
This November, the Character Team spent a lot of time polishing the cast of Squadron 42. They also polished many new Star Citizen characters and assets that they are excited to release with 3.0.0 while working on developing concepts for clothing, finalizing the legacy armor sets and more.

Meanwhile, the rest of the team tidied up all the physical shops in the three major locations: Port Olisar, Grim HEX, and Levski. In total, there are roughly fifteen separate places where players will be able to buy items in the game and we’ve been able to spread the items around the different shops with very little overlap. The team also worked with the LA Programmers and the UI team to add some new features for the shopping experience. Among these new features are:
This month, the Ship Animation Team fine-tuned the player bed enters and exits as part of our persistent save system, which will allow the player to enter a bed and exit the game while saving their location in the universe. Next time when you load the game, you’ll wake up in your bed with your ship in its last location. In addition to this, the team finished updating the Gladiator enter and exits as part of the cockpit experience sprint. The speed and technical setup of the Gladiator has vastly cut down the time to enter and exit the pilot and copilot seats. The Austin studio also held a motion capture shoot to capture animations for the Tumbril Cyclone.
Meanwhile, the PU Animation Team helped support work on Squadron 42 and worked closely with Design to make all usables fully functional and bug free. Some of the challenges the team faced included syncing props to animate with characters, such as chairs sliding as a character sits down and getting a female version of every animation implemented into the game. The goal is to have a large batch of the Usable animation assets polished and finalized by the end of the year.

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.
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.
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.
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!
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.
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.

This month the weapons team completed the final touches on the Kastak Arms Custodian skins, which were made together with attendees at the CitizenCon demo stand. The FPS team also started production on two new weapons: the Gemini H29 HMG and the Torral Aggregate Kahix Missile Launcher. The ship weapons team has started production on the A&R Laser Cannons (Size 1-6) and the Gallenson Tactical Ballistic Gatlings (Size 1-3), which should allow them to replace another big batch of legacy ship weapons with shiny new ones in the near future.
The DE lighting team focused on finishing our remaining 3.0 lighting tasks, which involved more polish and performance items in Levski. In addition to other general 3.0 bugs, they supported the shop team to help differentiate lighting in shops based on the location. A large amount of focus will now shift to various areas for Squadron 42.
The AI team split their attention between different in-game functionalities and raising the bar on numerous aspects at the same time. Regarding Subsumption, they worked on improving features related to the usability of the tool and exposed new functionalities to the design team. Subsumption conversations now allow designers to specify multiple input parameters and not just the input participants. This allows the creation of a more complex abstraction of logic and more complex conversation branching. They also introduced two new subsumption functionalities — the support for Event Parameters and Trackview scenes. Event parameters simplify the logic, exposing sub parameters for each event, which then allows designers or programmers to create more complex logic using events to carry more information across different actors. The Trackview support requests the execution of Trackview scenes as needed and tied to the conversation logic which allows the alternative option to create scenes using Trackview to achieve the best visual results, but still allows the Subsumption logic to react or take over when necessary.

The release of Spectrum 3.7.1 consisted of bug fixes, quality of life improvements and unnoticeable changes to sustain long term development and maintenance. Let’s talk about latter first.
Users have been very happy with the Delta Patcher, as some patches are as little as 100 megabytes! Pretty dramatic reduction in patch sizes compared to the previous technology used to deploy Star Citizen Alpha 2.6 and below.
With help from the great Evocati, the team has been able to gain exposure to a multitude of user setups, hardware configuration, Windows versions and personal user preferences that affect the function and operation of the launcher. Most of the following weeks have been spent iterating on issues found during this phase and fixing bugs that affect patching and gameplay. Most notably, issues related to Windows N and file permissions have taken a lot of time to figure out. As always, the Issue Council has been our greatest ally in getting the bugs vetted, verified and checked before being tackled.
This month, the Turbulent team brought to life the 2017 Anniversary sale. The sale unveiled two concept ships: the Anvil Hawk a small, light fighter with an emphasis on weaponry, and the Aegis Hammerhead an impressive patrol ship with multiple turrets designed to combat fighters. These two concept ships were just the start, as each day passed they released a chance to nab some your favorite ships, including a limited allotment of the Idris and Javelin.
Along with this sale, the team created the Observer test, which was your chance to test your knowledge of all-star citizen ships. The test proved to be too easy for our most die-hard fans, however it was still great to see the community brag on spectrum with their gold badges.
The team is happy to reveal a new website with the Live release of 3.0. The design and development team have been working hard to tie up loose ends and are extremely excited to release the new designs and continue building on the new and improved platform.

Almost 1000 Citizens gathered in Frankfurt to explore new worlds, experience the latest technologies, get together and speak to the developers of their favorite Space Sim. During the show, Intel showcased their new Optane 9 SSD and with it, the brand-new Sabre Raven. The team also revealed our capital-sized Consolidated Outland Pioneer and with it the new gameplay mechanic of staking your claim and building outposts.
Another highlight over this month was the release of Alpha 3.0 to the Evocati and eventually the PTU. After burning down the remaining issues and bugs, we released our latest update to a selected group of testers, who helped us to iron out the kinks of 3.0 to release to an even broader audience, the Public Test Universe.
Last week, the Anniversary Special kicked off with eight episodes of ATV each highlighting a ship manufacturer. It welcomed some new additions, too: Anvil Aerospace’s Hawk, a light fighter with a diverse arsenal of weapons and the Aegis Hammerhead, a fast and light warship.