What does the Frankfurt studio cover as far as Star Citizen and Squadron 42's development, in a nutshell?
TL;DRFrankfurt leads AI, engine tech, Squadron 42 cinematics, weapons, lighting and environment art, plus design and some programming and QA, but not ships, characters or audio.
Well, the Frankfurt office, and I'm going to kind of visually run through the makeup of people just because it's easier. So we're running and owning AI. Now, I'm going to preface all this. When I say we own something or we run it, there's other developers within those departments typically throughout any of the other three offices besides Frankfurt. Big hand in AI, that's both NPC and ship AI. We have a large environment art team now, up to I think nine environment artists, primarily working with the engine team, sorting out all the procedural planets and tech and how those ecosystems are going to look and be built and so on. We have a small team of game programmers now that are built up. Fairly large design team. I think we have 12 designers now between level design and system design, focused on a mix between working on systems that will both be within Squadron and in the PU. We own all the core engine here. So I have two senior technical directors. So the engine tech, which is a huge amount. We own all the cinematics here for Squadron 42, with Hannes Appell, our director, and a team he's built around himself. A small handful of QA. We got our lead lighting artist here for the company. A couple VFX artists. We also own the weapon work. Weapons, both FPS weapons and ship weapons. So fairly decent spread across. We don't touch ships necessarily and we don't really touch characters. And we don't do audio. So I could probably have just worked in reverse and said, these are the things we don't. We do everything but audio and characters. And ships.