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- Meet Blake Yates

Meet Blake Yates
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 Today we would like to introduce you to Star Citizen’s newest Designer, Blake Yates! When it comes to design, Blake is a jack-of-all-trades with a background to match. You can learn more about him and find out what he’s working on for the game on Friday’s all-new Wingman’s Hangar.

How did you get started in the game industry?
My start was in kindergarten where I was drawling these stick figure battles. I think a lot of people in the industry did this. I remember I didn’t have access to D&amp;D books, but I understood the concept and started making up my own rules. In middle school I would mess around with games that I made on graph paper instead of paying attention in reading class. In high school I made a couple of (kinda like board) games that my friends enjoyed. I tried to be practical in college and really got away from games for a while, but I ended up going to the Guildhall and got into the industry as a level designer.

What projects have you worked on? Have you worked with Chris Roberts before?
I worked with a small studio in Dallas on a few projects, but I have never worked with CR before. I have been playing CR games since my family’s first computer. I messed up several computers trying to get enough EMS to run the extra features on Wing Commander or running mem-maker and ram-doubler.

What are you doing for Cloud Imperium?
Right now I am doing a bit of everything. From high level game design to placing decals in levels to scripting. Also, I’m looking around this office and I don’t think we work for Cloud Imperium anymore. I’m pretty sure we have been acquired by the Triangle Shirtwaist Company.

What are you most excited to see in Star Citizen/Squadron 42?
I think we have a shot at paying off some of the things people envisioned when they first started imagining playing in a world with lots of other people before there was such a word as mmo. Nobody imagined playing in these static worlds where things just reset and nullify everything you do in the game.
I also like that we have set up our world as a land of opportunity, but also a very brittle world. When the Western Roman Empire fell, it was an opportunity for as many people as it was a tragedy for. A lot of other games have tried to exert heavy control over the universe and story of the game. I think our game has the opportunity to be driven by players as they find order and opportunity in a changing world.

What are you playing right now?
Not a ton. I’m playing a bit of Card Hunter on the recommendation of Pete. It is really fast paced but still feels like a D&amp;D miniatures battle. The difficulty has not reached the level I am hoping for yet, but I’m told it gets much harder later.
I’m also playing a Civilization/Go hybrid that a friend of mine named Alex Kutsenok made called Bronze and helping him test his new game that has not come out yet called Red Thief. I really like his games because I always have to have a plan to win his levels. I can never just go through his stages on autopilot.
I’m also eagerly awaiting the new Total War so I can download it and then totally never have time to play it.

 Heute möchten wir Ihnen den neuesten Designer von Star Citizen, Blake Yates, vorstellen! Wenn es um Design geht, ist Blake ein Alleskönner mit einem passenden Hintergrund. Sie können mehr über ihn erfahren und herausfinden, woran er für das Spiel am Freitag im brandneuen Hangar von Wingman's arbeitet.

Wie bist du in der Spieleindustrie gestartet?
Mein Start war im Kindergarten, wo ich diese Stockfigurenkämpfe zeichnete. Ich denke, viele Leute in der Branche haben das getan. Ich erinnere mich, dass ich keinen Zugang zu D&amp;D-Büchern hatte, aber ich verstand das Konzept und begann, meine eigenen Regeln aufzustellen. In der Mittelschule würde ich mit Spielen herumspielen, die ich auf Millimeterpapier gemacht habe, anstatt im Lesekurs aufzupassen. In der High School habe ich ein paar (irgendwie wie Brettspiele) gemacht, die meine Freunde genossen haben. Ich versuchte, an der Uni praktisch zu sein und kam für eine Weile wirklich von den Spielen weg, aber am Ende ging ich ins Rathaus und kam als Leveldesigner in die Branche.

An welchen Projekten hast du gearbeitet? Hast du schon mal mit Chris Roberts gearbeitet?
Ich habe mit einem kleinen Studio in Dallas an einigen Projekten gearbeitet, aber ich habe noch nie zuvor mit CR gearbeitet. Ich spiele CR-Spiele seit dem ersten Computer meiner Familie. Ich habe mehrere Computer versaut, die versuchten, genug EMS zu bekommen, um die zusätzlichen Funktionen von Wing Commander oder Mem-Maker und Ram-Doubler auszuführen.

Was machst du für Cloud Imperium?
Im Moment mache ich von allem ein bisschen. Vom High-Level-Spieldesign über das Anbringen von Decals in Levels bis hin zum Scripting. Außerdem schaue ich mich in diesem Büro um und ich glaube nicht, dass wir noch für Cloud Imperium arbeiten. Ich bin mir ziemlich sicher, dass wir von der Triangle Shirtwaist Company übernommen wurden.

Was freut dich am meisten in Star Citizen/Squadron 42 zu sehen?
Ich denke, wir haben eine Chance, einige der Dinge zu bezahlen, die sich die Leute vorgestellt haben, als sie anfingen, sich vorzustellen, in einer Welt mit vielen anderen Leuten zu spielen, bevor es so ein Wort wie mmo gab. Niemand stellte sich vor, in diesen statischen Welten zu spielen, in denen die Dinge einfach zurückgesetzt und alles, was man im Spiel tut, annulliert werden.
Mir gefällt auch, dass wir unsere Welt als ein Land der Möglichkeiten, aber auch als eine sehr brüchige Welt eingerichtet haben. Als das Weströmische Reich fiel, war es eine Gelegenheit für so viele Menschen wie eine Tragödie für sie. Viele andere Spiele haben versucht, eine starke Kontrolle über das Universum und die Geschichte des Spiels auszuüben. Ich denke, dass unser Spiel die Möglichkeit hat, von Spielern getrieben zu werden, wenn sie in einer sich verändernden Welt Ordnung und Möglichkeiten finden.

Was spielst du gerade?
Nicht eine Tonne. Ich spiele ein wenig Kartenjäger auf Empfehlung von Pete. Es ist wirklich schnell, fühlt sich aber trotzdem wie ein D&amp;D-Miniaturen-Kampf an. Die Schwierigkeit hat noch nicht das Niveau erreicht, auf das ich hoffe, aber man sagt mir, dass es später viel schwieriger wird.
Ich spiele auch einen Civilization/Go-Hybrid, den ein Freund von mir namens Alex Kutsenok namens Bronze hergestellt hat und helfe ihm, sein neues Spiel zu testen, das noch nicht erschienen ist und den Namen Red Thief trägt. Ich mag seine Spiele sehr, weil ich immer einen Plan haben muss, um seine Level zu gewinnen. Ich kann nie einfach mit dem Autopiloten durch seine Phasen gehen.
Ich warte auch gespannt auf den neuen Total War, damit ich ihn herunterladen kann und dann nie Zeit habe, ihn zu spielen.

 Today we would like to introduce you to Star Citizen’s newest Designer, Blake Yates! When it comes to design, Blake is a jack-of-all-trades with a background to match. You can learn more about him and find out what he’s working on for the game on Friday’s all-new Wingman’s Hangar.

How did you get started in the game industry?
My start was in kindergarten where I was drawling these stick figure battles. I think a lot of people in the industry did this. I remember I didn’t have access to D&amp;D books, but I understood the concept and started making up my own rules. In middle school I would mess around with games that I made on graph paper instead of paying attention in reading class. In high school I made a couple of (kinda like board) games that my friends enjoyed. I tried to be practical in college and really got away from games for a while, but I ended up going to the Guildhall and got into the industry as a level designer.

What projects have you worked on? Have you worked with Chris Roberts before?
I worked with a small studio in Dallas on a few projects, but I have never worked with CR before. I have been playing CR games since my family’s first computer. I messed up several computers trying to get enough EMS to run the extra features on Wing Commander or running mem-maker and ram-doubler.

What are you doing for Cloud Imperium?
Right now I am doing a bit of everything. From high level game design to placing decals in levels to scripting. Also, I’m looking around this office and I don’t think we work for Cloud Imperium anymore. I’m pretty sure we have been acquired by the Triangle Shirtwaist Company.

What are you most excited to see in Star Citizen/Squadron 42?
I think we have a shot at paying off some of the things people envisioned when they first started imagining playing in a world with lots of other people before there was such a word as mmo. Nobody imagined playing in these static worlds where things just reset and nullify everything you do in the game.
I also like that we have set up our world as a land of opportunity, but also a very brittle world. When the Western Roman Empire fell, it was an opportunity for as many people as it was a tragedy for. A lot of other games have tried to exert heavy control over the universe and story of the game. I think our game has the opportunity to be driven by players as they find order and opportunity in a changing world.

What are you playing right now?
Not a ton. I’m playing a bit of Card Hunter on the recommendation of Pete. It is really fast paced but still feels like a D&amp;D miniatures battle. The difficulty has not reached the level I am hoping for yet, but I’m told it gets much harder later.
I’m also playing a Civilization/Go hybrid that a friend of mine named Alex Kutsenok made called Bronze and helping him test his new game that has not come out yet called Red Thief. I really like his games because I always have to have a plan to win his levels. I can never just go through his stages on autopilot.
I’m also eagerly awaiting the new Total War so I can download it and then totally never have time to play it.

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Metadata
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  CIG ID  13209

 Channel  Undefined

  Category  Undefined

 Series  Meet the team

  Comments  44

  Published   12 years ago (2013-08-14T00:00:00+00:00)

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