Back to search

Can you describe a typical day working on Star Citizen? What kinds of things are you involved with?

TL;DRTracy describes leading tech art and tech animation teams that build pipelines, oversee work across studios to avoid duplication, do R&D, and fix bugs, with days spread across the whole company.

Sean TracyTechnical Director of Content

A typical day working on Star Citizen. What are the kind of things that I'm involved with? So the technical content team, and I sort of explained this in a studio, or Eric actually explained it pretty well in a studio update, is actually made out of two separate teams. One is tech art. The other one is tech animation. And basically, the easiest way to describe the guys on my team is a technical animator is an animator that is technical. Basically, it's a guy that has the ability to script, make tools, and can basically go back and forth between animation and code and back to animation and code. And these are the perfect type of guys to support or to develop pipelines with animation. And then the same thing on the technical art side where we have artists that are technical. And these guys, again, are developing the exact same sort of thing, pipelines and processes for the general art teams as well as improving processes. So day to day, it's a pretty hectic day because much of it is spread across the entirety of the company. So I'm not just working on the ship pipeline. I'm not just working on the character pipeline. I'm not just working on the animation pipeline. All of it at the same time. So individuals on the team anyways are embedded within these teams, and then it's a lot of feedback back and forth, and what this game absolutely requires, because the content is to such a scale, is an oversight across all those departments. To ensure that we're all doing things the same way, to ensure that we're not doubling up on work, which is super easy to do, especially when you've got a studio in the UK, a studio in Frankfurt, and then a studio over here, and then another one in Austin. So it's really easy to even get different people that haven't necessarily talked to each other working on identical stuff, so you'll end up getting double work happening. And that's a real frustrating thing for guys, as well as for the teams that are receiving tools and things from us. On top of that, I really enjoy doing a lot of little R&D projects or novel implementations of things that really haven't been done before. I really enjoy working on that, so I try to do as much of that as possible. But of course, depending on the day, there's more or less time for that kind of stuff. And then on top of it is just bug fixing, getting in there and sorting out problems that are actually within the game.

Ben LesnickHost, Community

So you're very much the glue that keeps this company together.

Sean TracyTechnical Director of Content

I like to think so, but with anything, it's not imperative that you have a tech artist within a feature team or within a process, but it does force multiply that particular team. Anytime you embed one of those guys in there, they're going to make the process faster. They're going to come up with solutions for things and be able to develop content at the scale that we needed for Star Citizen. But it's very much sort of like a client; delivering tools to a client, for example, would be delivering tools to Steve's team. And that can be sometimes easy, sometimes not so easy.

Happy Hour›Interview: Sean Tracy, Steve Bender, & Jake Ross·
Published on this date.10 Mar 2017