Star Citizen

Project Details:

Name: Star Citizen

Genre: MMO/Simulation/Singleplayer
Release: Win10

Multiplayer

Tech: CryEngine/Lumberyard

Developer: Cloud Imperium Games

 

Description:

Star Citizen is an upcoming massively multiplayer, space trading and combat game developed and published by Chris Roberts’ company Cloud Imperium Games for Microsoft Windows. Development of the game began in 2011, and is being mostly financed from a large crowdfunding campaign. The game was originally planned for a 2014 release, but significant delays in production and the expansion of gameplay features have led to postponement. Squadron 42, a single-player story driven game set in the same universe as Star Citizen, is also being developed.

Responsibilities:

At Cloud Imperium Games my tasks where split up into multiple lines of work. First and foremost I was responsible for developing new AI behaviors, focusing on combat AI (FPS/Pilots) using the in house behavior tree tool “subsumption”. I also developed none combat AI when they where closely interwoven with my area of expertise(i.e. ATC/Pilots, Patrolling/FPS). My second biggest area of attention was workflow development and data structure (XML). With a project of the size and scope of Star Citizen it is important to have a clean data structure based on inheritance and modularity to ensure that the massive worlds can be populated. Outside of that I designed the skill/resource system for AI and the player, ensuring that it works across all the jobs existing in Star Citizen.

Main tasks:

-Designing and prototyping new AI behavior

-Optimizing workflow and data structure

-Work on core gameplay features

-Supporting conventions and demos (CitCon/GamesCom)

 

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