Chris Roberts on Character Tech, Weather System, & Engine ArchitectureMonday, 26 September 2016
It took us nearly 5000 words to cover the first half of our two-part interview with Cloud Imperium Games CEO Chris Roberts, who joins us now for the second half. In the first part, we dove straight into discussion on Alpha 3.0, plans for unveiling procedural generation V2 at CitizenCon, and Star Marine & Arena Commander A2.6 updates. Roberts' procedural generation plans initially disclosed to GamersNexus in 2014 have mostly been realized, and the team is now working on a second iteration of the internally built Planet Ed[itor] toolset. Much of the new procedural generation technology will be shown at CitizenCon on October 9, but Roberts also teased to us that new character technology would be on demonstration at the event.
This is the second and final half of our interview with Chris Roberts, CIG CEO & Chairman, but not the final interview for our trip. Technical Director Sean Tracy joined GamersNexus to discuss deeper engineering solutions to technological challenges faced by the team, offering some insight to game development that we think our 'regulars' will enjoy from an engineering standpoint. The first half of that content will post on Friday, September 30. The second half will be announced alongside the publication of the first half.
Both interviews – with Roberts and with Tracy – ran about forty minutes in length, and contained a trove of new information related to the title's immediate future. With Tracy, we'll discuss engine architecture, what it actually means to “refactor for 64-bit,” authoring tools, and more.
Warren Spector Interview - 'We Thought We Were Going to Change the World'Thursday, 21 April 2016
Industry luminary Warren Spector helmed the keynote at the East Coast Game Conference yesterday in Raleigh. Readers of our Star Citizen (Chris Roberts) and Shroud of the Avatar (Richard Garriott) content are already familiar with Origin, the studio responsible for effectively inventing MMOs, early game graphics technologies, and pioneering PC mechanics. Spector was employee number twenty-six at Origin Systems – a self-described “old-timer” when compared against the studio's maximum 350 employee count – and has a history developing seminal games.
Spector worked at Origin with Richard Garriott, Chris Roberts, Dallas Snell, Starr Long, and other recognized industry veterans. In our interview with Warren Spector, we talk about what it was like working at Origin, behind-the-scenes stories, and throw-in a brief question about System Shock 3.
Star Citizen Multi-Crew, Gamescom Presentation, & Tech Drill-Down | InterviewTuesday, 21 July 2015
Cloud Imperium Games' Star Citizen has several planned differentiators when it comes to space sims. One of the most noteworthy is the promise of ships manned by multiple crew members, expected to be released as a separate “multi-crew module” in the near-ish future. Pilots, co-pilots, gunners, engineers, and other roles will all need to be filled to create a co-operative, team-intensive gameplay experience; it's an ambitious goal, but one that CIG's Chris Roberts feels confident can be achieved.
Our recent trip to CIG's Santa Monica offices already yielded a progress update on the game's “Star Marine” FPS module, addressing concerns of delays, and now we're back with multi-crew. CIG CEO Chris Roberts joined us to discuss multi-crew combat, game engine technology, technical challenges faced with zoning and instancing, and more.
Chris Roberts Interview on FPS Module Delays, Progress, & New TimelineSaturday, 18 July 2015
Star Citizen’s been oscillating in the news cycle lately. The game – now around $80m in funding – has reached a point of industry-wide recognition, ensuring contentious encounters with groups unsupportive of the game’s progress.
We first went deep on Star Citizen’s first-person shooter module, now called “Star Marine,” at PAX East in April of 2014. This was Chris Roberts’ first time explaining (with great detail) the overall vision for FPS and its interaction with other gameplay elements. Following this, an unveil event at PAX Australia showcased some of the FPS module’s progress. In January of 2015, CIG CEO Chris Roberts revealed new information on the persistent universe during PAX South, leading the PAX East 2015 hopes of FPS availability to backers in the March to April timeframe.
NZXT Noctis 450 Designer Interview & Specs - High-Quality Exterior with a Trusted Chassis
Case & cooler manufacturer NZXT just announced its new Noctis 450 ($140) mid-tower enclosure, an amalgamation of aggressive, quality-driven design and the trusted H440 chassis. NZXT's product page went live earlier tonight, finally unveiling its new design approach to the public. The case makes use of NZXT's H440 interior, but applies a new outward-facing aesthetic that aims to bring high build quality to the “gamer” appearance.
Epic Games on Design Challenges & Legitimacy of Virtual RealitySunday, 26 April 2015
“There's a lot of focus on VR right now – a lot of people are pouring money and passion into it,” Epic Games' Chance Ivey told us in an interview, “it's getting rooted into the mainstream.”
Our last major virtual reality piece focused on the history of the technology, highlighting the profound advancement of this decade's sub-$1000 consumer-ready devices. VR has long faced location-based and monetary challenges, with original equipment costs ranking in the hundreds of thousands of dollars – if not more, in some military applications – and consuming entire rooms for setup. As Valve rolls-out its impressive full-room VR experience and as Oculus nears the launch of the Rift, developers face a slew of unseen (to the gamer) challenges of integration.
Chris Roberts Talks Deep Space Exploration & Star Citizen’s 'FedEx' EquivalentFriday, 24 April 2015
If nothing else, we’ve learned one very critical item when working with Chris Roberts: Film everything. With most of our interview subjects, we go through a brief “pre-interview” process that provides a synopsis of the forthcoming questions and builds comfort between the presenter, the subject, and the camera. Every time we’ve done that with Roberts, we’ve accidentally dived into the actual content of the interview – I’m then forced to interrupt the CIG CEO and turn our cameras on.
This time, we did it differently.
“Just – just set the camera up right when we start talking and hit ‘record,’” I told Keegan Gallick, our camera operator and video editor. “Chris immediately starts talking about usable content items.”
Epic Games on Level Design PsychologyFriday, 10 April 2015
The East Coast Game Conference often feels like the “Epic Games Conference.” The show is indisputably dominated by local heavyweight Epic Games of Unreal fame, leveraging its home-field advantage to offer paneled insights on the game development process.
In hot pursuit of Bioware's humbling keynote on storytelling and narrative, we attended an Epic Games panel on the topic of Unreal Tournament's symbiotic, community-based development endeavors. The panel was headed-up by Senior Designer Jim Brown, an industry veteran who agreed to an on-camera discussion pertaining to oft-untold level design tactics.
Major Misconceptions with Gaming MiceSunday, 05 April 2015
“There's a lot of arcane voodoo magic around gaming mice,” Logitech Product Manager Chris Pate told us in a discussion on gaming mouse hardware. Joined by Logitech, we discussed mouse acceleration, smoothing, the interpretation of 2D input into a 3D gaming space, mouse myths, and mouse sensor technology in our latest video.
The Origin of the MMORPG & More – Profiling Richard Garriott's InnovationsFriday, 03 April 2015
The term “MMORPG” did not always exist in the games industry; something had to catalyze the word's origin, and as legend tells it, that catalyst was the team behind Ultima Online. Renowned game designer Richard Garriott and his team at Origin Systems – the industry's most successful PC games company of its era – contributed substantially to the modern world of role-playing games. Had Garriott not instituted his vision of fantasy role-playing games in the form of Akalabeth and Ultima, there's no doubt that RPGs could have “grown up” vastly differently.
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