What does the vehicle tech team specifically do, and how does it work within the confines of all the other teams?
TL;DRThe vehicle tech team builds the underlying systems and tools, mostly behind the scenes, that content and feature teams use for all ships and vehicles, while specific ship questions belong to the content teams.
Sure, I'll sort of lead it off in terms of what the expectation is on the high level. And this is something we, company structure-wise, put into place about a year and a half, two years ago, where we had pillars, where there was a given director, whether it was John Crewe on the vehicles, whether it was Rich Tyrer on the actors, whether it was myself with both of them, that the way the pillars need to work is that there's content teams within there, there's a feature team within there, and then there's a tech team. And they're all reliant on each other. So the tech team, sorry, I should go the other way. The content team relies on the feature team for whatever the feature that they're developing is. The content team also relies on the experience team because, again, they're the ones that are thinking about the player experience with the thing. So they're coming up with the actual designs. The content team delivers that. To get there, you're going to need technology, and that's where the tech teams come into play. Now, because this was put into place, again, a year and a half, two years ago, we've been basically cleaning out, in terms of the vehicle tech team, the last of the features that were mainly driven and designed and developed by that tech team so that they can become fully realized support. And technical team, again, it's all about delivering on what the needs of that feature would be, what technology you need to get there, whether it was radar scanning and needing to be able to do 100 kilometer plus scanning or whatever that is, it's delivering on that. So that is what the mandate of the vehicle tech team is, and the current state is they are wrapping up their last really central player-facing feature to go, and then everything else will be tech related. Mark, did you have anything to add on top of that?
I was just going to elaborate that another thing that we do is we build tech that is mostly for other developers. And they'll use that technology to make features that are more player facing. So like when we made the Item 2.0 system, we built the underlying structure of how all those things will function on a ship, on a player. We communicated to different teams how that would all work. But the feature teams came along and actually used it to make like a power plant or they made an actual weapon. So you'll see a lot of our work, but it's mostly behind the scenes because it's core pieces that feature teams put together to make something.
I think to elaborate on that, those of you that have been with us early on, I think remember that we used to release hangar-only ships or ships with features that weren't functional. And we've been endeavoring to make sure that when you do finally get your hands on the ship that you purchased, that you can actually utilize all the systems on it. And so we work closely with the ship teams as far as the scheduling is concerned. And then we make sure that, hey, there's this new feature that the ship was specifically designed for. Let's make sure that the ship comes out with that feature as functional.
So I think if I can put it into practice as an example here, you guys work on the door lights and door switches, but it is a content team that determines where to put the door lights and the switches on a ship. So you guys can develop thruster tech, but it is the content team that determines where those thrusters go on a ship. It's more the general systems and support of everything underneath and not, hey, why does my ship do this? Or why does my ship look like this? Or why does my vehicle behave like this? Those are the questions for the content teams, the teams that work on the specific ships. You are the support system that gives them the tools that they can play with.
It's weird for me to make it super concise. It's something I say to the tech art groups all the time, but it is very accurate here. Vehicle tech team works on the pipeline, not in the pipeline, if that makes any sense. They come up with a way to do it. Calix will document it. Kirk will prove it out from the design standpoint. Mark will make sure the code works. They document it up, and they send it over to the other teams, and they go to town on it.
So if your question is about a specific ship, this isn't the team for that. That would be a content team. If your question is about all ships and all vehicles, then we're probably closer to the right area.
And doors, because Mark is also the door tech team.