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Jon1812

T-Shirt and Logo Design Gig

Hey fellow citizens, I have a buddy who is working on a project unrelated to Star Citizen. He is looking to pay a designer to create 10 text-based t-shirt designs and a logo. He already has text for the shirts, he just needs it styled with cool fonts and colors. He wants images on 2 or 3 of them. He is hoping to find a designer that he could work with more in the future. 

If you are interested, please let me know and I will get you in touch.

Thanks!

BryGen likes this

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  • Similar Content

    • By Tom Villder
      Looks like the Prowler will be revealed in the anniversary stream...and probably sold.  Presumably they have the design nailed down but would like some inspiration from fan designs:
      From https://forums.robertsspaceindustries.com/discussion/352592
       
      PS: If you want some inspiration for Tevarin design, this is supposedly a drawing of a Tevarin defense platform:

    • By petrvs
      Wanted to share a link to some great artworks from this guy that worked on big production like Lucy by Luc Besson and Elysium (and in the link some work inspired by one of my favourite novels of all time!)
      http://www.artofben.com/Altered-Carbon
       
      Would love to see him design something for CIG...
       
      I hope you enjoy!
       
       
       

    • By Taldren
      Please vote in the [Poll] to register your feedback.

      Concerns about the current design:
      1. The TrackBall
      Trackballs (like ball mice) are notorious for being high maintenance. Debris often gets inside the device and causes tracking issues. If there is going to be some sort of thumb controlled device on stick itself, it would far better to be a digital thumbpad rather than something that is going to introduce foreign material to the inside of such an expensive device.
          
      2. Dual Throttle
      Chris Roberts has said on 10FTC that there will be no dual throttle support in Star Citizen. It would increase durability to have one solid lever arm akin to the X-52 Pro or  Thruster Master Cougar which will open up more area on the throttle for switches and controls. Having a single throttle arm also alleviates the issue of losing access to buttons when the throttles are set at multiple positions.
         
      3. Throttle thumb hats vs Analog thumb stick.
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      4. Trim Knobs
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      5. Touch Controls
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      Feature Suggestions:
      1. Adjustable Flight Stick hand-rest.
      This is self explanatory. The X-55 flight stick is viewed as many as too big for their hands. An adjustable hand-rest / pinky trigger position would alleviate many of the issues.

      2. Twist Lock
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      3. Dual Trigger
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      Comments/Suggestions?
    • By Nameless
      Greetings Citizens,
       
      To date, Star Citizen’s Arena Commander module has put much of the focus on pure action: the thrill of deep space dogfighting. While space battles are a core element of the Star Citizen experience, they are the beginning and not the end of creating a vast, interactive world. And one of the next, most important steps is developing a cargo system that allows players to more fully interact with their environment than any previous space game.
       
      On first consideration, making cargo sexy might seem like a difficult challenge. The excitement of combat is self-explanatory, while shipping goods from star to star is a different kind of challenge, potentially more of a slow burn. The average pilot would be forgiven for having more interest in a dogfighting module than a cargo demo… but the reality is, cargo is deeply important to expanding Star Citizen’s gameplay. Whether you’re using it to customize your environment, to build a shipping empire or to run black market goods from Advocacy patrols, a comprehensive cargo system is going to enable Star Citizen to build a real world full of varied gameplay opportunities.

      How do we do it? In the past, space games have solved this problem by separating the player from what was being transported. Shipping a load of tungsten in Privateer or hydrocarbons in Freelancer meant selecting an icon in a menu and being told your ship had been loaded with that particular good. For Star Citizen, we wanted to do more than just give you a cargo manifest; it stood to reason that in our First Person Universe, you would need to be able to fully interact with whatever you happen to be shipping! With this in mind, we’ve set out to create a system that allows for maximum interaction directly with in-game objects.
       
       
      HOW INTERACTION WORKS
       
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      Player to Item:
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      Player to Massive Item:
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      Player to Container: 
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      Player to Pallet: 
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      Player to Cargo Bay:
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      GRABBY HANDS
       
      All of the above use cases are built atop one requirement: the ability for the player to manipulate individual component items at will. To enable this biggest technical hurdle, we have created a system called Grabby Hands. We’ve put together four demos to show you exactly how Grabby Hands works and what it lets you do!
       
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      http://player.vimeo.com/video/125958040
       
      TWO-HANDED OBJECTS
       
        Two-handed objects are reoriented automatically when picked up to simplify the attachment points needed for these animations. Beyond this exception, two-handed objects work exactly like one-handed ones do.
       
      http://player.vimeo.com/video/125958039
       
      COIN FLIP   Here’s where Star Citizen’s physics engine really shines! By interacting with items, you can manipulate them in a realistic manner that takes into account your environment (and its respective gravity and other conditions.) What that means in this case is that you can use Grabby Hands to manually flip a coin! Moving up while releasing the coin will cause it to flip, at which point it can be caught again. Holding still or moving down while releasing will simply drop the coin. Multiple coins can be picked up and flipped simultaneously, causing it to rain coins and make a mess. Groups of coins set down together tend to be much more organized. But this isn’t just about coins: it’s about creating a system that gives players more control over their universe. It will create new ways for players to express themselves through their interactions in the ‘verse!  
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      USABLE ITEMS   When holding a useable item, look down at it and double tap [F] to use the item. While an item is in use, double tap [F] to unused the item and return it to the cargo state. This means that any personal item you might use (such as a gun, or a flashlight) can also be stored as cargo.
       
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      ITEMS AND CONTAINERS
       
        Every container has two key statistics: Standard Cargo Units (SCU) and Number of Ports. These define everything the game needs to know about loading a container onto a pallet or attaching it to a ship. SCU defines the exterior dimensions of the container in cubic meter increments, while the number of ports defines how many discrete slots into which items can be placed are available. Ports are 0.25m spaces.
       
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      http://player.vimeo.com/video/125955836
       
      CONTAINERS AND PALLETS   As noted above, pallets are used to move more cargo in fewer trips. Loading fifty individual containers of ore would be no fun (and ultimately wouldn’t be realistic) and so a system must be put into place to allow bulk loading of same cargo. The player will interact with very large containers and pallets, often so large that they will obscure visibility. To counter this issue, the cargo jack includes a UI interface depicting the local area to the player, much like the landing assist UI recently premiered in Arena Commander. This ultimately allows for precise and intentional manipulation of cargo.
       
      http://player.vimeo.com/video/125960650 http://player.vimeo.com/video/125955933
       
       
      CARGO BAY
       
        The SCU value introduced earlier defines the exterior dimensions of containers, which is important to note because it allows the number of SCU a ship is rated for to actually correlate with the SCU value of all containers which can be placed inside that particular cargo bay. Containers are placed in a locking grid of sorts, which marks out (floor to ceiling) where cargo can be stored onboard a ship.
       
      The technology that drives these locking plates only require power to change state, and will secure even unboxed cargo as long as it is fully within the locking area. This means that only cargo containers can stack while disallowing infinite bridges, and that turning off the power plant won’t shred the ship with instant cargo shrapnel. Active locking plates are lit gold, although the light will change to red if there is something wrong: the cargo bay is too damaged to maintain lock, any of the items atop the plate cannot be secured and so on.
       
       

       
      The plates on the floor are 0.5m x 1.0m and are echoed on the tops of containers, allowing the containers to stack and still lock.
       
      Cargo Stasis Off
       



      Cargo Stasis On
       



       
       
      SHIP/CARGO INTERACTION
       
      Finally, as included in the final use case players must be able to interact with their cargo from the ship’s onboard manifest. Using the manifest, you can activate and deactivate locking plates (to jettison cargo), set orders for arranging cargo and see the effect that all of your items are having on your center of mass (unlike previous games, your ships’ performance will be tied to the mass and volume of what you decide to load aboard her!) We are in the process of developing the UI for this system today, and are proud to present a mockup of the current version.
       
      Cargo Manifest:
       



       
      Cargo Jack:
       



       
      Container Content&Status
       



       
       
       
      Cargo Concept Gallery (This gallery of images were created internally to pitch the cargo concept to the team.)
       



       
      // END TRANSMISSION
       

       
       
      The detail they've put into this is (again) amazing. We'll need to see if this doesn't turn out tedious after a while, but it is very promising.
      A possibility could be that with more personnel you can load your ship faster for example. After all the 5 people on board a Hull C/D/E need something to do.
       
      It's also in line with creating immersion. Stuff just doesn't magically appear in your ship or is hidden in inaccessible parts of your ship. It's really there
    • By Marsten

       
      Star CItizen's youtube channel posted this video on the desing of the Carrack. Enjoy