Star Citizen Multi-Crew, Gamescom Presentation, & Tech Drill-Down | Interview
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...
View ArticleChris Roberts on DirectX 12, Vulkan, & the Impact on Star Citizen
We were recently joined by Cloud Imperium Games' Chris Roberts, known best for space sim Star Citizen, to discuss DirectX 12, Vulkan (OpenGL Next), and game engine pipelines. This content has been...
View ArticleChris Roberts on Star Citizen Engine Architecture & Zoning Optimization
Our most recent interview with Cloud Imperium Games' Chris Roberts became a two-parter, following an initial discussion on DirectX 12 and Vulkan APIs. Part two dives deeper into the render pipeline,...
View ArticleWarren Spector Interview - 'We Thought We Were Going to Change the World'
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)...
View ArticleStar Citizen 3.0 at Gamescom: Procedural Planets & 4K Screenshots
For our average multiple interviews per year with Chris Roberts and team, this year has been a quiet one. The team's been keeping their heads down while working on finalizing Squadron 42, the...
View ArticleChris Roberts on Star Citizen's Procedural Planets, Alpha 3.0, & CitizenCon
It's been three years since we first visited the Cloud Imperium Games studios in Santa Monica, though we've conducted a dozen interviews with CIG CEO Chris Roberts in the time since. Now, taking a...
View ArticleChris Roberts on Character Tech, Weather System, & Engine Architecture
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...
View ArticleStar Citizen's Sean Tracy on 64-bit Engine Tech & Procedural Edge Blending
Cloud Imperium Games has been talking about its 64-bit engine conversion for at least two years now, but we've never had a chance to properly explain the benefit of this move. Following last week's...
View ArticleCitizenCon 2016 - Sandwurms, Planets V2, & Star Citizen's Roadmap
Leading into Star Citizen's annual “CitizenCon” event, held today, we received preliminary details from CIG CEO Chris Roberts and Technical Director Sean Tracy, both of whom heavily focused on an...
View ArticleChris Roberts on Squadron 42's Absence & Big Moves on Planets V2, Roadmap
CitizenCon 2016 included the biggest technological demonstrations that the game has publicly shown to-date, including fully functional procedural generation 2.0 for planets, real-time spring physics,...
View ArticleStar Citizen Multi-Crew, Gamescom Presentation, & Tech Drill-Down | Interview
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...
View ArticleChris Roberts on DirectX 12, Vulkan, & the Impact on Star Citizen
We were recently joined by Cloud Imperium Games' Chris Roberts, known best for space sim Star Citizen, to discuss DirectX 12, Vulkan (OpenGL Next), and game engine pipelines. This content has been...
View ArticleChris Roberts on Star Citizen Engine Architecture & Zoning Optimization
Our most recent interview with Cloud Imperium Games' Chris Roberts became a two-parter, following an initial discussion on DirectX 12 and Vulkan APIs. Part two dives deeper into the render pipeline,...
View ArticleWarren Spector Interview - 'We Thought We Were Going to Change the World'
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)...
View ArticleStar Citizen 3.0 at Gamescom: Procedural Planets & 4K Screenshots
For our average multiple interviews per year with Chris Roberts and team, this year has been a quiet one. The team's been keeping their heads down while working on finalizing Squadron 42, the...
View ArticleChris Roberts on Star Citizen's Procedural Planets, Alpha 3.0, & CitizenCon
It's been three years since we first visited the Cloud Imperium Games studios in Santa Monica, though we've conducted a dozen interviews with CIG CEO Chris Roberts in the time since. Now, taking a...
View ArticleChris Roberts on Character Tech, Weather System, & Engine Architecture
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...
View ArticleStar Citizen's Sean Tracy on 64-bit Engine Tech & Procedural Edge Blending
Cloud Imperium Games has been talking about its 64-bit engine conversion for at least two years now, but we've never had a chance to properly explain the benefit of this move. Following last week's...
View ArticleCitizenCon 2016 - Sandwurms, Planets V2, & Star Citizen's Roadmap
Leading into Star Citizen's annual “CitizenCon” event, held today, we received preliminary details from CIG CEO Chris Roberts and Technical Director Sean Tracy, both of whom heavily focused on an...
View ArticleChris Roberts on Squadron 42's Absence & Big Moves on Planets V2, Roadmap
CitizenCon 2016 included the biggest technological demonstrations that the game has publicly shown to-date, including fully functional procedural generation 2.0 for planets, real-time spring physics,...
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