der Gestaltung eines Logos erzählen?
Ich werde dies mit der Feststellung einleiten, dass jedes Logo unterschiedlich ist und jede Designerfahrung unterschiedlich ist. Die Zusammenarbeit mit Ron Howard ist ganz anders als die mit Michael Mann, ebenso wie die individuellen Logos und Anwendungen. Beide sind große Regisseure mit unterschiedlichen Prozessen. Am Ende geht es um das Endergebnis, egal wie man es erreicht. Ich glaube sehr an die Forschung. Ich muss sehen, was vorher getan wurde, und dann in eine andere Richtung schauen. Ich beginne alle meine Logos mit Schwarz-Weiß, und je nachdem, auf was eine Person / Designer / Regisseur reagiert, bringe ich sie zu einem bestimmten Punkt, bevor ich Feedback erhalte. Ich glaube fest daran, dass, wenn man ein Logo in Schwarzweiß "singen" kann, man mehr als die Hälfte davon hat. Das Hinzufügen von Farbe und Effekten wird nur ein gutes Logo so viel stärker machen. Ich versuche, niemanden mit zu vielen Möglichkeiten zu überfordern, sonst landet man immer in einer Frankenstein-Chirurgie mit Logos. Sobald das Feedback beginnt, können die Dinge auf verschiedene Weise ablaufen. Je nach Anwendung haben die Menschen unterschiedliche Ideen und grafische Vorlieben. Am Ende ist alles etwas subjektiv, aber solange Chris und ich uns einig sind, ist das, was mir am wichtigsten ist. Die erfolgreichsten Designbeziehungen sind in der Regel die direktesten, und ich arbeite gerne mit Chris in dieser Hinsicht zusammen.
Worüber freuen Sie sich am meisten im fertigen Spiel?
Dies ist meine erste Erfahrung mit einem Spiel jeglicher Art, also kann ich es kaum erwarten zu sehen, wie es zusammenkommt. Als ich für Star Trek 2009 eingestellt wurde, war ich völlig ausgeflippt. Ich war kein Trekie und hatte nur eine vage Idee der Popkultur von dieser futuristischen Welt. Am Ende hat das völlig zu meinen Gunsten funktioniert, um einem alten Klassiker einen frischen grafischen Look zu verleihen. Es war einer der befriedigendsten Filme, an denen ich je gearbeitet habe, als ich das fertige Produkt sah. Ich habe mir während des gesamten Filmprozesses immer wieder gesagt, dass es egal ist, ob ich es nicht "verstanden" habe. Ich weiß, es klingt einfach, aber meine Regel war es, es cool aussehen zu lassen. Wenn ich es cool aussehen ließ, wusste ich, dass es sich in die neue Umgebung einfügen würde. Allerdings bin ich kein großer Spieler, also kann es einschüchternd sein. Es ist mir eine Ehre, dem Endprodukt eine Grafikschicht hinzuzufügen, die hoffentlich die aufregende Umgebung bereichern wird, die Chris sich vorgestellt hat. Ich hoffe, dass es für die Entwickler und Spieler cool aussieht, und ich kann es kaum erwarten, alle Aspekte des Spiels aus erster Hand zu erleben.
An welchen anderen Projekten hast du noch gearbeitet?
Hauptsächlich Filme. Meine Credits sind hier aufgelistet: www.clintschultz.com
Erzählen Sie uns, wie es ist, an Filmen zu arbeiten.
Wenn ich den Leuten sage, dass ich Grafikdesigner für Filme bin, denken sie sofort, dass ich in der Postproduktion / Visual Effects arbeite. Dann sage ich ihnen, dass ich alles mache, was gedruckt und physisch auf Film gedreht wird (Requisitengrafiken, Logos, Fahrzeugskins, Schilder, Tapeten, etc...). Das Produktionstempo ist so hoch, dass es trotz der Tatsache, dass Grafiken mein einziger Fokus sind, überwältigend werden kann. Ich mache oft Witze, dass große Unternehmen Monate und Jahre brauchen, um ihre Corporate Identity zu entwerfen, während ich das Glück habe, in den meisten Fällen einen Tag oder eine Woche zu bekommen. Manchmal geht die Grafik über Logos, Schilder oder Skins hinaus, wie in Angels & Demons. Aufgrund einer angespannten Beziehung zwischen dem Schriftsteller Dan Brown und dem Vatikan sollten wir natürlich nicht in der Vatikanstadt filmen dürfen. Deshalb mussten wir das Innere Pantheon, die Peterskirche, die Sixtinische Kapelle, die Sala Regia, die Chigi-Kapelle und die Vatikan-Grotten auf den Klangbühnen der Sony Studios nachbauen. Darüber hinaus haben wir auch Außenanlagen für den Petersplatz und die Piazza Navona auf dem Parkplatz der Hollywood Park Rennstrecke und des Casinos errichtet. Was wir am Ende in Rom gedreht haben, war eine sehr kleine Menge von Int's & Ext's. Der Bau eines künstlichen Roms in Los Angles erforderte kilometerlange, individuelle Tapeten. Ich würde die Fugenlinien in Adobe Illustrator erstellen, bevor ich die benutzerdefinierten Marmorfotos in Adobe Photoshop einfüge. Von dort aus würde ich die Bilder vor dem individuellen Druck digital altern lassen, entweder auf Tapete oder direkt auf eine Sub-Straße bei Astek Wallcovering in Los Angeles. Unsere erstaunliche Lackiercrew hatte die letzte Aufgabe, zusätzliche handgemalte Effekte zu installieren und hinzuzufügen. Die Ergebnisse lagen über meinen Erwartungen, und ich nutze weiterhin viele der Effekte, die ich bis heute auf Angels & Demons perfektioniert habe. Vor ein paar Jahren hatte ich ein Interview mit einem Produktionsdesigner, der sich mein Portfolio an fertigen Bildern von Angels & Demons angesehen hat. Er sagt zu mir: "Ich verstehe es nicht, was soll das mit Grafiken?" Worauf ich antwortete: "Alles außer Holz und Nieten." Er schloss sofort mein Portfolio und bot mir den Job an, ich war hin und weg. Ob man den Film liebt oder nicht, jeder scheint überrascht zu sein, dass 90% des Films in Hollywood gedreht wurden.
UEE Armee
Wenn die Marine die Schutzengel und die Marines die Schwerter der Gerechtigkeit sind, ist die UEE Armee der Mörser, der die Zivilisation zusammenhält. Die Armee ist eine ultra-mechanisierte Bodentruppe, die für landgestützte militärische Operationen verantwortlich ist und ein wachsames Auge auf primitive Arten in Entwicklungsländern hat. Obwohl sie nicht die Nummern der Marine hat, ist die UEE-Armee der älteste etablierte Zweig des Militärs, der 2380 als Teil der Gründung der Vereinten Nationen der Erde gegründet wurde.
Die Hauptaufgabe der Armee ist es, "die Kriege unseres Imperiums zu bekämpfen und zu gewinnen, indem sie eine schnelle und nachhaltige Landdominanz über das gesamte Spektrum militärischer Operationen und Konfliktspektren zur Unterstützung der kämpferischen Kommandanten gewährleistet".
Während die Öffentlichkeit in den letzten Jahrhunderten von mächtigen Trägern und Heißluftpiloten der Marine verliebt war, gelang es der UEE-Armee, das öffentliche Bewusstsein während des ersten Tevarin-Krieges, in dem genauso viele Kämpfe in zerstörten Landschaften stattfanden wie im All, kurzzeitig zu erobern. Konkret die Schlacht bei Idris IV, die dank der brillanten Taktik eines jungen Offiziers namens Ivar Messer zum größten Wendepunkt im Krieg wurde, sowohl strategisch als auch öffentlich.
UEE Marinesoldaten
Ersthelfer. Die Schocktruppen. Das Heulen ihrer Drop-Pods (Spitzname: Nails), die durch die Atmo schreien, ist ein einzigartiges und schreckliches Geräusch. Es gibt keine Kampfzone, die heiß genug ist, um einen kampferprobten Marine zu vertreiben.
Die Marines wurden zunächst unter dem Dach der Befehlsstruktur der Armee gehalten, sie wurden bis zum Ende des Ersten Tevarin-Krieges nicht offiziell getrennt und als eigene Division gebildet. Die UPE war der Meinung, dass sie eine konsolidierte Spezialeinheit brauchten, die das Beste aus der Armee und der Marine beherrschte. Ihr Fokus und ihre primäre Anwendung wurde zur planetarischen Invasion. Marine Einheiten sind darauf spezialisiert, Kriegswaffen zu sein, mehr nicht. Sie kümmern sich nicht um diplomatische Eskorte oder Wachdienst, sie stauben alles ab. Wenn der Imperator sie nicht braucht, schicken sich die Marines auf ihre Planetenbasis auf Corin (Kilianisches System) zurück und trainieren für den nächsten Konflikt, der ihre Dienste erfordert.
Marine-Kandidaten werden aus dem allgemeinen Pool der Rekruten der Armee und der Marine ausgewählt. Das Auswahlkriterium ist unbekannt und bestenfalls inkonsistent. Einige spekulieren, dass es beabsichtigt ist, die Tatsache zu zementieren, dass Sie nicht beantragen, ein Marine zu sein.
UEE Navy
Die größte Niederlassung und das öffentliche Gesicht des UEE-Militärs. Die Marine ist verantwortlich für den Transport militärischer Ressourcen, die Aufrechterhaltung der Grenzen und die Durchführung von Militärangriffen in der gesamten UEE. Servicemitglieder der Marine sind in fast jedem System des Imperiums im Einsatz. In den frühen Tagen der Expansion der Menschheit in den Weltraum diente die Vereinigte Marine in erster Linie als Polizei und patrouillierte die Systeme für beschädigte oder ausgefallene Schiffe. Nach der Entdeckung der Banu erkannte die Regierung, dass die Marine als militärische Präsenz neu ausgerichtet werden musste. Die Flotte der Marine begann zu wachsen, da sie die offensichtlichste visuelle Darstellung der militärischen Stärke der Menschheit war.
Angetrieben vom endlosen Strom von Geschichten und Videos von mutigen Piloten, strömten die Rekruten zu den Stationen der Marine, um sich anzumelden. Schon vor dem Entwurf des Ersten Tevarin-Krieges waren die Einberufungszahlen der Marine kaum gesunken. Während der Messer-Ära wuchs die Marine zusammen mit dem Rest des UEE-Militärs exponentiell. Helfen bei der verrückten Jagd des Imperators nach Planeten und Systemen.
Strukturell ist die UEE Navy um Staffeln herum gebildet, denen ein Träger und eine schwankende Anzahl von Hilfsschiffen zugeordnet sind. Ein Admiral ist für den Träger und die Staffel verantwortlich, wobei die Wing Commander die mehreren Wings betreiben, die zu einem bestimmten Zeitpunkt operieren.
Rekruten trainieren im Schatten der riesigen Werften an den Akademien und Bootcamps auf MacArthur im Kilian-System.
UEE Anwaltschaft
Gegründet im Jahr 2523, als sich die Vereinten Nationen der Erde in die Vereinten Planeten der Erde (UPE) verwandelten. Die Advocacy wurde als eine systemübergreifende Polizeieinheit unter dem Hohen Anwalt konzipiert. Während der faschistischen Messer-Ära übernahm die Advocacy eine dunklere Rolle als Geheimpolizei, Geheimdienst und Spionagebehörde des Imperators. Das Ausmaß ihrer Handlungen ist noch unbekannt, aber die Advocacy-Beamten waren damals in hochkarätige Morde, die Verhaftung und Folterung von nicht konformen Elementen in der Bevölkerung und Propagandamänner verwickelt.
Als der Imperator fiel, wurden sie zu ihrem ursprünglichen Zweck wiederhergestellt. Während die meisten Planeten erwartet wurden, sich selbst zu überwachen, behandelte die Advocacy Verbrechen, die Planeten und Systeme, Flüchtlinge und sogar außergerichtliche Extraktionen (Verfolgung in Banu oder Xi'An Gebiet) überquerten. Advocacy Agents werden in der Regel von der kriminellen Gemeinschaft gefürchtet. Sie sind gut ausgebildet in Verfolgungs- und Auffassungstechniken, zu gleichen Teilen Heißluftpilot und gründlicher Ermittler. Die meisten Advocacy-Agenten arbeiten allein, aber Teams von ihnen können für hochkarätige Ziele oder Situationen impliziter Gewalt eingesetzt werden. Die eigentliche Gefahr für den Advocacy Agent besteht darin, was sie vertreten. Ein Krimineller könnte einen Polizisten töten und könnte wahrscheinlich einen Agenten unter guten Umständen töten.... aber sie werden einfach einen anderen und einen anderen schicken, bis sie ihn geistern lassen.
Während die Advocacy mit Flüchtlingen umgeht, ist bekannt, dass sie diese an die Kopfgeldjäger-Gilde auslagern.
UEE-Siegel
Als die Menschheit anfing, sich in die Sterne zu entwickeln, begannen die Regierungen der Erde langsam zu erkennen, dass die einzelnen Regierungen der verschiedenen Länder politisch nicht in der Lage sein würden, sich in der kommenden, strahlenden Zukunft zu behaupten. Erst im Jahr 2380 beschlossen die Regierungen der Erde, ihre sozialen und politischen Unterschiede aufzugeben und sich zu einer einzigen Regierungseinheit namens der Vereinten Nationen der Erde (UNE) zusammenzuschließen.
Im Laufe des nächsten Jahrhunderts begannen immer mehr Menschen, sich von der Welt zu entfernen und in frisch terrassierten Welten neu zu beginnen. Im 26. Jahrhundert lebten fast 70% der menschlichen Bevölkerung auf anderen Planeten in anderen Systemen. Diejenigen, die außerhalb der Welt leben, fühlten sich, als wären sie in der Regierung gleichberechtigt vertreten und begannen, die UNE um Reformen zu bitten. Schließlich, im Jahr 2523, reagierte die UNE, indem sie sich in die Vereinigten Planeten der Erde verwandelte. Diese neue politische Struktur führte das Tribunal des Hohen Sekretärs (verantwortlich für die Instandhaltung der Infrastruktur), des Generalsekretärs (verantwortlich für Expansion und Schutz) und des Hohen Anwalts (verantwortlich für die Strafverfolgung) an der Spitze der Pyramide und eines Senats ein, der sich aus Delegierten zusammensetzt, die alle menschlichen Planeten in der Galaxie vertreten.
2541: Die UPE erhielt ihre erste wirkliche Herausforderung, als Prospektoren die Tevarin entdeckten, eine Kriegerrasse, die schließlich den ersten von zwei Kriegen mit den Menschen auslöste. Während dieser Zeit erhöhte der Krieg jedoch das mutige Handeln eines ehrgeizigen jungen Offiziers namens Ivar Messer. Als Poster-Kind für die Rekrutierung eingesetzt, verhalf Messer seinem neu gewonnenen Ruhm zu einer politischen Karriere. Seine Leidenschaft und Rücksichtslosigkeit ebnete schnell den Weg in die Position des Generalsekretärs. Während seiner Amtszeit kritisierte Messer das Tribunalsystem und verwies darauf, dass das System in einer endlosen Debatte steckte, in der manchmal ein direktes Vorgehen vorzuziehen sei. Er begann, sich für die Schaffung einer Position des Ersten Bürgers einzusetzen, einer einheitlichen Stimme, um die Argumente zu hören, aber letztendlich den Anruf zu machen. Natürlich war er schockiert und geehrt, dass er gebeten wurde, selbst in den Rang aufzusteigen.
Zu Beginn des 27. Jahrhunderts wurden die verbliebenen Tevarin, die an den Rand der Galaxie getrieben wurden, unter einem neuen Tevarin-Kriegsherrn namens Corth'Thal organisiert, der einen Angriff gegen ihre alten Feinde startete. Der Zweite Tevarinkrieg zementierte die Macht von Messer. Er entzog dem Hohen Sekretär und Hohen Vertreter ihre Macht und erklärte sich zum Imperator des neuen Vereinigten Reiches der Erde.
Fast zwei Jahrhunderte lang expandierte die UEE in das Universum, schnappte sich Welten und terrassierte sie mit einer beunruhigenden Geschwindigkeit. Dabei übertrug sich die Macht und der Titel von Messer auf seine Kinder, die scheinbar grausamer und gieriger waren als die letzten. Es war eine Zeit der militärischen Unterdrückung und des Faschismus. Der Imperator nutzte sogar die Kriegsdrohung mit den Xi'An und Vanduul, um die Bevölkerung zu unterwerfen. Der Widerstand wuchs jedoch. Vertreter von Terra versuchten wiederholt, sich gegen den Imperator auszusprechen und sich für die Abspaltung einzusetzen, die meisten verschwanden kurz darauf.
Erst durch das berüchtigte Massaker an Garron II. löste der Widerstand wirklich einen öffentlichen Aufschrei aus. Garron II, ein kleiner Planet voller Leben, wurde vom Importeur Messer XI an eine Terraforming-Ausrüstung verkauft. Die atmosphärische Verarbeitung löschte jedes Lebewesen auf dem Planeten aus. Als das Videomaterial der Gräueltat auf das Spectrum traf, hatte das Publikum endlich genug. Es brachen Unruhen aus. Unterirdische Widerstandsbewegungen versuchten, die Flammen der Revolution zu entfachen und fanden unwahrscheinliche Verbündete im Xi'An-Imperium, die Aufständischen halfen, den UEE-Raum zu schmuggeln. Am 3. Mai 2792 wurde der Imperator gestürzt. Erin Toi beanspruchte den Rang und stellte das Tribunalsystem wieder her. Der Imperator war kein erblicher Autokrat mehr, sondern ein gewähltes Amt mit einer Amtszeit von zehn Jahren.
Die neue UEE versuchte verzweifelt, die jahrhundertelange Misshandlung zu ändern. Der Fair Chance Act, der das Terraforming auf Planeten mit einer etablierten Lebenskette verbot, wurde schnell erlassen, um zu verhindern, dass sich Ereignisse wie Garron II wiederholen. Die UEE baute die Arche als Repository (und versuchte, Reparationen mit den verschiedenen außerirdischen Zivilisationen, die wir bekämpft hatten, zu leisten) für galaktisches Wissen. Und schließlich begann der Bau der Synthworld (Project Archangel) als letzte Alternative, um immer wieder terraform zu müssen.
Bis heute hat die Regierung diese Politik beibehalten. Die Synthworld war trotz wiederholter Bemühungen, das Projekt wieder auf Kurs zu bringen, weitgehend ein instabiler Ausfall. Das Geld hat begonnen, zu versiegen, das Militär ist zu dünn besetzt.
Die Risse beginnen sich zu zeigen.
Clint Schultz, interviewt unten, ist ein Weltklasse-Grafiker, der an über zwei Dutzend Hollywood-Produktionen gearbeitet hat, darunter dem Star Trek Neustart, Mission Impossible 3, Indiana Jones and the Crystal Skull, Cowboys & Aliens, The Curious Case of Benjamin Button und Zodiac. Clint hat bisher alle unsere Logos entworfen: Roberts Space Industries, Star Citizen, Squadron 42, Anvil Aerospace, Joker Engineering und andere.
Alle diese Logos begannen als einfache Vektorgrafiken wie das, das Sie gestern gesehen haben. Dies ist notwendig, da sie für viele Verwendungszwecke angepasst werden können, vom Aussehen im Spiel bis hin zu offiziellen Stempeln, Aufklebern und Schildern. In diesem Fall mussten die Faction-Logos besonders einfach sein: Sie werden als Schulterblenden auf den Uniformen der Charaktere erscheinen und müssen klar, lesbar und grafisch sein, obwohl sie auf dem Bildschirm sehr klein sind. Sobald das Logo der Basisvektorgrafik genehmigt ist, wird es texturiert und bei Bedarf anderweitig verwittert.
Die neuen UEE-Logos, die Sie gesehen haben, sind die ersten flachen Vektorgrafiken.... aber in den kommenden Monaten werden Sie sie strukturiert für den Einsatz auf Uniformen und verwittert sehen, um auf Raumschiff-Rümpfen zu erscheinen! Wir denken, dass sie zusammen einen kontinuierlichen und ikonischen Stil für das Militär der UEE bilden, der durch verschiedene grafische Aspekte des Spiels getragen werden kann, die noch nicht entworfen wurden!
Treffen Sie Clint Schultz
Wie sind Sie auf Star Citizen aufmerksam geworden?
Ich traf Ryan Church auf der JJ Abrams 2009 Version von Star Trek. Wie Sie alle wissen, ist Ryan einer der talentiertesten Illustratoren im Filmgeschäft (und darüber hinaus). Ryan und ich haben uns bei neueren JJ-Filmen wie Super 8 & Into Darkness weiterhin getroffen. Zuletzt haben wir gemeinsam an Brad Bird's nächstem Feature Tomorrowland gearbeitet. Es war während der Pitcharbeit für Tomorrowland, als ich einen Anruf von Chris Roberts erhielt, der auf Ryans freundlicher Empfehlung basierte. Chris und ich trafen uns zum Kaffee, und ich war beeindruckt von seiner Vision. An diesem Punkt meiner Karriere ist es wichtig, mit Menschen zusammenzuarbeiten, mit denen ich eine Vision teilen kann. Was als Teilzeit-Logoarbeit des Spiels begann, hat sich zu einer Vollzeitposition entwickelt. Woran hast du für das Spiel gearbeitet?
Ich weiß nicht, wo ich anfangen soll? Das erste Logo, das wir machten, war für RSI, das wirklich den Ton angab. Von dort aus haben wir uns mit dem Logo von Star Citizen & Squadron 42 beschäftigt, mit dem ich sehr zufrieden bin. Diese beiden Logos waren die Grundlage für viele der Marketingartikel, die wir für die Kickstarter-Kampagne entwickelt haben (ID-Karten, Kampagnenposter, Sammlereditionen, T-Shirts, etc.). Da ich Vollzeit angefangen habe, haben wir für das Unternehmen ein sehr cooles Cloud Imperium-Logo entwickelt. Wir haben auch eine Reihe von Logos entwickelt, die im Spiel erscheinen werden (Drake, Joker, Anvil, etc.). Ich habe auch einige Zeit an neuen Schiffsblaupausen, Jump Point Kompositionen und zusätzlichem technischen Material gearbeitet. Der neueste Satz von Logos beschreibt die verschiedenen Zweige der UEE (insgesamt 5). Ich liebe es sehr, wie die letzten 5 sowohl unabhängig als auch als Gruppe arbeiten.
Können Sie uns etwas über den Prozess der Gestaltung eines Logos erzählen?
Ich werde dies mit der Feststellung einleiten, dass jedes Logo unterschiedlich ist und jede Designerfahrung unterschiedlich ist. Die Zusammenarbeit mit Ron Howard ist ganz anders als die mit Michael Mann, ebenso wie die individuellen Logos und Anwendungen. Beide sind große Regisseure mit unterschiedlichen Prozessen. Am Ende geht es um das Endergebnis, egal wie man es erreicht. Ich glaube sehr an die Forschung. Ich muss sehen, was vorher getan wurde, und dann in eine andere Richtung schauen. Ich beginne alle meine Logos mit Schwarz-Weiß, und je nachdem, auf was eine Person / Designer / Regisseur reagiert, bringe ich sie zu einem bestimmten Punkt, bevor ich Feedback erhalte. Ich glaube fest daran, dass, wenn man ein Logo in Schwarzweiß "singen" kann, man mehr als die Hälfte davon hat. Das Hinzufügen von Farbe und Effekten wird nur ein gutes Logo so viel stärker machen. Ich versuche, niemanden mit zu vielen Möglichkeiten zu überfordern, sonst landet man immer in einer Frankenstein-Chirurgie mit Logos. Sobald das Feedback beginnt, können die Dinge auf verschiedene Weise ablaufen. Je nach Anwendung haben die Menschen unterschiedliche Ideen und grafische Vorlieben. Am Ende ist alles etwas subjektiv, aber solange Chris und ich uns einig sind, ist das, was mir am wichtigsten ist. Die erfolgreichsten Designbeziehungen sind in der Regel die direktesten, und ich arbeite gerne mit Chris in dieser Hinsicht zusammen.
Worüber freuen Sie sich am meisten im fertigen Spiel?
Dies ist meine erste Erfahrung mit einem Spiel jeglicher Art, also kann ich es kaum erwarten zu sehen, wie es zusammenkommt. Als ich für Star Trek 2009 eingestellt wurde, war ich völlig ausgeflippt. Ich war kein Trekie und hatte nur eine vage Idee der Popkultur von dieser futuristischen Welt. Am Ende hat das völlig zu meinen Gunsten funktioniert, um einem alten Klassiker einen frischen grafischen Look zu verleihen. Es war einer der befriedigendsten Filme, an denen ich je gearbeitet habe, als ich das fertige Produkt sah. Ich habe mir während des gesamten Filmprozesses immer wieder gesagt, dass es egal ist, ob ich es nicht "verstanden" habe. Ich weiß, es klingt einfach, aber meine Regel war es, es cool aussehen zu lassen. Wenn ich es cool aussehen ließ, wusste ich, dass es sich in die neue Umgebung einfügen würde. Allerdings bin ich kein großer Spieler, also kann es einschüchternd sein. Es ist mir eine Ehre, dem Endprodukt eine Grafikschicht hinzuzufügen, die hoffentlich die aufregende Umgebung bereichern wird, die Chris sich vorgestellt hat. Ich hoffe, dass es für die Entwickler und Spieler cool aussieht, und ich kann es kaum erwarten, alle Aspekte des Spiels aus erster Hand zu erleben.
An welchen anderen Projekten hast du noch gearbeitet?
Hauptsächlich Filme. Meine Credits sind hier aufgelistet: www.clintschultz.com
Erzählen Sie uns, wie es ist, an Filmen zu arbeiten.
Wenn ich den Leuten sage, dass ich Grafikdesigner für Filme bin, denken sie sofort, dass ich in der Postproduktion / Visual Effects arbeite. Dann sage ich ihnen, dass ich alles mache, was gedruckt und physisch auf Film gedreht wird (Requisitengrafiken, Logos, Fahrzeugskins, Schilder, Tapeten, etc...). Das Produktionstempo ist so hoch, dass es trotz der Tatsache, dass Grafiken mein einziger Fokus sind, überwältigend werden kann. Ich mache oft Witze, dass große Unternehmen Monate und Jahre brauchen, um ihre Corporate Identity zu entwerfen, während ich das Glück habe, in den meisten Fällen einen Tag oder eine Woche zu bekommen. Manchmal geht die Grafik über Logos, Schilder oder Skins hinaus, wie in Angels & Demons. Aufgrund einer angespannten Beziehung zwischen dem Schriftsteller Dan Brown und dem Vatikan sollten wir natürlich nicht in der Vatikanstadt filmen dürfen. Deshalb mussten wir das Innere Pantheon, die Peterskirche, die Sixtinische Kapelle, die Sala Regia, die Chigi-Kapelle und die Vatikan-Grotten auf den Klangbühnen der Sony Studios nachbauen. Darüber hinaus haben wir auch Außenanlagen für den Petersplatz und die Piazza Navona auf dem Parkplatz der Hollywood Park Rennstrecke und des Casinos errichtet. Was wir am Ende in Rom gedreht haben, war eine sehr kleine Menge von Int's & Ext's. Der Bau eines künstlichen Roms in Los Angles erforderte kilometerlange, individuelle Tapeten. Ich würde die Fugenlinien in Adobe Illustrator erstellen, bevor ich die benutzerdefinierten Marmorfotos in Adobe Photoshop einfüge. Von dort aus würde ich die Bilder vor dem individuellen Druck digital altern lassen, entweder auf Tapete oder direkt auf eine Sub-Straße bei Astek Wallcovering in Los Angeles. Unsere erstaunliche Lackiercrew hatte die letzte Aufgabe, zusätzliche handgemalte Effekte zu installieren und hinzuzufügen. Die Ergebnisse lagen über meinen Erwartungen, und ich nutze weiterhin viele der Effekte, die ich bis heute auf Angels & Demons perfektioniert habe. Vor ein paar Jahren hatte ich ein Interview mit einem Produktionsdesigner, der sich mein Portfolio an fertigen Bildern von Angels & Demons angesehen hat. Er sagt zu mir: "Ich verstehe es nicht, was soll das mit Grafiken?" Worauf ich antwortete: "Alles außer Holz und Nieten." Er schloss sofort mein Portfolio und bot mir den Job an, ich war hin und weg. Ob man den Film liebt oder nicht, jeder scheint überrascht zu sein, dass 90% des Films in Hollywood gedreht wurden.
UEE Armee
Wenn die Marine die Schutzengel und die Marines die Schwerter der Gerechtigkeit sind, ist die UEE Armee der Mörser, der die Zivilisation zusammenhält. Die Armee ist eine ultra-mechanisierte Bodentruppe, die für landgestützte militärische Operationen verantwortlich ist und ein wachsames Auge auf primitive Arten in Entwicklungsländern hat. Obwohl sie nicht die Nummern der Marine hat, ist die UEE-Armee der älteste etablierte Zweig des Militärs, der 2380 als Teil der Gründung der Vereinten Nationen der Erde gegründet wurde.
Die Hauptaufgabe der Armee ist es, "die Kriege unseres Imperiums zu bekämpfen und zu gewinnen, indem sie eine schnelle und nachhaltige Landdominanz über das gesamte Spektrum militärischer Operationen und Konfliktspektren zur Unterstützung der kämpferischen Kommandanten gewährleistet".
Während die Öffentlichkeit in den letzten Jahrhunderten von mächtigen Trägern und Heißluftpiloten der Marine verliebt war, gelang es der UEE-Armee, das öffentliche Bewusstsein während des ersten Tevarin-Krieges, in dem genauso viele Kämpfe in zerstörten Landschaften stattfanden wie im All, kurzzeitig zu erobern. Konkret die Schlacht bei Idris IV, die dank der brillanten Taktik eines jungen Offiziers namens Ivar Messer zum größten Wendepunkt im Krieg wurde, sowohl strategisch als auch öffentlich.
UEE Marinesoldaten
Ersthelfer. Die Schocktruppen. Das Heulen ihrer Drop-Pods (Spitzname: Nails), die durch die Atmo schreien, ist ein einzigartiges und schreckliches Geräusch. Es gibt keine Kampfzone, die heiß genug ist, um einen kampferprobten Marine zu vertreiben.
Die Marines wurden zunächst unter dem Dach der Befehlsstruktur der Armee gehalten, sie wurden bis zum Ende des Ersten Tevarin-Krieges nicht offiziell getrennt und als eigene Division gebildet. Die UPE war der Meinung, dass sie eine konsolidierte Spezialeinheit brauchten, die das Beste aus der Armee und der Marine beherrschte. Ihr Fokus und ihre primäre Anwendung wurde zur planetarischen Invasion. Marine Einheiten sind darauf spezialisiert, Kriegswaffen zu sein, mehr nicht. Sie kümmern sich nicht um diplomatische Eskorte oder Wachdienst, sie stauben alles ab. Wenn der Imperator sie nicht braucht, schicken sich die Marines auf ihre Planetenbasis auf Corin (Kilianisches System) zurück und trainieren für den nächsten Konflikt, der ihre Dienste erfordert.
Marine-Kandidaten werden aus dem allgemeinen Pool der Rekruten der Armee und der Marine ausgewählt. Das Auswahlkriterium ist unbekannt und bestenfalls inkonsistent. Einige spekulieren, dass es beabsichtigt ist, die Tatsache zu zementieren, dass Sie nicht beantragen, ein Marine zu sein.
UEE Navy
Die größte Niederlassung und das öffentliche Gesicht des UEE-Militärs. Die Marine ist verantwortlich für den Transport militärischer Ressourcen, die Aufrechterhaltung der Grenzen und die Durchführung von Militärangriffen in der gesamten UEE. Servicemitglieder der Marine sind in fast jedem System des Imperiums im Einsatz. In den frühen Tagen der Expansion der Menschheit in den Weltraum diente die Vereinigte Marine in erster Linie als Polizei und patrouillierte die Systeme für beschädigte oder ausgefallene Schiffe. Nach der Entdeckung der Banu erkannte die Regierung, dass die Marine als militärische Präsenz neu ausgerichtet werden musste. Die Flotte der Marine begann zu wachsen, da sie die offensichtlichste visuelle Darstellung der militärischen Stärke der Menschheit war.
Angetrieben vom endlosen Strom von Geschichten und Videos von mutigen Piloten, strömten die Rekruten zu den Stationen der Marine, um sich anzumelden. Schon vor dem Entwurf des Ersten Tevarin-Krieges waren die Einberufungszahlen der Marine kaum gesunken. Während der Messer-Ära wuchs die Marine zusammen mit dem Rest des UEE-Militärs exponentiell. Helfen bei der verrückten Jagd des Imperators nach Planeten und Systemen.
Strukturell ist die UEE Navy um Staffeln herum gebildet, denen ein Träger und eine schwankende Anzahl von Hilfsschiffen zugeordnet sind. Ein Admiral ist für den Träger und die Staffel verantwortlich, wobei die Wing Commander die mehreren Wings betreiben, die zu einem bestimmten Zeitpunkt operieren.
Rekruten trainieren im Schatten der riesigen Werften an den Akademien und Bootcamps auf MacArthur im Kilian-System.
UEE Anwaltschaft
Gegründet im Jahr 2523, als sich die Vereinten Nationen der Erde in die Vereinten Planeten der Erde (UPE) verwandelten. Die Advocacy wurde als eine systemübergreifende Polizeieinheit unter dem Hohen Anwalt konzipiert. Während der faschistischen Messer-Ära übernahm die Advocacy eine dunklere Rolle als Geheimpolizei, Geheimdienst und Spionagebehörde des Imperators. Das Ausmaß ihrer Handlungen ist noch unbekannt, aber die Advocacy-Beamten waren damals in hochkarätige Morde, die Verhaftung und Folterung von nicht konformen Elementen in der Bevölkerung und Propagandamänner verwickelt.
Als der Imperator fiel, wurden sie zu ihrem ursprünglichen Zweck wiederhergestellt. Während die meisten Planeten erwartet wurden, sich selbst zu überwachen, behandelte die Advocacy Verbrechen, die Planeten und Systeme, Flüchtlinge und sogar außergerichtliche Extraktionen (Verfolgung in Banu oder Xi'An Gebiet) überquerten. Advocacy Agents werden in der Regel von der kriminellen Gemeinschaft gefürchtet. Sie sind gut ausgebildet in Verfolgungs- und Auffassungstechniken, zu gleichen Teilen Heißluftpilot und gründlicher Ermittler. Die meisten Advocacy-Agenten arbeiten allein, aber Teams von ihnen können für hochkarätige Ziele oder Situationen impliziter Gewalt eingesetzt werden. Die eigentliche Gefahr für den Advocacy Agent besteht darin, was sie vertreten. Ein Krimineller könnte einen Polizisten töten und könnte wahrscheinlich einen Agenten unter guten Umständen töten.... aber sie werden einfach einen anderen und einen anderen schicken, bis sie ihn geistern lassen.
Während die Advocacy mit Flüchtlingen umgeht, ist bekannt, dass sie diese an die Kopfgeldjäger-Gilde auslagern.
UEE-Siegel
Als die Menschheit anfing, sich in die Sterne zu entwickeln, begannen die Regierungen der Erde langsam zu erkennen, dass die einzelnen Regierungen der verschiedenen Länder politisch nicht in der Lage sein würden, sich in der kommenden, strahlenden Zukunft zu behaupten. Erst im Jahr 2380 beschlossen die Regierungen der Erde, ihre sozialen und politischen Unterschiede aufzugeben und sich zu einer einzigen Regierungseinheit namens der Vereinten Nationen der Erde (UNE) zusammenzuschließen.
Im Laufe des nächsten Jahrhunderts begannen immer mehr Menschen, sich von der Welt zu entfernen und in frisch terrassierten Welten neu zu beginnen. Im 26. Jahrhundert lebten fast 70% der menschlichen Bevölkerung auf anderen Planeten in anderen Systemen. Diejenigen, die außerhalb der Welt leben, fühlten sich, als wären sie in der Regierung gleichberechtigt vertreten und begannen, die UNE um Reformen zu bitten. Schließlich, im Jahr 2523, reagierte die UNE, indem sie sich in die Vereinigten Planeten der Erde verwandelte. Diese neue politische Struktur führte das Tribunal des Hohen Sekretärs (verantwortlich für die Instandhaltung der Infrastruktur), des Generalsekretärs (verantwortlich für Expansion und Schutz) und des Hohen Anwalts (verantwortlich für die Strafverfolgung) an der Spitze der Pyramide und eines Senats ein, der sich aus Delegierten zusammensetzt, die alle menschlichen Planeten in der Galaxie vertreten.
2541: Die UPE erhielt ihre erste wirkliche Herausforderung, als Prospektoren die Tevarin entdeckten, eine Kriegerrasse, die schließlich den ersten von zwei Kriegen mit den Menschen auslöste. Während dieser Zeit erhöhte der Krieg jedoch das mutige Handeln eines ehrgeizigen jungen Offiziers namens Ivar Messer. Als Poster-Kind für die Rekrutierung eingesetzt, verhalf Messer seinem neu gewonnenen Ruhm zu einer politischen Karriere. Seine Leidenschaft und Rücksichtslosigkeit ebnete schnell den Weg in die Position des Generalsekretärs. Während seiner Amtszeit kritisierte Messer das Tribunalsystem und verwies darauf, dass das System in einer endlosen Debatte steckte, in der manchmal ein direktes Vorgehen vorzuziehen sei. Er begann, sich für die Schaffung einer Position des Ersten Bürgers einzusetzen, einer einheitlichen Stimme, um die Argumente zu hören, aber letztendlich den Anruf zu machen. Natürlich war er schockiert und geehrt, dass er gebeten wurde, selbst in den Rang aufzusteigen.
Zu Beginn des 27. Jahrhunderts wurden die verbliebenen Tevarin, die an den Rand der Galaxie getrieben wurden, unter einem neuen Tevarin-Kriegsherrn namens Corth'Thal organisiert, der einen Angriff gegen ihre alten Feinde startete. Der Zweite Tevarinkrieg zementierte die Macht von Messer. Er entzog dem Hohen Sekretär und Hohen Vertreter ihre Macht und erklärte sich zum Imperator des neuen Vereinigten Reiches der Erde.
Fast zwei Jahrhunderte lang expandierte die UEE in das Universum, schnappte sich Welten und terrassierte sie mit einer beunruhigenden Geschwindigkeit. Dabei übertrug sich die Macht und der Titel von Messer auf seine Kinder, die scheinbar grausamer und gieriger waren als die letzten. Es war eine Zeit der militärischen Unterdrückung und des Faschismus. Der Imperator nutzte sogar die Kriegsdrohung mit den Xi'An und Vanduul, um die Bevölkerung zu unterwerfen. Der Widerstand wuchs jedoch. Vertreter von Terra versuchten wiederholt, sich gegen den Imperator auszusprechen und sich für die Abspaltung einzusetzen, die meisten verschwanden kurz darauf.
Erst durch das berüchtigte Massaker an Garron II. löste der Widerstand wirklich einen öffentlichen Aufschrei aus. Garron II, ein kleiner Planet voller Leben, wurde vom Importeur Messer XI an eine Terraforming-Ausrüstung verkauft. Die atmosphärische Verarbeitung löschte jedes Lebewesen auf dem Planeten aus. Als das Videomaterial der Gräueltat auf das Spectrum traf, hatte das Publikum endlich genug. Es brachen Unruhen aus. Unterirdische Widerstandsbewegungen versuchten, die Flammen der Revolution zu entfachen und fanden unwahrscheinliche Verbündete im Xi'An-Imperium, die Aufständischen halfen, den UEE-Raum zu schmuggeln. Am 3. Mai 2792 wurde der Imperator gestürzt. Erin Toi beanspruchte den Rang und stellte das Tribunalsystem wieder her. Der Imperator war kein erblicher Autokrat mehr, sondern ein gewähltes Amt mit einer Amtszeit von zehn Jahren.
Die neue UEE versuchte verzweifelt, die jahrhundertelange Misshandlung zu ändern. Der Fair Chance Act, der das Terraforming auf Planeten mit einer etablierten Lebenskette verbot, wurde schnell erlassen, um zu verhindern, dass sich Ereignisse wie Garron II wiederholen. Die UEE baute die Arche als Repository (und versuchte, Reparationen mit den verschiedenen außerirdischen Zivilisationen, die wir bekämpft hatten, zu leisten) für galaktisches Wissen. Und schließlich begann der Bau der Synthworld (Project Archangel) als letzte Alternative, um immer wieder terraform zu müssen.
Bis heute hat die Regierung diese Politik beibehalten. Die Synthworld war trotz wiederholter Bemühungen, das Projekt wieder auf Kurs zu bringen, weitgehend ein instabiler Ausfall. Das Geld hat begonnen, zu versiegen, das Militär ist zu dünn besetzt.
Die Risse beginnen sich zu zeigen.
Yesterday, we showed the first of five UEE ‘faction’ logos. The plan was to show one new logo each day, revealing information about the individual faction along with it. From your response, however, there was some confusion about just what you were seeing. As a result, we’ve decided to show all five logos at once… and in the process clarify what these images are and how they came to be.
Clint Schultz, interviewed below, is a world class graphic designer who has worked on over two-dozen Hollywood productions including the Star Trek reboot, Mission Impossible 3, Indiana Jones and the Crystal Skull, Cowboys & Aliens, The Curious Case of Benjamin Button and Zodiac. Clint has designed all of our logos to date: Roberts Space Industries, Star Citizen, Squadron 42, Anvil Aerospace, Joker Engineering and others.
All of these logos began as simple vector graphic images like the one you saw yesterday. This is necessary because they will be adapted for many uses, from in-game appearances to official stamps, decals and signs. In this instance, the faction logos needed to be especially simple: they’ll appear as shoulder patches on characters’ uniforms and need to be clear, readable and graphic despite being very small on-screen. Once the base vector-graphic logo is approved, it will be textured and otherwise weathered as needed.
The new UEE logos you’ve seen are the initial flat vector graphics… but in the coming months you’ll see them textured for use on uniforms and weathered to appear on starship hulls! We think that together they make for an ongoing and iconic style for the UEE’s military that can be carried throughout different graphic aspects of the game that have yet to be designed!
Meet Clint Schultz
How did you become involved with Star Citizen?
I met Ryan Church on JJ Abrams 2009 version of Star Trek. As you all know, Ryan is one of the most talented illustrators in the film business (and beyond). Ryan and I have continued to cross paths on more recent JJ films like Super 8 & Into Darkness. Most recently we were working on Brad Bird’s next feature Tomorrowland together. It was during the pitch work for Tomorrowland that I got a call from Chris Roberts based on Ryan’s gracious recommendation. Chris and I met for coffee, and I was impressed with his vision. At this point in my career, it’s important to work with people I can help share a vision with. What started out as some part time logo work of the game has turned into a full time position. What have you been working on for the game?
I don’t know where to start? The first logo we did was for RSI, which really set the tone. From there we tackled the Star Citizen & Squadron 42 logo, which I’m very happy with. Those two logos were the base for many of the marketing items we developed for the Kickstarter campaign (ID cards, campaign posters, collectors editions, t-shirts, etc). Since I’ve started full time, we developed a very cool Cloud Imperium logo for the company. We’ve also developed a number of logos that will appear in the game (Drake, Joker, Anvil, etc.) I’ve also spent some time working on new ship blueprints, Jump Point compositions, and additional technical material. The most recent set of logo’s detail the various branches of the UEE (5 total). I really love the way the final 5 work both independently and as a group.
Can you tell us about the process of designing a logo?
I’ll preface this by saying each logo is different, and each design experience is different. Working with Ron Howard is very different than working with Michael Mann, and so are the individual logos and applications. Both are great directors with different processes. In the end, it’s all about the final results, no matter how you get there. I’m a huge believer in research first. I need to see what has been done before, and then look a different direction. I start all my logo’s as black & white, and depending on what a person / designer / director responds to, I take it to a certain point before getting feedback. I’m a big believer that if you can make a logo “sing” in B&W, you are more than half way there. Adding color and effects is just going to make a good logo that much stronger. I try not to overwhelm anyone with too many choices, otherwise you always wind up in a frankenstein type surgery of logos. Once feedback begins, things can go a lot of different ways. People have different ideas and graphic tastes depending on the application. In then end it’s all somewhat subjective, but as long as Chris and I are in agreement, that what matters to me most. The most successful design relationships are usually the most direct, and I enjoy working with Chris in that regard.
What are you most excited about seeing in the finished game?
This is my first experience with a game of any kind, so I can’t wait to see how it comes together. When I was hired to do Star Trek 2009, I was completely freaked out. I was not a Trekie, and only had a vague pop culture idea of that futuristic world. In the end, that totally worked in my favor to bring a fresh graphic look to an old classic. It was one of the most satisfying films I’ve ever worked on once I saw the finished product. I just kept telling myself throughout the film process that it didn’t matter if I didn’t “get” it. I know it sounds simple, but my rule was to make it look cool. If I made it look cool, I knew it would tie into the new environment. Having said that, I’m not a big gamer so it can be intimidating. It’s my honor to add a layer of graphics to the final product that I hope will enrich the exciting environment Chris has envisioned. I hope to make it look cool for the creators and the players, and I can’t wait to experience all aspects of the game first hand.
What other projects have you worked on?
Mostly films. My credits are listed here: www.clintschultz.com
Tell us what it is like to work on films.
When I tell people that I’m a graphic designer for film, they immediately think I work in post production / visual effects. I then tell them that I do everything that is printed and physically shot on film (props graphics, logos, vehicle skins, signs, wallpaper, etc..). The pace of production is so fast that it can get overwhelming despite the fact that graphics are my singular focus. I often joke that big corporations take months & years to design corporate identity, while I’m lucky to get a day or a week in most instances. Sometimes graphics goes beyond just logos, signs or skins as in Angels & Demons. Due to a strained relationship between writer Dan Brown and the Vatican, we obviously weren’t going to be allowed to film in Vatican City. Therefore, we had to re-create the Interior Pantheon, St. Peter’s Basilica, Sistine Chapel, Sala Regia, Chigi Chapel & Vatican Grottoes on sound stages at Sony Studios. In addition, we also built exterior locations for St. Peter’s Square and Piazza Navona on the parking lot of the Hollywood Park race track and casino. What we did end up shooting in Rome was a very small amount of Int’s & Ext’s. Building a faux Rome in Los Angles required miles of custom wallpaper. I would build the grout lines in Adobe Illustrator prior to incorporating the custom marble photos in Adobe Photoshop. From there, I would digitally age the images prior custom printing either on wallpaper or directly to a sub straight at Astek Wallcovering in Los Angeles. Our amazing paint crew had the final task of installing and adding and additional hand painted effects. The results were beyond my expectations, and I continue to use many of the effects I perfected on Angels & Demons to this day. A few years ago I had an interview with a production designer who looked at my portfolio of finished images from Angels & Demons. He says to me, “I don’t get it, what part of this is graphics?” To which I replied, “everything except the wood & studs.” He closed my portfolio immediately, and offered me the job, I was blown away. Whether you love the film or not, everyone seems to be surprised that 90% of the film was shot in Hollywood.
UEE Army
If the Navy are the guardian angels and the Marines are the swords of righteousness, the UEE Army is the mortar that holds the civilization together. An ultra-mechanized ground force, the Army is responsible for land-based military operations and keeps a watchful eye over primitive species on developing worlds. While it doesn’t have the numbers of the Navy, the UEE Army is the oldest established branch of the military, founded in 2380 as part of the creation of the United Nations of Earth.
The primary mission of the army is “to fight and win our Empire’s wars by providing prompt, sustained land dominance across the full range of military operations and spectrum of conflict in support of combatant commanders.”
While the public has been enamored by mighty carriers and hotshot pilots of the Navy for the past few centuries, the UEE Army managed to briefly seize the public consciousness during the first Tevarin War where just as many battles took place across shattered landscapes than did in space. Specifically, the Battle of Idris IV which became the largest turning point in the War both strategically and to the public, thanks to the brilliant tactics of a young officer named Ivar Messer.
UEE Marines
First responders. The Shock Troops. The howl of their drop-pods (nicknamed: Nails) screaming through atmo is a singularly unique and terrifying noise. There isn’t a combat zone hot enough to scare off a battle-hardened marine.
The Marines were initially kept under the umbrella of the Army’s command structure, they weren’t officially separated and formed as their own division until the end of the First Tevarin War. The UPE felt that they needed a consolidated special operations force that commanded the best of both the Army and the Navy. Their focus and primary application became planetary invasion. Marine units are specialized to be weapons of warfare, nothing more. They don’t handle diplomatic escorts or pull guard duty, they dust things. When the Imperator doesn’t need them, the Marines sequester themselves to their planet-bases on Corin (Kilian System) and train for the next conflict that will require their services.
Marine-Candidates are selected from the general pool of Army and Navy recruits. The criterion for selection is unknown and inconsistent at best. Some speculate that it is intentional to cement the fact that you don’t apply to be a Marine.
UEE Navy
The largest branch and public face of the UEE military. The Navy is responsible for transportation of military resources, maintaining the borders and waging military strikes throughout the UEE. Service members of the Navy are deployed in nearly every system of the empire. In the early days of humanity’s expansion into space, the unified Navy primarily served as a police force, patrolling the systems for damaged or broken down ships. Upon the discovery of the Banu, the government realized that the Navy needed to be re-purposed as a military presence. The Navy’s fleet began to swell as it was the most obvious visual representation of humanity’s military strength.
Fueled by the never-ending stream of stories and Vids of daring pilots, recruits flocked to the Navy’s stations to sign up. Even before the Draft of the First Tevarin War, the Navy’s enlistment numbers had barely dipped. During the Messer Era, the Navy, along with the rest of the UEE military, grew at an exponential rate. Helping in the Imperator’s mad dash for planets and systems.
Structurally, the UEE Navy is formed around Squadrons which are assigned a carrier and a fluctuating number of support ships. An Admiral is in charge of the carrier and squadron with Wing Commanders running the multiple Wings that operate at any given time.
Recruits train in the shadows of the massive shipyards at the academies and boot camps on MacArthur in the Kilian Systems.
UEE Advocacy
Formed in 2523 when the United Nations of Earth transformed into the United Planets of Earth (UPE). The Advocacy was designed to be an inter-system police force under the High Advocate. During the fascist Messer Era, the Advocacy took on a darker role as the Imperator’s Secret Police, Intelligence, and Espionage agency. The extent of their actions are still unknown but Advocacy officials at the time were implicated in high-profile assassinations, the apprehension and torture of non-compliant elements in the populace, and propaganda mongers.
When the Imperator fell, they were reconstituted to their original purpose. While most planets were expected to police themselves, the Advocacy handled crimes that crossed planets and systems, fugitives and even extra-jurisdictional extractions (pursuit into Banu or Xi’An territory). Advocacy Agents are generally feared among the criminal community. They are well-trained in pursuit and apprehension techniques, equal parts hotshot pilot and thorough investigator. Most Advocacy Agents operate alone but teams of them can be dispatched for high-profile targets or situations of implied violence. The real danger of the Advocacy Agent is what they represent. A criminal could kill a cop and could probably kill an Agent under good circumstances… but they will just send another and another until they ghost him.
While the Advocacy does handle fugitives, they have been known to outsource to the Bounty Hunter Guild.
UEE Seal
Once humanity began to expand into the stars, the governments of Earth slowly began to realize that, politically, the individual governments of the various countries wouldn’t be able to maintain themselves in the bright future ahead. It wasn’t until the year 2380 that they governments of Earth decided to put aside their social and political differences and unify as a single governing entity named the United Nations of Earth (UNE).
Over the next century, more and more people began to move off-world and start over in freshly terraformed worlds. By the 26th century, almost 70% of the human population lived on other planets in other systems. Those living off-world felt like they were being equally represented in the government and began to petition the UNE for reform. Finally, in 2523, the UNE responded by transforming itself into the United Planets of Earth. This new political structure introduced the Tribunal of the High-Secretary (responsible for maintaining the infrastructure), High-General (responsible for expansion and protection), and High-Advocate (responsible for law enforcement) at the top of the pyramid and a Senate composed of Delegates representing all of the human planets around the galaxy.
2541: The UPE got its first real challenge when prospectors discovered the Tevarin, a warrior-race who ultimately sparked the first of two wars with the humans. During that time though, the War elevated the courageous actions of a ambitious young officer named Ivar Messer. Used as a poster-child for recruitment, Messer parlayed his newfound fame into a political career. His passion and ruthlessness quickly paved the way to the High-General position. During his time in office, Messer was critical of the Tribunal system, citing that the system was mired in endless debate when sometimes a direct course of action was preferable. He began to lobby for the creation of a First Citizen position, a single voice to hear the arguments but ultimately make the call. Of course, he was shocked and honored to be asked to ascend to the rank himself.
At the dawn of the 27th century, the remaining Tevarin, driven to the outskirts of the galaxy, were organized under a new Tevarin Warlord named Corth’Thal who launched an attack against their old enemies. The Second Tevarin War cemented Messer’s power. He stripped the High-Secretary and High-Advocate of their powers and declared himself Imperator of the new United Empire of Earth.
For nearly two centuries, the UEE expanded into the universe, snatching up worlds and terraforming them and an unsettling rate. All the while, Messer’s power and title transferred down through his children, each seemingly more cruel and greedy than the last. It was a time of military oppression and fascism. The Imperator even used the threat of war with the Xi’An and Vanduul to subjugate the populace. Resistance was growing however. Representatives from Terra repeatedly tried to speak out against the Imperator and lobbied to secede, most disappeared shortly after.
It wasn’t until the infamous Massacre of Garron II that the resistance really sparked a public outcry. A small planet brimming with life, Garron II was sold to a terraforming outfit by Imperator Messer XI. The atmospheric processing wiped out every living thing on the planet. When vid-footage of the atrocity hit the Spectrum, the public had finally had enough. Riots broke out. Underground Resistance movements attempted to fan the flames of revolution, finding unlikely allies in the Xi’An Empire who helped smuggle insurrectionists around UEE space. On May 3, 2792, the Imperator was overthrown. Erin Toi claimed the rank and restored the Tribunal system. The Imperator was no longer a hereditary autocrat but an elected position with a ten year term limit.
The new UEE tried desperately to amend for centuries of abuse. The Fair Chance Act, which prohibited terraforming on planets with an established chain of life, was quickly enacted to prevent events like Garron II from happening again. The UEE built the Ark as a repository (and attempt at reparations with the various alien civilizations we had antagonized) for galactic knowledge. And finally began construction on the Synthworld (Project Archangel) as a final alternative to having to terraform ever again.
To the present, the government has been maintaining these same policies. The Synthworld has largely been an unstable failure despite repeated efforts to get the project back on track. The money has started to dry up, the military is spread too thin.
The cracks are starting to show.
Clint Schultz, interviewed below, is a world class graphic designer who has worked on over two-dozen Hollywood productions including the Star Trek reboot, Mission Impossible 3, Indiana Jones and the Crystal Skull, Cowboys & Aliens, The Curious Case of Benjamin Button and Zodiac. Clint has designed all of our logos to date: Roberts Space Industries, Star Citizen, Squadron 42, Anvil Aerospace, Joker Engineering and others.
All of these logos began as simple vector graphic images like the one you saw yesterday. This is necessary because they will be adapted for many uses, from in-game appearances to official stamps, decals and signs. In this instance, the faction logos needed to be especially simple: they’ll appear as shoulder patches on characters’ uniforms and need to be clear, readable and graphic despite being very small on-screen. Once the base vector-graphic logo is approved, it will be textured and otherwise weathered as needed.
The new UEE logos you’ve seen are the initial flat vector graphics… but in the coming months you’ll see them textured for use on uniforms and weathered to appear on starship hulls! We think that together they make for an ongoing and iconic style for the UEE’s military that can be carried throughout different graphic aspects of the game that have yet to be designed!
Meet Clint Schultz
How did you become involved with Star Citizen?
I met Ryan Church on JJ Abrams 2009 version of Star Trek. As you all know, Ryan is one of the most talented illustrators in the film business (and beyond). Ryan and I have continued to cross paths on more recent JJ films like Super 8 & Into Darkness. Most recently we were working on Brad Bird’s next feature Tomorrowland together. It was during the pitch work for Tomorrowland that I got a call from Chris Roberts based on Ryan’s gracious recommendation. Chris and I met for coffee, and I was impressed with his vision. At this point in my career, it’s important to work with people I can help share a vision with. What started out as some part time logo work of the game has turned into a full time position. What have you been working on for the game?
I don’t know where to start? The first logo we did was for RSI, which really set the tone. From there we tackled the Star Citizen & Squadron 42 logo, which I’m very happy with. Those two logos were the base for many of the marketing items we developed for the Kickstarter campaign (ID cards, campaign posters, collectors editions, t-shirts, etc). Since I’ve started full time, we developed a very cool Cloud Imperium logo for the company. We’ve also developed a number of logos that will appear in the game (Drake, Joker, Anvil, etc.) I’ve also spent some time working on new ship blueprints, Jump Point compositions, and additional technical material. The most recent set of logo’s detail the various branches of the UEE (5 total). I really love the way the final 5 work both independently and as a group.
Can you tell us about the process of designing a logo?
I’ll preface this by saying each logo is different, and each design experience is different. Working with Ron Howard is very different than working with Michael Mann, and so are the individual logos and applications. Both are great directors with different processes. In the end, it’s all about the final results, no matter how you get there. I’m a huge believer in research first. I need to see what has been done before, and then look a different direction. I start all my logo’s as black & white, and depending on what a person / designer / director responds to, I take it to a certain point before getting feedback. I’m a big believer that if you can make a logo “sing” in B&W, you are more than half way there. Adding color and effects is just going to make a good logo that much stronger. I try not to overwhelm anyone with too many choices, otherwise you always wind up in a frankenstein type surgery of logos. Once feedback begins, things can go a lot of different ways. People have different ideas and graphic tastes depending on the application. In then end it’s all somewhat subjective, but as long as Chris and I are in agreement, that what matters to me most. The most successful design relationships are usually the most direct, and I enjoy working with Chris in that regard.
What are you most excited about seeing in the finished game?
This is my first experience with a game of any kind, so I can’t wait to see how it comes together. When I was hired to do Star Trek 2009, I was completely freaked out. I was not a Trekie, and only had a vague pop culture idea of that futuristic world. In the end, that totally worked in my favor to bring a fresh graphic look to an old classic. It was one of the most satisfying films I’ve ever worked on once I saw the finished product. I just kept telling myself throughout the film process that it didn’t matter if I didn’t “get” it. I know it sounds simple, but my rule was to make it look cool. If I made it look cool, I knew it would tie into the new environment. Having said that, I’m not a big gamer so it can be intimidating. It’s my honor to add a layer of graphics to the final product that I hope will enrich the exciting environment Chris has envisioned. I hope to make it look cool for the creators and the players, and I can’t wait to experience all aspects of the game first hand.
What other projects have you worked on?
Mostly films. My credits are listed here: www.clintschultz.com
Tell us what it is like to work on films.
When I tell people that I’m a graphic designer for film, they immediately think I work in post production / visual effects. I then tell them that I do everything that is printed and physically shot on film (props graphics, logos, vehicle skins, signs, wallpaper, etc..). The pace of production is so fast that it can get overwhelming despite the fact that graphics are my singular focus. I often joke that big corporations take months & years to design corporate identity, while I’m lucky to get a day or a week in most instances. Sometimes graphics goes beyond just logos, signs or skins as in Angels & Demons. Due to a strained relationship between writer Dan Brown and the Vatican, we obviously weren’t going to be allowed to film in Vatican City. Therefore, we had to re-create the Interior Pantheon, St. Peter’s Basilica, Sistine Chapel, Sala Regia, Chigi Chapel & Vatican Grottoes on sound stages at Sony Studios. In addition, we also built exterior locations for St. Peter’s Square and Piazza Navona on the parking lot of the Hollywood Park race track and casino. What we did end up shooting in Rome was a very small amount of Int’s & Ext’s. Building a faux Rome in Los Angles required miles of custom wallpaper. I would build the grout lines in Adobe Illustrator prior to incorporating the custom marble photos in Adobe Photoshop. From there, I would digitally age the images prior custom printing either on wallpaper or directly to a sub straight at Astek Wallcovering in Los Angeles. Our amazing paint crew had the final task of installing and adding and additional hand painted effects. The results were beyond my expectations, and I continue to use many of the effects I perfected on Angels & Demons to this day. A few years ago I had an interview with a production designer who looked at my portfolio of finished images from Angels & Demons. He says to me, “I don’t get it, what part of this is graphics?” To which I replied, “everything except the wood & studs.” He closed my portfolio immediately, and offered me the job, I was blown away. Whether you love the film or not, everyone seems to be surprised that 90% of the film was shot in Hollywood.
UEE Army
If the Navy are the guardian angels and the Marines are the swords of righteousness, the UEE Army is the mortar that holds the civilization together. An ultra-mechanized ground force, the Army is responsible for land-based military operations and keeps a watchful eye over primitive species on developing worlds. While it doesn’t have the numbers of the Navy, the UEE Army is the oldest established branch of the military, founded in 2380 as part of the creation of the United Nations of Earth.
The primary mission of the army is “to fight and win our Empire’s wars by providing prompt, sustained land dominance across the full range of military operations and spectrum of conflict in support of combatant commanders.”
While the public has been enamored by mighty carriers and hotshot pilots of the Navy for the past few centuries, the UEE Army managed to briefly seize the public consciousness during the first Tevarin War where just as many battles took place across shattered landscapes than did in space. Specifically, the Battle of Idris IV which became the largest turning point in the War both strategically and to the public, thanks to the brilliant tactics of a young officer named Ivar Messer.
UEE Marines
First responders. The Shock Troops. The howl of their drop-pods (nicknamed: Nails) screaming through atmo is a singularly unique and terrifying noise. There isn’t a combat zone hot enough to scare off a battle-hardened marine.
The Marines were initially kept under the umbrella of the Army’s command structure, they weren’t officially separated and formed as their own division until the end of the First Tevarin War. The UPE felt that they needed a consolidated special operations force that commanded the best of both the Army and the Navy. Their focus and primary application became planetary invasion. Marine units are specialized to be weapons of warfare, nothing more. They don’t handle diplomatic escorts or pull guard duty, they dust things. When the Imperator doesn’t need them, the Marines sequester themselves to their planet-bases on Corin (Kilian System) and train for the next conflict that will require their services.
Marine-Candidates are selected from the general pool of Army and Navy recruits. The criterion for selection is unknown and inconsistent at best. Some speculate that it is intentional to cement the fact that you don’t apply to be a Marine.
UEE Navy
The largest branch and public face of the UEE military. The Navy is responsible for transportation of military resources, maintaining the borders and waging military strikes throughout the UEE. Service members of the Navy are deployed in nearly every system of the empire. In the early days of humanity’s expansion into space, the unified Navy primarily served as a police force, patrolling the systems for damaged or broken down ships. Upon the discovery of the Banu, the government realized that the Navy needed to be re-purposed as a military presence. The Navy’s fleet began to swell as it was the most obvious visual representation of humanity’s military strength.
Fueled by the never-ending stream of stories and Vids of daring pilots, recruits flocked to the Navy’s stations to sign up. Even before the Draft of the First Tevarin War, the Navy’s enlistment numbers had barely dipped. During the Messer Era, the Navy, along with the rest of the UEE military, grew at an exponential rate. Helping in the Imperator’s mad dash for planets and systems.
Structurally, the UEE Navy is formed around Squadrons which are assigned a carrier and a fluctuating number of support ships. An Admiral is in charge of the carrier and squadron with Wing Commanders running the multiple Wings that operate at any given time.
Recruits train in the shadows of the massive shipyards at the academies and boot camps on MacArthur in the Kilian Systems.
UEE Advocacy
Formed in 2523 when the United Nations of Earth transformed into the United Planets of Earth (UPE). The Advocacy was designed to be an inter-system police force under the High Advocate. During the fascist Messer Era, the Advocacy took on a darker role as the Imperator’s Secret Police, Intelligence, and Espionage agency. The extent of their actions are still unknown but Advocacy officials at the time were implicated in high-profile assassinations, the apprehension and torture of non-compliant elements in the populace, and propaganda mongers.
When the Imperator fell, they were reconstituted to their original purpose. While most planets were expected to police themselves, the Advocacy handled crimes that crossed planets and systems, fugitives and even extra-jurisdictional extractions (pursuit into Banu or Xi’An territory). Advocacy Agents are generally feared among the criminal community. They are well-trained in pursuit and apprehension techniques, equal parts hotshot pilot and thorough investigator. Most Advocacy Agents operate alone but teams of them can be dispatched for high-profile targets or situations of implied violence. The real danger of the Advocacy Agent is what they represent. A criminal could kill a cop and could probably kill an Agent under good circumstances… but they will just send another and another until they ghost him.
While the Advocacy does handle fugitives, they have been known to outsource to the Bounty Hunter Guild.
UEE Seal
Once humanity began to expand into the stars, the governments of Earth slowly began to realize that, politically, the individual governments of the various countries wouldn’t be able to maintain themselves in the bright future ahead. It wasn’t until the year 2380 that they governments of Earth decided to put aside their social and political differences and unify as a single governing entity named the United Nations of Earth (UNE).
Over the next century, more and more people began to move off-world and start over in freshly terraformed worlds. By the 26th century, almost 70% of the human population lived on other planets in other systems. Those living off-world felt like they were being equally represented in the government and began to petition the UNE for reform. Finally, in 2523, the UNE responded by transforming itself into the United Planets of Earth. This new political structure introduced the Tribunal of the High-Secretary (responsible for maintaining the infrastructure), High-General (responsible for expansion and protection), and High-Advocate (responsible for law enforcement) at the top of the pyramid and a Senate composed of Delegates representing all of the human planets around the galaxy.
2541: The UPE got its first real challenge when prospectors discovered the Tevarin, a warrior-race who ultimately sparked the first of two wars with the humans. During that time though, the War elevated the courageous actions of a ambitious young officer named Ivar Messer. Used as a poster-child for recruitment, Messer parlayed his newfound fame into a political career. His passion and ruthlessness quickly paved the way to the High-General position. During his time in office, Messer was critical of the Tribunal system, citing that the system was mired in endless debate when sometimes a direct course of action was preferable. He began to lobby for the creation of a First Citizen position, a single voice to hear the arguments but ultimately make the call. Of course, he was shocked and honored to be asked to ascend to the rank himself.
At the dawn of the 27th century, the remaining Tevarin, driven to the outskirts of the galaxy, were organized under a new Tevarin Warlord named Corth’Thal who launched an attack against their old enemies. The Second Tevarin War cemented Messer’s power. He stripped the High-Secretary and High-Advocate of their powers and declared himself Imperator of the new United Empire of Earth.
For nearly two centuries, the UEE expanded into the universe, snatching up worlds and terraforming them and an unsettling rate. All the while, Messer’s power and title transferred down through his children, each seemingly more cruel and greedy than the last. It was a time of military oppression and fascism. The Imperator even used the threat of war with the Xi’An and Vanduul to subjugate the populace. Resistance was growing however. Representatives from Terra repeatedly tried to speak out against the Imperator and lobbied to secede, most disappeared shortly after.
It wasn’t until the infamous Massacre of Garron II that the resistance really sparked a public outcry. A small planet brimming with life, Garron II was sold to a terraforming outfit by Imperator Messer XI. The atmospheric processing wiped out every living thing on the planet. When vid-footage of the atrocity hit the Spectrum, the public had finally had enough. Riots broke out. Underground Resistance movements attempted to fan the flames of revolution, finding unlikely allies in the Xi’An Empire who helped smuggle insurrectionists around UEE space. On May 3, 2792, the Imperator was overthrown. Erin Toi claimed the rank and restored the Tribunal system. The Imperator was no longer a hereditary autocrat but an elected position with a ten year term limit.
The new UEE tried desperately to amend for centuries of abuse. The Fair Chance Act, which prohibited terraforming on planets with an established chain of life, was quickly enacted to prevent events like Garron II from happening again. The UEE built the Ark as a repository (and attempt at reparations with the various alien civilizations we had antagonized) for galactic knowledge. And finally began construction on the Synthworld (Project Archangel) as a final alternative to having to terraform ever again.
To the present, the government has been maintaining these same policies. The Synthworld has largely been an unstable failure despite repeated efforts to get the project back on track. The money has started to dry up, the military is spread too thin.
The cracks are starting to show.
Links
| Text | URL |
|---|---|
| www.clintschultz.com | http://www.clintschultz.com |
Images
16Metadata
- CIG ID
- 12928
- Channel
- Undefined
- Category
- Undefined
- Series
- None
- Comments
- 7
- Published
- 13 years ago (2013-03-19T00:00:00+00:00)