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Reverse the Verse: 2.08 - DE Written Thursday 22nd of September 2016 at 07:00pm by CanadianSyrup, StormyWinters and

After an exciting episode of Around the ‘Verse, it’s time to Reverse the ‘Verse with the Frankfurt studio to end the week off.

As is with any information on our transcripts and summaries, everything posted is subject to change by CIG and in some cases may not always be 100% accurate at the time. While we strive for accuracy, mistakes do happen so please let us know if you find something amiss that we didn’t catch. Enjoy the show!

TL;DR (Too Long; Didn't Read)

  • Todays show was hosted by Brian Chambers and featured two guests: Ben Dare, Senior Level Designer and Ivo Herzeg, Lead Animation Engineer
  • Ben’s job is to create unique and interesting environments for Star Citizen with a focus on modularity
  • The satellite concept took about a month from start to finish and is currently in the hands of the concept art team before Ben can start creating stations with the new method.
    • There will be three main types: Defence, Communication, and Science which can be configured in a variety of different shapes and sizes.
    • They will have interiors that will vary in size and shape.
    • Satellites will be destructible to an extent with modules being able to be damaged or hacked from the inside to disable certain systems with viruses. They’re still talking about whether or not they’ll be completely destructible.
    • Depending on the satellite, there will be automated defence systems, especially if its a military satellite.
    • At this time, satellites will not be player controlled, but in the future that’s something they would like to do.
  • Ivo Herzeg’s job started 12 years ago making animation tech for CryEngine and he’s still doing it now, making sure the game has the animation tech it needs.
    • The Unified Rig is important because it reduces the amount of animations needs and allows them to be shared. For example when he worked on Crysis 2, they had 1200 animations for guns compared to 50 for Star Citizen with the Unified Rig.
    • It also allows them to add physics to each joint in the body making the characters fully physicalized.
    • The head stabilisation isn’t done yet and will be iterated on constantly in the future, but it’s in a good place now.
    • The head stabilisation technique used was influenced by a chicken walking video Ivo Herzeg found after their first solution failed and that was the starting point for where the system is now.

Full Transcript

  • Show is live! They’re showing some Satellite modulation footage of how they can create them in real time.
  • I see Brian Chambers, with his glorious beard and hair.
  • If you want to submit your question to the show go to the RSI website chat
  • Ben Dare, Senior Level Designer is the first guest currently seated in front of the camera
  • If you want to submit your question to the show go to the RSI website chat
  • Ben Dare, Senior Level Designer is the first guest currently seated in front of the camera
  • Ivo Herzig will be the second guest later on.

[What do you do here?]

His job is to create interesting and diverse environments to populate the universe with. A lot his focus is on modularity and being able to utilise it creatively.

[How did you choose to build which Satellite?]

A lot of research into what’s currently out in the real world and what would fit within the Universe. He went with the Defence, Communication, and Science ones because they were distinct from one another and able to be modulated into more variants.

Ben talks about how when putting things into the game, it’s important that they’re realistic and meaningful instead of just eye candy.

[Are the modular stations going to have interiors?]

Yes! The modular satellites will have some playable space inside. They will differ in size internally as well as how they’re powered such as nuclear, solar, etc.

[Will satellites be destructible?]

The design is that the modules will be things you can break and repair, but they’re still discussing whether or not they’ll be completely destructible.

[Do some of the satellites use standard ship components or are they all unique parts?]

The parts will be standalone parts, but their functionality will be very similar to the way ships are, but they will be specific.

[Do satellites have pipe systems similar to ships and can we disable individual systems?]

It will work very similar to the pipe system in ships, and yes you can disable certain aspects of the satellite external by destruction or internal via hacking with viruses

[Are satellites limited to 90 degree angles?] They won’t necessarily be at 90 degree angles, but they’re based off how current space stations in real life are made.

They won’t necessarily be at 90 degree angles, but they’re based off how current space stations in real life are made.

[How long did it take to make the prototype and how long to get it where it needs to be?]

It took about a month for research, prototyping, etc. It’s currently in art with concepting and it shouldn’t be too long until Ben himself can construct it.

[Can players control a satellite in anyway?]

At present they’re designing satellites to interact with: Destroy, fix, plant viruses. Control right now isn’t the plan, but in the future that would be pretty awesome.

[Will some satellites have automated defensive capabilities to protect themselves?]

Yes most certainly, that will be dependant on whether it’s military, how sensitive the data is.

[Will satellites orbit their assigned location?]

Satellites don’t orbit, it’s more of a name for them and a way for players to recognise them.

[What are the different types and purposes of satellites ingame?]

The possibilities are endless. Science can be in a nebula gathering information. For military they could be protecting a base. Communication satellites will be in varying sizes and placed in many locations.

[Final thoughts?]

It’s been a really great experience going through the research process and seeing it come together. Seeing one satellite have the potential for so many different capabilities is fantastic.

That’s all for now with Ben Dare, up next is Ivo Herzeg.

[What do you do?]

About 12 years ago he developed an animation system for CryEngine and now he’s doing the same here. He’s responsible for getting the runtime features in the game and technology up and running that’s needed to support that.

[Can you explain what a unified rig is and why did you choose to use it for Star Citizen?]

Before he explains what it is he’ll explain some pre-cursor. There’s a first person and a third person, and you only need a simple rig as most games are single player, but as games became more complex, people look down and want to see their legs and so they need to add another rig. Finally most games are multiplayer nowadays which means a third rig, so you’d have three rigs plus animation for first and third person systems.

Unified rigs only have one skeleton, but it can take a little bit longer to get animations setup correctly, but it’s much easier in the long run.

[What does it mean going forward for players?]

It reduces the animations count by a lot. For all the weapons they currently have in Star Citizen, they need 50. If you compare it to Crysis 2, they had 1200.

  • It also forced them to animate differently and in a way that animations will be needed for a variety of different things.
  • With the unified rig, animations aren’t just fewer, but they can be shared as well.
  • All the joints are able to be animated as well so in EVA when you jump off a platform, all of your limbs are physicalized so they aren’t just ragdolled randomly, but based on physics.

[Does the stabilization that you’ve done impact mouse responsiveness like mouse smoothing?]

Absolutely not, the sensitivity was turned down to get more of a panning effect for the video.

[How will sighting work with head stabilization?]

They just have to simply align it to the right eye, nothing complicated.

[Is the work on head stabilization done?]

Not yet, it’ll be ongoing and tweaking is something that’ll happen constantly.

[Are you afraid that head stabilisation make character models look like birds when viewed in third person?]


They took into account how it will look apart from making it stable.

[How does stabilization work when you fall down?]

It disables when you fall down, when you get up, when you sit, and some other scenarios. Still testing other areas though.

[What input did you use to record the stabilization video?]


[Shouldn’t the visor bounce a little even with eye stabilization. I can imagine a motorcycle bounces a little bit]

It depends on what you have, with a weapon your hands bounce, without a weapon your helmet will bounce.

[Finals thoughts?]

At first their one solution was thought to work, but it didn’t pan out and then after some creative googling and seeing a video of a chicken, it sparked a prototype

That’s all with Ivo Herzeg.- Some community updates. Newsletters comes out today. TwitchCon is coming up so several members of CIG will be there unaffiliated.

That’s all for the show! Thanks for watching. Standard summary format will be up shortly


Director of Transcripts

A polite Canadian who takes pride in making other peoples day brighter. He enjoys waffles with Maplesyrup, making delicious puns and striving for perfection in screaming at the T.V. during hockey games.


Director of Fiction

Moonlighting as a writer in her spare time StormyWinters combines her passion for the written word and love of science fiction resulting in innumerable works of fiction. As the Director of Fiction, she works with a fantastic team of writers to bring you amazing stories that transport you to new places week after week.