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[With other teams now building their own UI through Building Blocks,] has that workload switched to support? Are you now just as busy supporting everybody? How often do you have to clean up after the mess of other teams creating UI that just doesn't work?

TL;DRSupport work has grown, mostly debugging calls during releases, but Bone sees it as positive and easier than the old end-of-cycle UI crunch, while Simon says some teams' UI files get tidied up.

David "Bone" GillPrincipal UI Programmer

Well, I think clean up is probably a bit overdoing it, but I definitely get a lot of calls during the release phase of saying, hey, I've made all this and it's not working quite how I expect it to. Now, is that because they've implemented it wrong or is it because maybe my stuff's wrong or the core tech is wrong? Trying to help them debug what's going on and find out what the problem is. I think that that's grown, but that's a really good thing. I can only see that as a really positive step because we get lots and lots of people contributing now. And being a support role is a lot easier than what we used to do, which was having a really compressed role at the end of the release cycle, which is all the gameplay teams have finished their feature and just go, it just needs UI now. Can you just make the UI for it? That was really tricky because you had to really get involved in lots of other people's work and understand what they want, then design it and write the tech and the UI for it. These would all be completely individual systems. You'd be working on vehicles one week and then you'd be working on the mobiGlas the next week and then you'd be working on the front end. That was really difficult. You'd get these jack of all trades, master of none, because we were diving in and out, but they were all equally very important at the same time. But now that that's spread out, offering support is a lot easier because I'm supporting them in a role where I know the tech and I can give advice about the stuff that's going on. And I also can hopefully write tools to help them debug their own stuff as well.

Simon BurseyUI Director

One thing that's interesting is with AI in games, you get this thing called emergent behavior where the game starts doing stuff that you didn't expect. We almost have a similar thing with the UI tool where it's not AI that's doing it, but we'll decide to do a particular thing and we hand it over to people to actually use and they come up with all these crazy ways of using it that we never expected. They're usually doing really cool stuff, but I suppose there's two sides to it. Sometimes we'll get something that works really well, and then we'll look at the file that's been made to construct it, and it's like spaghetti. There's just connections everywhere. So we sometimes go in and kind of tidy that up a bit and let them know, here's another way you could do it that's going to be a bit more efficient, that kind of thing. And other times, it's like, there is no better way to do this. So Bone, for example, might go away and write a new system that does that thing that they want to do or do it in a better way. That's where a lot of the support lies as well.

Star Citizen Live›Outer Space Interface·
Published on this date.5 Nov 2021