Meet Rob Irving!     - [Comm-Links](https://api.star-citizen.wiki/comm-links)
- Meet Rob Irving!

Meet Rob Irving!
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 English

 This week, meet our Lead Designer, Rob Irving! Rob has a long history with space games, MMO’s and Chris Roberts’ Wing Commander series… so he’s the perfect choice for putting Star Citizen’s game design together! Be sure and tune in to Wingman’s Hangar this Friday to hear more from Rob!

How did you get started in the game industry?

I spent a whole lot of my time playing with computers – playing games, in particular – and with paper gaming. When I was almost through with college (with a degree in English and a minor in aerospace engineering), I suddenly realized that I had no idea what I was going to do with my life. Then I heard from a friend that Origin was hiring a TDA position (designers didn’t exist yet) for Ultima. So I went in and dumped a giant pile of my writing and game work on Richard Garriott’s desk. I was all ready to leave college (a conversation with my parents that I was NOT looking forward to) if I got the job. I didn’t. The day after my last final, however, I got a call from a gentleman by the name of Chris Roberts asking if I would like to come on board his Strike Commander project. And so a game career was born.
What projects have you worked on? Have you worked with Chris Roberts before?

I worked on a mountain of projects in my 15 years in games, starting with Strike Commander and Pacific Strike. Then I got called in to help with Wing 3’s ground missions, since I knew how to use the mission layout tool. That led to a job on Wing 3 3DO, where I think I did a little of every type of work that you can do in games, even breaking down models from Wing 3 to lower-poly versions for W33DO. I was working on a game called Prowler with Billy Cain when the Wing 4 team realized that I was now the only person left who knew how to use the Strike mission builder, so I got pulled in to help with those ground missions, too. Then I lead up the design on Wing Commander: Prophecy. After that, I did the Jane’s Combat Simulations Longbow game and its mission disk, worked for some time on the Privateer/Wing Commander Online game design (never came to fruition) and then did some time on the Ultima Online live team. From there, I went on to producer jobs at 3DO Austin, Universal (L.A.), and Sierra in Seattle, where I produced SWAT 4. After Sierra shut down, I packed myself up and came back to Austin to work with Eric at Gizmondo, producing Johnny Whatever. After they shut down, I took a 7-year sabbatical and got a “grown up” job as a programmer at a timesheet software company.
What will you be doing for Cloud Imperium?

I’m the lead designer, which really boils down to taking the vision from Chris’ head and making it into realized, extensible game systems. Once we have the basics figured out, we’ll get started building the hundreds of assets that we’ll need to bring Star Citizen and Squadron 42 to life.
What are you most excited to see in Star Citizen/Squadron 42?

Back when I was working on Privateer Online, we had some big plans for the most amazing multiplayer space combat sim ever. But at the time, I think that our plans were too aggressive to bring to life. Now, we get to build something like that – only bigger! I’m thrilled that we’ll be able to bring a massive, living universe to life in Star Citizen.
What are you playing right now?
I like to go back to older games, particularly when they’re cheap! So I’m playing Fallout 3 right now, along with Halo 4. I’m also shamelessly addicted to the Lego games, so I just picked up Lego Lord of the Rings. (Another long-standing love in my life.) I’m also looking into World of Tanks, and I may even take a crack at Eve Online, if I actually can find enough spare time.

 Diese Woche treffen Sie unseren Lead Designer Rob Irving! Rob hat eine lange Geschichte mit Weltraumspielen, MMOs und Chris Roberts' Wing Commander Serie.... also ist er die perfekte Wahl, um das Spieldesign von Star Citizen zusammenzustellen! Seid sicher und schaltet euch diesen Freitag in Wingman's Hangar ein, um mehr von Rob zu hören!

Wie bist du in der Spieleindustrie gestartet?

Ich habe einen großen Teil meiner Zeit damit verbracht, mit Computern zu spielen - insbesondere mit Spielen - und mit Papierspielen. Als ich mit dem College fast fertig war (mit einem Abschluss in Englisch und einem Nebenfach in Luft- und Raumfahrttechnik), wurde mir plötzlich klar, dass ich keine Ahnung hatte, was ich mit meinem Leben anfangen sollte. Dann hörte ich von einem Freund, dass Origin eine TDA-Stelle (Designer gab es noch nicht) für Ultima einstellte. Also ging ich hinein und legte einen riesigen Haufen meiner Schreib- und Spielarbeit auf Richard Garriotts Schreibtisch. Ich war alle bereit, das College zu verlassen (ein Gespräch mit meinen Eltern, auf das ich mich NICHT freute), wenn ich den Job bekomme. Das habe ich nicht. Am Tag nach meinem letzten Finale erhielt ich jedoch einen Anruf von einem Herrn namens Chris Roberts, der fragte, ob ich an Bord seines Strike Commander-Projekts kommen möchte. Und so wurde eine Spielkarriere geboren.
An welchen Projekten hast du gearbeitet? Hast du schon mal mit Chris Roberts gearbeitet?

Ich habe in meinen 15 Jahren in Spielen an einer Vielzahl von Projekten gearbeitet, angefangen mit Strike Commander und Pacific Strike. Dann wurde ich gerufen, um bei den Bodenmissionen von Wing 3 zu helfen, da ich wusste, wie man das Missionsplanungswerkzeug benutzt. Das führte zu einem Job bei Wing 3 3DO, wo ich glaube, dass ich ein wenig von jeder Art von Arbeit gemacht habe, die man in Spielen machen kann, und sogar Modelle von Wing 3 auf Versionen mit niedrigerem Polyfaktor für W33DO heruntergebrochen habe. Ich arbeitete an einem Spiel namens Prowler mit Billy Cain, als das Wing 4-Team erkannte, dass ich jetzt die einzige Person war, die noch wusste, wie man den Strike Mission Builder benutzt, also wurde ich angezogen, um auch bei diesen Bodenmissionen zu helfen. Dann leite ich den Entwurf für den Wing Commander: Prophezeiung. Danach habe ich das Jane's Combat Simulations Longbow Spiel und seine Missionsdiskette gemacht, einige Zeit am Privateer/Wing Commander Online Game Design gearbeitet (nie zum Erfolg gekommen) und dann einige Zeit im Ultima Online Live Team gearbeitet. Von dort aus ging ich zu Produzentenjobs bei 3DO Austin, Universal (L.A.) und Sierra in Seattle, wo ich SWAT 4 produzierte, nachdem Sierra heruntergefahren war, packte ich mich zusammen und kam zurück nach Austin, um mit Eric bei Gizmondo zu arbeiten und Johnny Whatever zu produzieren. Nachdem sie geschlossen wurden, nahm ich ein 7-jähriges Sabbatical und bekam einen "erwachsenen" Job als Programmierer bei einem Timesheet-Softwareunternehmen.
Was werden Sie für Cloud Imperium tun?

Ich bin der Lead-Designer, was sich wirklich darauf beschränkt, die Vision von Chris' Kopf zu nehmen und sie in realisierte, erweiterbare Spielsysteme umzusetzen. Sobald wir die Grundlagen geklärt haben, werden wir mit dem Aufbau der Hunderte von Assets beginnen, die wir benötigen, um Star Citizen und Squadron 42 zum Leben zu erwecken.
Was freut dich am meisten in Star Citizen/Squadron 42 zu sehen?

Als ich damals an Privateer Online arbeitete, hatten wir einige große Pläne für die erstaunlichste Multiplayer-Weltraum-Kampfsimulation aller Zeiten. Aber zu diesem Zeitpunkt denke ich, dass unsere Pläne zu aggressiv waren, um sie zum Leben zu erwecken. Jetzt können wir so etwas bauen - nur größer! Ich bin begeistert, dass wir in Star Citizen ein riesiges, lebendiges Universum zum Leben erwecken können.
Was spielst du gerade?

Ich gehe gerne auf ältere Spiele zurück, besonders wenn sie billig sind! Also spiele ich jetzt Fallout 3, zusammen mit Halo 4. Ich bin auch schamlos süchtig nach den Legospielen, also habe ich gerade Lego Lord of the Rings aufgehoben. (Eine weitere langjährige Liebe in meinem Leben.) Ich schaue mir auch World of Tanks an, und ich kann sogar einen Versuch bei Eve Online machen, wenn ich tatsächlich genug Freizeit finde.

 This week, meet our Lead Designer, Rob Irving! Rob has a long history with space games, MMO’s and Chris Roberts’ Wing Commander series… so he’s the perfect choice for putting Star Citizen’s game design together! Be sure and tune in to Wingman’s Hangar this Friday to hear more from Rob!

How did you get started in the game industry?

I spent a whole lot of my time playing with computers – playing games, in particular – and with paper gaming. When I was almost through with college (with a degree in English and a minor in aerospace engineering), I suddenly realized that I had no idea what I was going to do with my life. Then I heard from a friend that Origin was hiring a TDA position (designers didn’t exist yet) for Ultima. So I went in and dumped a giant pile of my writing and game work on Richard Garriott’s desk. I was all ready to leave college (a conversation with my parents that I was NOT looking forward to) if I got the job. I didn’t. The day after my last final, however, I got a call from a gentleman by the name of Chris Roberts asking if I would like to come on board his Strike Commander project. And so a game career was born.
What projects have you worked on? Have you worked with Chris Roberts before?

I worked on a mountain of projects in my 15 years in games, starting with Strike Commander and Pacific Strike. Then I got called in to help with Wing 3’s ground missions, since I knew how to use the mission layout tool. That led to a job on Wing 3 3DO, where I think I did a little of every type of work that you can do in games, even breaking down models from Wing 3 to lower-poly versions for W33DO. I was working on a game called Prowler with Billy Cain when the Wing 4 team realized that I was now the only person left who knew how to use the Strike mission builder, so I got pulled in to help with those ground missions, too. Then I lead up the design on Wing Commander: Prophecy. After that, I did the Jane’s Combat Simulations Longbow game and its mission disk, worked for some time on the Privateer/Wing Commander Online game design (never came to fruition) and then did some time on the Ultima Online live team. From there, I went on to producer jobs at 3DO Austin, Universal (L.A.), and Sierra in Seattle, where I produced SWAT 4. After Sierra shut down, I packed myself up and came back to Austin to work with Eric at Gizmondo, producing Johnny Whatever. After they shut down, I took a 7-year sabbatical and got a “grown up” job as a programmer at a timesheet software company.
What will you be doing for Cloud Imperium?

I’m the lead designer, which really boils down to taking the vision from Chris’ head and making it into realized, extensible game systems. Once we have the basics figured out, we’ll get started building the hundreds of assets that we’ll need to bring Star Citizen and Squadron 42 to life.
What are you most excited to see in Star Citizen/Squadron 42?

Back when I was working on Privateer Online, we had some big plans for the most amazing multiplayer space combat sim ever. But at the time, I think that our plans were too aggressive to bring to life. Now, we get to build something like that – only bigger! I’m thrilled that we’ll be able to bring a massive, living universe to life in Star Citizen.
What are you playing right now?
I like to go back to older games, particularly when they’re cheap! So I’m playing Fallout 3 right now, along with Halo 4. I’m also shamelessly addicted to the Lego games, so I just picked up Lego Lord of the Rings. (Another long-standing love in my life.) I’m also looking into World of Tanks, and I may even take a crack at Eve Online, if I actually can find enough spare time.

Links
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Metadata
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  CIG ID  12905

 Channel  Undefined

 Category  Undefined

 Series  Meet the team

 Comments  60

 Published  13 years ago (2013-02-27T00:00:00+00:00)

  [RSI Article](https://robertsspaceindustries.com/comm-link/transmission/12905-Meet-Rob-Irving) [API](https://api.star-citizen.wiki/api/comm-links/12905)
