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Previously, the Actor Feature Team had one leg in the Persistent Universe and the other leg in Squadron 42. Now with this reorganization, the Actor Feature Team flows directly into Squadron 42, and then when it completes its work on features for Squadron 42, those features get handed over to the Persistent Universe[?]
Richard Tyrer · Squadron 42 FPS Game Director and Core Gameplay Pillar Director

Yes, and that's something that I think is very... the way I put it is that the core gameplay pillar, because it's not just Actor Feature Team, the core gameplay pillar, which Actor Feature Team is probably the largest team on, was Squadron prioritized, but PU focused. And now we are Squadron prioritized and Squadron focused, and we will be focusing on delivering those features to Squadron 42, proving them out, rounding them out, and then giving them to the content teams, which we would have done previously on the PU, for them to implement those features into the PU, into the live release. Now, the significant difference here is the timeframe by which that happens, and something I alluded to at the start, which is the tiering. In standard game development, where you're not working on a live product, you don't generally tier. You make a feature that is fit for purpose. And if it does the thing that you want it to do, you test it and you play it and you go, that is what I believe it to be. I'm happy with it. And you then utilize that feature across multiple levels, and that's what you do. So what we're going to do, what the fundamental change here is, is that Actor Feature Team and core gameplay pillar are going to make a feature as we always have done, in the exact same timeframe with the roadmap that we've had for the last 12 months, right? Then instead of it coming to the PU and Squadron simultaneously, what it's going to do is that it's going to come to Squadron first. And in Squadron, we're going to implement it and deliver it to create a final unified experience for Squadron 42. So trolleys or body dragging would go to there, or melee combat would go to there, and we go, this is how we're going to use it in Squadron. This is how it's supposed to work. This is all of the things that we need it to... the player experience. We test it, we play it, go through its approval channels and get to a position where we're happy with it. And at that stage, we're going to go, hey, this feature is solid. It's got final art, final animations, final VFX. It's in really good shape. We will then ship it over to the PU. Now, that doesn't necessarily mean that the PU community can't go, oh, we want to give feedback on it or whatever. It's like, absolutely, because it's still going to have its implementation within Star Citizen, and it will have Star Citizen specific requirements. Now, we will have still developed them with Star Citizen in mind, as we've done ever since the core gameplay pillars existed. But it means that the features will be much more polished, much more well-rounded and probably be in a better state by the time that they get to the PU.

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Published on this date.2021-09-03
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