// Star Citizen - Mission Givers

 

Bringing a Universe to Life

 

One of Star Citizens many ambitions is to provide cinematic-quality storytelling in a systematically driven universe, two goals which are typically considered to be mutually exclusive.

I was responsible for designing and implementing tier-0 character interactions which would give the game’s incoming pool of quests a meaningful connection to the world’s locations and lore.

To make the task particularly challenging, these character’s performance and motion capture data had been recorded very early in the game’s production, long before the development of relevant missions, systems, and locations.

Working closely with the animation and mission-content teams, I scrubbed through hours of recorded data to compile and (cleverly) blend p-cap/mocap which could be used to create characters and stories both fitting within the current iteration of the live product, and scalable to visions of the game’s infamous scope.

In addition to these hurtles in tech animation, I was responsible for scripting the NPC’s AI and Conversations, designing the environments they inhabited, and creating gameplay actors necessary for their missions and player interactions.

 
 
Animation blending setup in CryEngine’s Mannequin Editor

Animation blending setup in CryEngine’s Mannequin Editor

Early Subsumption Conversation tree for meeting with Eckhart

Early Subsumption Conversation tree for meeting with Eckhart

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