Squadron 42 Monthly Report: September 2018

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This is a cross-post of the report that was recently sent out via the monthly Squadron 42 newsletter. We’re publishing this a second time as a Comm-Link to make it easier for the community to reference back to, and plan on following this process for future Squadron 42 Monthly Reports.
As the development of Squadron 42 thunders on, the brain trust at UEE Naval High Command has retooled their dispatches.

We aim to bring you the most significant and comprehensive project updates available. However, particularly sensitive details will remain under wraps to avoid unnecessary leaks to the civilian community.

Read on for a look into the work done on Squadron 42 during September and keep a weather eye open on this channel for future briefings.

CitizenCon 2948 saw the first look at the latest Squadron 42 trailer. If you missed it, or want to check it out again, you’ll find the full 4K version on the official Star Citizen YouTube channel.


Cinematics
The Cinematics Team split their time this month between creating content and advancing tech and tools. They had several meetings about where to fit PCAP to reworked props and where to change geometry to fit the specific shot performances; in particular, where to place the Idris and Bengal’s captain’s chairs. They modified and completed several Trackview master sequences featuring newly-edited PCAP, including camera and lighting. The completed sequences essentially show a conversation or first-person cinematic and all of its branches in a linear fashion. The animators then use these to iterate on pose-matching, while the level designers use them as the blueprint for how the scene will play out once it’s scripted via AI logic. On the tech side, they worked with tool engineers to improve the navspline for puppeteering ships. The spline now features better ghost vehicle rendering too, allowing its control points to be manipulated as editor objects. General work on the usability of the spline is continuing with numerous improvements. The team also revamped the ability to trigger weapon and turret fire on ships. A collaboration with the tech teams featured example scenes that contain performances by real-life actors. As the actors were directing their performance to a specific point, the goal is now to guide the player towards that spot via UI. The first tests look promising.

Engineering
The Actor Team made a lot of small improvements to how first-person gameplay feels, such as speeding up weapon swapping, tweaking ADS aiming when moving, and adjusting weapon sway. They also revisited and fixed issues with the jump mechanic before undertaking a more detailed pass using the new time-warping tech to clean up the assets. Progress continues with the Usable Editor Tool, which enables the team to create and amend new usables directly in the editor and simplify the current process. The new Walk and Talk prototype is making progress, with two characters now walking together while having a believable and dynamic conversation. The EU Gameplay Team has been supporting the cinematics group, fixing issues they’ve been having when creating cutscenes.

Facial animation
The team worked along-side Tech Animation to test the Vanduul facial rig. They also ran the first set of reviews for the new Facial Animation Quality Benchmark, with the goal of establishing a gold-standard for facial performance in a triple-A game.

Gameplay Story
September was a particularly exciting month as the Story Team implemented more scenes than ever before. The aim for Q3 began with around 10, but they managed to get 23 working in-game to a high standard. They also gave more thought to the lighting and positioning of scenes within levels, which has led to considerable improvements to their visual appearance.
Graphics
The Graphics Team worked on several new features as part of ongoing space-crafting improvements. This included adding shadows onto and from gas clouds (with a 75% memory saving), the addition of turbulence and interference when near dense regions of cloud, and a new GPU spline based lightning system. On top of this, they also improved reflections from water and added tessellation to the organic shader, which is mainly used for rocks and terrain.
Level Design
The team is operating at full capacity, with a heavy focus on scene implementation and usables. Making all the locations of the game feel realistic and believable (particularly the way the AI interact and move around on their various schedules) is always a top priority. All chapters of the game have a single design owner and several support designers who can work on them simultaneously. The numerous feature teams all have S42 technical priorities on their backlogs and have a steady stream of technology and workflow improvements coming in on a weekly basis.
Props
The Props Team shifted priorities slightly this month to focus on getting their templates updated to work with the new usable systems, with the aim to make it easier to scale functionality out across the game. Work has progressed on junk and scrap piles, with the whitebox assets getting a material pass. The original simpods have been brought up to scratch, staying true to the original concept but being reworked using the custom normal workflow. They were also converted to work with the most current shaders. Finally, the team has been going through the cinematic scenes and have started work on the props with performance capture associated with them.
Ship Art
The Ship Art Team paused for a couple weeks on Persistent Universe work to take care of some pilot-fitting issues on a prominent S42 campaign ship. They raised the pilot position up and refined the interior geo a bit more. Now that it’s done, they’re back in full swing on the 300i grey-box for the PU.
Tech Animation
The Motion Capture Team has been reconfiguring their whole rig to trigger capture on every platform over TCP/IP: reference, facial & body. This made it much easier to match and manage the resulting datasets and has improved workflow across the board. They put it to the test on a recent shoot in Manchester and worked to implement much of the resulting animation. They have also been refining the pipelines in which they process the data sets from motion capture and bring them together as a whole in their animation DCC of choice, Maya. Female animation received baseline processing, with retargeting of the core reference databases and basic animation done to make the refinement pass as easy as possible. They also worked on multiple fixes for the usable system and supported the Combat AI Team with new weapon setups for left-handed combat. Lastly, the team has been developing the facial rigging pipeline and skinning toolsets, with the Vanduul as the central focus of development.

UI
While UI predominantly provided support for new features in the PU, they also supported various environmental needs for Squadron 42, such as ambient displays in the background of scenes and locations.
VFX
This month, the team focused heavily on a variety of feature improvements, including significantly upgraded lightning effects. This doesn’t just refer to how it looks, but how it can be dynamically controlled and how it interacts with the player. This was all done in close collaboration with the Art and Design teams. They also worked on various cinematics, as well as several in-game cutscenes. Some have been challenging to work on as they flesh out unique environments and situations that haven’t been seen before in a video game.
Weapons
The Weapon Art Team finished production on the Kastak Arms Sawtooth knife.
Covert Intel
WE’LL SEE YOU NEXT MONTH…
Dies ist ein Querverweis auf den Bericht, der kürzlich über den monatlichen Squadron 42 Newsletter verschickt wurde. Wir veröffentlichen dies ein zweites Mal als Comm-Link, um es der Community zu erleichtern, auf diesen Prozess für zukünftige Squadron 42 Monatsberichte zurückzugreifen und ihn zu verfolgen.
Während die Entwicklung der Staffel 42 weiter donnert, hat der Brain Trust des UEE Naval High Command ihre Depeschen neu ausgerüstet.

Unser Ziel ist es, Ihnen die wichtigsten und umfassendsten Projekt-Updates zur Verfügung zu stellen. Besonders sensible Details bleiben jedoch unter Verschluss, um unnötige Lecks an die Zivilbevölkerung zu vermeiden.

Lesen Sie weiter, um einen Blick auf die Arbeit an der Staffel 42 im September zu werfen und halten Sie für zukünftige Briefings ein Auge auf diesen Kanal.

CitizenCon 2948 sah den ersten Blick auf den neuesten Squadron 42 Trailer. Wenn du es verpasst hast oder es noch einmal ausprobieren möchtest, findest du die volle 4K-Version auf dem offiziellen Star Citizen YouTube-Kanal.


Kinematiken
Das Cinematics Team teilte seine Zeit in diesem Monat zwischen der Erstellung von Inhalten und der Weiterentwicklung von Technologien und Tools auf. Sie hatten mehrere Besprechungen darüber, wo PCAP an überarbeitete Requisiten angebracht werden sollte und wo die Geometrie an die spezifischen Schussleistungen angepasst werden sollte; insbesondere, wo die Idris und die Kapitänssessel von Bengal platziert werden sollten. Sie modifizierten und vervollständigten mehrere Trackview-Mastersequenzen mit neu bearbeitetem PCAP, einschließlich Kamera und Beleuchtung. Die abgeschlossenen Sequenzen zeigen im Wesentlichen ein Gespräch oder eine First-Person-Cinematic und alle ihre Zweige linear. Die Animatoren verwenden diese dann, um beim Pose-Matching zu iterieren, während die Leveldesigner sie als Blaupause für das Verhalten der Szene verwenden, sobald sie über die KI-Logik skriptiert wurde. Auf der technischen Seite arbeiteten sie mit Werkzeugingenieuren zusammen, um den Navspline für Puppenfahrerschiffe zu verbessern. Die Spline verfügt nun auch über eine bessere Geisterfahrzeugdarstellung, so dass ihre Kontrollpunkte als Editorobjekte manipuliert werden können. Die allgemeinen Arbeiten zur Benutzerfreundlichkeit der Verzahnung werden mit zahlreichen Verbesserungen fortgesetzt. Das Team hat auch die Fähigkeit, Waffen und Turmfeuer auf Schiffen auszulösen, überarbeitet. In Zusammenarbeit mit den Technik-Teams wurden Beispielszenen gezeigt, die Auftritte von realen Schauspielern enthalten. Da die Akteure ihre Performance auf einen bestimmten Punkt ausgerichtet haben, ist es nun das Ziel, den Spieler über die Benutzeroberfläche zu diesem Punkt zu führen. Die ersten Tests sehen vielversprechend aus.
Ingenieurwesen
Das Actor Team hat viele kleine Verbesserungen am Spielgefühl der Ego-Personen vorgenommen, wie z.B. die Beschleunigung des Waffenwechsels, das Optimieren des ADS-Ziels beim Bewegen und das Einstellen der Waffenschwankung. Sie besuchten und beheben auch Probleme mit dem Sprungmechaniker, bevor sie einen detaillierteren Pass mit der neuen Time Warping-Technologie zur Bereinigung der Anlagen durchführten. Der Fortschritt geht weiter mit dem Usable Editor Tool, das es dem Team ermöglicht, neue Usables direkt im Editor zu erstellen und zu ändern und den aktuellen Prozess zu vereinfachen. Der neue Walk and Talk-Prototyp macht Fortschritte, wobei zwei Charaktere nun zusammen gehen und ein glaubwürdiges und dynamisches Gespräch führen. Das EU-Gameplay-Team hat die Cinematics-Gruppe unterstützt und Probleme bei der Erstellung von Cutscenes behoben.
Gesichtsanimation
Das Team arbeitete zusammen mit Tech Animation, um das Vanduul Gesichtsgerät zu testen. Sie führten auch die ersten Bewertungen für den neuen Facial Animation Quality Benchmark durch, mit dem Ziel, einen Goldstandard für die Gesichtsleistung in einem Triple-A-Spiel zu etablieren.
Gameplay-Geschichte
Der September war ein besonders aufregender Monat, da das Story-Team mehr Szenen als je zuvor realisierte. Das Ziel für Q3 begann mit etwa 10, aber sie schafften es, 23 arbeitende Spieler im Spiel auf ein hohes Niveau zu bringen. Sie beschäftigten sich auch verstärkt mit der Beleuchtung und Positionierung von Szenen innerhalb von Ebenen, was zu einer erheblichen Verbesserung der Optik geführt hat.
Grafiken
Das Grafik-Team arbeitete an mehreren neuen Funktionen im Rahmen der kontinuierlichen Verbesserung des Raumfahrtverfahrens. Dazu gehörten das Hinzufügen von Schatten auf und von Gaswolken (mit einer Speicherersparnis von 75%), das Hinzufügen von Turbulenzen und Interferenzen in der Nähe dichter Wolkenbereiche und ein neues GPU-Spline-basiertes Beleuchtungssystem. Darüber hinaus verbesserten sie auch die Reflexionen vom Wasser und fügten dem organischen Shader, der hauptsächlich für Felsen und Gelände verwendet wird, eine Tesselierung hinzu.
Leveldesign
Das Team ist voll ausgelastet, mit einem starken Fokus auf Szenenimplementierung und Usables. Es ist immer von höchster Priorität, alle Orte des Spiels realistisch und glaubwürdig erscheinen zu lassen (insbesondere die Art und Weise, wie die KI interagiert und sich auf ihren verschiedenen Zeitplänen bewegt). Alle Kapitel des Spiels haben einen einzigen Designeigentümer und mehrere Support-Designer, die gleichzeitig an ihnen arbeiten können. Die zahlreichen Feature-Teams haben alle technische S42-Prioritäten in ihren Backlogs und verfügen über einen stetigen Strom von Technologie- und Workflow-Verbesserungen, die wöchentlich einfließen.
Requisiten
Das Requisitenteam hat die Prioritäten in diesem Monat leicht verschoben, um sich darauf zu konzentrieren, dass seine Vorlagen aktualisiert werden, um mit den neuen benutzerfreundlichen Systemen zu funktionieren, mit dem Ziel, die Skalierung der Funktionalität im gesamten Spiel zu erleichtern. Die Arbeiten an Schrott- und Schrotthalden sind vorangekommen, wobei die Whitebox-Anlagen einen Materialpass erhalten haben. Die ursprünglichen Simpods wurden auf den neuesten Stand gebracht, bleiben dem ursprünglichen Konzept treu, werden aber mit dem benutzerdefinierten normalen Workflow überarbeitet. Sie wurden auch umgebaut, um mit den aktuellsten Shadern zu arbeiten. Schließlich hat das Team die filmischen Szenen durchgegangen und mit der Arbeit an den Requisiten begonnen, mit der damit verbundenen Leistungserfassung.
Schiffskunst
Das Ship Art Team hielt einige Wochen lang an der Arbeit an Persistent Universe fest, um sich um einige Probleme bei der Pilotenausrüstung auf einem prominenten S42-Kampagnenschiff zu kümmern. Sie hoben die Pilotposition an und verfeinerten die Innengeo etwas mehr. Jetzt, da es erledigt ist, sind sie wieder in vollem Gange auf der 300i grauen Box für das PU.
Technische Animation
Das Motion Capture Team hat sein gesamtes Rigg neu konfiguriert, um die Erfassung auf jeder Plattform über TCP/IP auszulösen: Referenz, Gesicht und Körper. Dies hat die Abstimmung und Verwaltung der resultierenden Datensätze erheblich vereinfacht und den Arbeitsablauf in allen Bereichen verbessert. Sie stellten es bei einem kürzlichen Shooting in Manchester auf die Probe und arbeiteten daran, einen Großteil der resultierenden Animation zu implementieren. Sie haben auch die Pipelines verfeinert, in denen sie die Datensätze aus der Bewegungserfassung verarbeiten und in ihrer Animation DCC der Wahl, Maya, als Ganzes zusammenführen. Die weibliche Animation erhielt eine Grundlinienverarbeitung, mit einer erneuten Ausrichtung der Kern-Referenzdatenbanken und einer grundlegenden Animation, um die Verfeinerung so einfach wie möglich zu gestalten. Sie arbeiteten auch an mehreren Korrekturen für das verwendbare System und unterstützten das Combat AI Team mit neuen Waffenaufstellungen für den Linkshänder-Kampf. Schließlich hat das Team die Facial Rigging Pipeline und Skinning Toolsets entwickelt, wobei die Vanduul im Mittelpunkt der Entwicklung stand.
UI
Während die Benutzeroberfläche hauptsächlich Unterstützung für neue Funktionen in der PU bot, unterstützte sie auch verschiedene Umweltanforderungen für die Staffel 42, wie z.B. Umgebungsanzeigen im Hintergrund von Szenen und Orten.
VFX
In diesem Monat konzentrierte sich das Team stark auf eine Vielzahl von Funktionsverbesserungen, darunter deutlich verbesserte Blitzeffekte. Dies bezieht sich nicht nur auf das Aussehen, sondern auch darauf, wie es dynamisch gesteuert werden kann und wie es mit dem Player interagiert. Dies alles geschah in enger Zusammenarbeit mit den Teams von Art und Design. Sie arbeiteten auch an verschiedenen Kinofilmen und mehreren Cutscenes im Spiel. Einige haben es sich zur Aufgabe gemacht, an ihnen zu arbeiten, während sie einzigartige Umgebungen und Situationen ausarbeiten, die in einem Videospiel noch nie zuvor gesehen wurden.
Waffen
Das Weapon Art Team beendete die Produktion des Kastak Arms Sägezahnmessers.
Verdeckte Intel
WIR SEHEN UNS NÄCHSTEN MONAT.....
This is a cross-post of the report that was recently sent out via the monthly Squadron 42 newsletter. We’re publishing this a second time as a Comm-Link to make it easier for the community to reference back to, and plan on following this process for future Squadron 42 Monthly Reports.
As the development of Squadron 42 thunders on, the brain trust at UEE Naval High Command has retooled their dispatches.

We aim to bring you the most significant and comprehensive project updates available. However, particularly sensitive details will remain under wraps to avoid unnecessary leaks to the civilian community.

Read on for a look into the work done on Squadron 42 during September and keep a weather eye open on this channel for future briefings.

CitizenCon 2948 saw the first look at the latest Squadron 42 trailer. If you missed it, or want to check it out again, you’ll find the full 4K version on the official Star Citizen YouTube channel.


Cinematics
The Cinematics Team split their time this month between creating content and advancing tech and tools. They had several meetings about where to fit PCAP to reworked props and where to change geometry to fit the specific shot performances; in particular, where to place the Idris and Bengal’s captain’s chairs. They modified and completed several Trackview master sequences featuring newly-edited PCAP, including camera and lighting. The completed sequences essentially show a conversation or first-person cinematic and all of its branches in a linear fashion. The animators then use these to iterate on pose-matching, while the level designers use them as the blueprint for how the scene will play out once it’s scripted via AI logic. On the tech side, they worked with tool engineers to improve the navspline for puppeteering ships. The spline now features better ghost vehicle rendering too, allowing its control points to be manipulated as editor objects. General work on the usability of the spline is continuing with numerous improvements. The team also revamped the ability to trigger weapon and turret fire on ships. A collaboration with the tech teams featured example scenes that contain performances by real-life actors. As the actors were directing their performance to a specific point, the goal is now to guide the player towards that spot via UI. The first tests look promising.

Engineering
The Actor Team made a lot of small improvements to how first-person gameplay feels, such as speeding up weapon swapping, tweaking ADS aiming when moving, and adjusting weapon sway. They also revisited and fixed issues with the jump mechanic before undertaking a more detailed pass using the new time-warping tech to clean up the assets. Progress continues with the Usable Editor Tool, which enables the team to create and amend new usables directly in the editor and simplify the current process. The new Walk and Talk prototype is making progress, with two characters now walking together while having a believable and dynamic conversation. The EU Gameplay Team has been supporting the cinematics group, fixing issues they’ve been having when creating cutscenes.

Facial animation
The team worked along-side Tech Animation to test the Vanduul facial rig. They also ran the first set of reviews for the new Facial Animation Quality Benchmark, with the goal of establishing a gold-standard for facial performance in a triple-A game.

Gameplay Story
September was a particularly exciting month as the Story Team implemented more scenes than ever before. The aim for Q3 began with around 10, but they managed to get 23 working in-game to a high standard. They also gave more thought to the lighting and positioning of scenes within levels, which has led to considerable improvements to their visual appearance.
Graphics
The Graphics Team worked on several new features as part of ongoing space-crafting improvements. This included adding shadows onto and from gas clouds (with a 75% memory saving), the addition of turbulence and interference when near dense regions of cloud, and a new GPU spline based lightning system. On top of this, they also improved reflections from water and added tessellation to the organic shader, which is mainly used for rocks and terrain.
Level Design
The team is operating at full capacity, with a heavy focus on scene implementation and usables. Making all the locations of the game feel realistic and believable (particularly the way the AI interact and move around on their various schedules) is always a top priority. All chapters of the game have a single design owner and several support designers who can work on them simultaneously. The numerous feature teams all have S42 technical priorities on their backlogs and have a steady stream of technology and workflow improvements coming in on a weekly basis.
Props
The Props Team shifted priorities slightly this month to focus on getting their templates updated to work with the new usable systems, with the aim to make it easier to scale functionality out across the game. Work has progressed on junk and scrap piles, with the whitebox assets getting a material pass. The original simpods have been brought up to scratch, staying true to the original concept but being reworked using the custom normal workflow. They were also converted to work with the most current shaders. Finally, the team has been going through the cinematic scenes and have started work on the props with performance capture associated with them.
Ship Art
The Ship Art Team paused for a couple weeks on Persistent Universe work to take care of some pilot-fitting issues on a prominent S42 campaign ship. They raised the pilot position up and refined the interior geo a bit more. Now that it’s done, they’re back in full swing on the 300i grey-box for the PU.
Tech Animation
The Motion Capture Team has been reconfiguring their whole rig to trigger capture on every platform over TCP/IP: reference, facial & body. This made it much easier to match and manage the resulting datasets and has improved workflow across the board. They put it to the test on a recent shoot in Manchester and worked to implement much of the resulting animation. They have also been refining the pipelines in which they process the data sets from motion capture and bring them together as a whole in their animation DCC of choice, Maya. Female animation received baseline processing, with retargeting of the core reference databases and basic animation done to make the refinement pass as easy as possible. They also worked on multiple fixes for the usable system and supported the Combat AI Team with new weapon setups for left-handed combat. Lastly, the team has been developing the facial rigging pipeline and skinning toolsets, with the Vanduul as the central focus of development.

UI
While UI predominantly provided support for new features in the PU, they also supported various environmental needs for Squadron 42, such as ambient displays in the background of scenes and locations.
VFX
This month, the team focused heavily on a variety of feature improvements, including significantly upgraded lightning effects. This doesn’t just refer to how it looks, but how it can be dynamically controlled and how it interacts with the player. This was all done in close collaboration with the Art and Design teams. They also worked on various cinematics, as well as several in-game cutscenes. Some have been challenging to work on as they flesh out unique environments and situations that haven’t been seen before in a video game.
Weapons
The Weapon Art Team finished production on the Kastak Arms Sawtooth knife.
Covert Intel
WE’LL SEE YOU NEXT MONTH…

Links

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Metadata

CIG ID
16792
Channel
Undefined
Category
Undefined
Series
Monthly Reports
Comments
34
Published
7 years ago (2018-11-05T00:00:00+00:00)