FOUNDRY 42: UK
GRAPHICS
The graphics team spent their time bug fixing 3.0. When QA/Evocati get their hands on completed features and assets there’s always the usual influx of unexpected issues. This included numerous problems related to rotating planets/moons because much of the older rendering code made assumptions about things being stationary, and especially doesn’t cope well with changing the frame of reference when moving in/out of orbit.
The team also created a new glass shader that provided a great visual improvement over the past one, and they were really keen to see it implemented as soon as possible. A pass was done across all ship canopies.
They also closed down some minor feature work for 3.0, such as
RTT functionality for ship
MFDs and the ability for game code to control the camera’s exposure to make the mobiGlas more legible in bright lighting conditions (though more improvements are coming for holographic displays). In parallel, two team members continued their longer-term R&D tasks on the new shield effect, which uses particles rather than meshes, and improvements to the volumetric ray-tracing tech (gas clouds & fog), which is nearing the point where they can share some pretty cool visuals!
SHIPS
Hammerhead

The Hammerhead has made rapid progress in a short time period. Work on the exterior was prioritized for its Galactic Tour appearance. After receiving the concept mesh, the team did more than trace over the shapes but also made sure the mesh was efficient and game ready. Now that the Aegis brand is so well established they have a wealth of shaders and assets to pull from for quick iteration.
600i

The 600i’s interior corridors were fully fleshed out, making sure they capture the higher class feel that is Origin. Further work was done with the exploration module, along with passes on materials and lighting. The block out of the bridge is done and work on it has started. For the exterior, the thrusters are almost complete and the landing gear should be wrapped up shortly.
Idris
The Idris has entered a polish and bug fixing phase. The team supported design with useables set up and are starting to see interactive items such as seats, benches and beds being useable by the player and AI.
Void
Vanduul Void art is complete. Damage and
LODs are being set up.
Carrack

They chipped away at a more detailed greybox by picking two areas to focus on — engineering and habitation. The plan is to take these sections to final geometry before going into engine to create materials and lighting. This approach is taken to maximize the time spent being creative with the designs at the start and lays the groundwork for future tasks.
CONCEPT ART

November saw the concept team finish and deliver two spaceships, the Anvil Hawk and the Aegis Hammerhead, with another ship and vehicle in development. They also reshuffled artists and moved some people to new disciplines to keep things fresh and reduce the risk of burnout. As you know, the team pumps out a huge amount of work and it’s important to stay on top!
On the environment side, they further explored areas of Hurston, landing sites, hangars and general building look dev, and some high-level exploration of Microtech. They continued with weapon development, making the first of the Associated Science and Development Distortion repeaters and refining the Hurston Electron Beam cannon.
VFX

Long-planned work on shield improvements finally commenced this month. This included the generation of ‘signed distance fields’ by our team in Frankfurt and a R&D-intensive collaboration with the Graphics team to generate energy effects that closely conform to the hull of a ship. This work was previously mentioned in Around the Verse and can be used to improve numerous ship-specific effects, like atmospheric entry burn-up and Quantum Travel.
Speaking of QT, recent design changes required the team to rebuild the effects so they fit the new code ‘hooks’ (triggers that call upon the effects to be activated). Once the timings and functionality were back in place, they continued to polish/optimize the effects. This was a time-consuming process and required careful collaboration with Design and Game-Code, but was worth it given the results.
This month has seen a company-wide push to clean-up log spam. For the
VFX team, this is a case of removing references to missing textures or finding particle libraries that were moved/had their name changed, as reported by the editor when loading a level. It’s one of the less glamorous sides of the job but actually very satisfying to whittle away the error logs.
They also conducted our usual “sanity pass” for 3.0 by checking every effect in the game and making sure they work as expected. This is where QA is invaluable, as it simply wouldn’t be possible for the
VFX artists to check through all the game’s effects in such a time-frame. They are still working through these checks due to the size of our
VFX library!
Last but certainly not least, lots of Squadron 42 specific tasks were tackled. As usual, the team can’t go into too many details but work ranged from Coil-specific plasma experiments, to mysterious debris clusters, and distant storms brewing.
AUDIO
CIG Audio has been all about working towards delivering 3.0 and making improvements to the player experience sound great and work as solidly as possible. Thus, bug-fixing and optimization has been taking up time for everyone between feature work (and often because of feature work!) in addition to the continued work on Squadron 42.
On the music side of things, the team have rolled out a new music composition pipeline to help step up productivity and improve communication for persistent universe music production. In addition to that, they are also working on a new logic-based music system to cater for points of interest such as space stations and moons with outposts – part of a move to make music transition more seamlessly overall.
In sound design, the pressurization system coming online is something that’s a big step forward. When on foot and
EVA, you’ll find space doesn’t necessarily sound as if it has an atmosphere now. There are still a few teething issues to readdress a lot of sounds and ensure they’re set-up correctly within our Wwise bus structure, but when complete, it will add a lot more to the dynamics of the audio in-game and goes hand-in-hand with our ‘sound sim’ lore that justifies sonic feedback when in-cockpit.
Door and elevator sounds have also undergone much maintenance and re-work in response to upstream system changes. Outposts have had their foundational work done to account for different power states. Weapons – on both ship and human-scale – have been iterated upon, with some great work done on the
HDR tech for those. The Character Foley system has been extended to account for landing/jumps more elegantly. Ships have been continually addressed and Quantum Travel, having been refactored upstream, has been improved and extended. In-game displays and
MFDs now also emit their sounds in 3D from their perceived point of origin.
Where dialogue is concerned, ship computer voices have undergone some extensive rework with a lot of emphasis on producing runtime effects to simulate speakers and other playback mechanisms diegetically (which will prove especially satisfying once players can use them with live input from their own
FOIP set-ups/mics). The team’s also continuing to improve the dialogue mix, add more dialogue to mission givers and
NPCs, and making improvements in dialogue spatialisation.
As well as the above, the team has been making lots of incremental improvements and as always, it’d be great to get your feedback on the forums in case there’s anything in particular you would like them to address.
ENVIRONMENT ART

The team worked hard on this year’s CitizenCon demo. The positive response was great for the team to hear. They have been planning the tech roadmap for further city development work, as making a living and breathing cityscape has many complexities. Memory budgets, engine rendering, city building shaders, and day/night sequences are all being developed.
They also made sure that the 3.0 release build was as stable as possible. There were only a handful of bugs so this should be a very strong environmental experience for the player. The team continued to refine tools to enable more efficient workflows. An example of this is an automatic dropping system for landscape
POI’s, like outposts, being implemented to remove a lot of the brute force work which was previously required. Also, after internal playtesting, they wanted to improve the experience at outposts on the dark side of a moon. The lighting engineers worked on a solution to provide these areas with more light so players could see what they are doing. They also started converting all the old shops in Area18 to the new systems for things like usable, doors, etc. The new layout not only improves the plaza’s performance but enables it to be filled with more
NPCs and allows the team to add some new beautiful areas where you can take in the vistas of ArcCorp.
DERBY ANIMATION
The Derby Studio was super busy with tasks for 3.0 and the Anniversary Sale. They ran the in-house headcam system for a motion capture shoot in Nottingham for the Galactic Gear Hammerhead segment.
Face scanning at CitizenCon 2947 was a great success. The scanner went from in pieces to fully built on a new frame in two weeks. It was tight but we did it! The rig took an epic 12-hour ferry journey to get to mainland Europe, then a 300-mile drive in the “Scan-Van” to Frankfurt. A massive thanks to all the volunteers who helped set up and tear down the scanner. The team couldn’t have done it without you! All 10 scan winners enjoyed their scan sessions and it was great to meet a bunch of super enthusiastic SC gamers.
Finally, the team is excited to see the characters in 3.0 and are currently working through the levels to polish and improve their facial animations.
ENGINEERING
November was focused on 3.0, getting it to Evocati and then to
PTU. This means there were a lot of bug fixes and optimizations, as well as the finishing of features like persistent spawning, player interaction, missions, and so on. However, this doesn’t mean they didn’t get to work on any new features. The team was split into those that support the
PTU and its requirements, and those working on new tech to incorporate into future builds when it’s ready.
For example, there’s a team working on the making the social AI have more life and feel less robotic. This started with the
NPCs delivering wildlines, one off lines of dialogue dependent on the situation. These could be simple greetings, if they already know you or other
NPCs, or a warning that they’re coming through when jogging and coming across another character. They were also given a bit more interest in the environment, glancing at items as they walk around or if nothing’s taking their fancy just looking at where they’re going. Layered on top of that are fidgets, where a character will scratch their head or look at their watch to help break up a repetitive animation. They’ve also been adding in custom locomotion sets for different characters so everybody doesn’t have the same walk/run gait.
The team also looked at cinematics in an effort to polish them so they look their best. They explored how the cinematic team can better control the lighting whilst in a scene without breaking it for the rest of the environment and how to dial in the depth of field and field of view. This is to give that cinematic feel and show off the characters without negatively impacting the control of the player. Other than that, there were lots of gameplay sprints and getting through all the functionality required.
ANIMATION
The animation team has been working in tandem with design to focus on combat AI – chopping assets up to fit new metrics, providing placeholder assets to prove systems out, cleaning up existing assets. They have also been going through the performance capture data and creating game ready locomotion, idle & fidget assets for cast characters. The Idris armory has had a full sweep, so that design have all the animation assets for the master-at-arms and his weapon interactions. In line with this work, they worked hard to create some cool first weapon selects.
Outside of feature development, the team did bug fixing and debugging issues that are currently in 3.0 and beyond.