Development team

Over four-hundred people are currently employed, working on making Star Citizen a reality. From the west coast of the United States to Frankfurt, Germany, highly-skilled, passionate people toil, making breath-taking progress all the time.

Cloud Imperium Games, LLC (Santa Monica (Los Angeles), California, USA)
CIG Los Angeles

Located in sunny Los Angeles, California, CIG LA is Cloud Imperium’s flagship studio. Home to Chris Roberts and much of the company’s leadership, CIG LA represents a cross-section of the company and includes the ship development pipeline, technical designers, high level engineering, community, marketing and more.

Notable members

 * Mark Abent - Senior Gameplay Programmer
 * Elwin Bachiller - Lead Ship Artist
 * Sandi Gardiner - Vice President of Marketing
 * Jared Huckaby - Community Manager
 * Ben Lesnick - Director of Community Engagement and Content Strategy
 * Pete Mackay - Game Designer
 * Chris Roberts - Chairman & CEO
 * Forrest Stephan - CG Supervisor
 * Chris Smith - Lead Ship Artist
 * Sean Tracy - Technical Director, Content
 * Will Weissbaum - Senior Writer
 * Eric Kieron Davis - Senior Game Producer
 * Josh Herman - Character Art Director

Cloud Imperium Games Texas, LLC (Austin, Texas, USA)
CIG Austin

The team at Cloud Imperium Games Texas’ Austin studio (Bee Cave, Texas) is responsible for making the Star Citizen persistent universe a reality! From character artists to engineers, CIG ATX is a creative hotspot tasked with making an entirely new kind of game. The crack DevOps team is also located in Austin, keeping servers running and building out the infrastructure that will be needed to make Star Citizen sing.

Notable members

 * Tony Zurovec - Director of Persistent Universe

Foundry 42, Ltd. (Wilmslow (Manchester), Cheshire, England)
Foundry 42 UK

The heart of Manchester, England is also the heart of Star Citizen’s Squadron 42 single player game. This fully-equipped development team is responsible for creating a unique cinematic experience in the Star Citizen world. A AAA game in itself, Squadron 42 is using groundbreaking cinematic techniques and best-in-the-industry game design to craft a narrative you won’t want to put down.

Notable members

 * Erin Roberts - Studio Director & Global Head of Production
 * Paul Jones - Art Director

Foundry 42, Ltd. (Frankfurt, Hesse, Germany)
Foundry 42 Frankfurt

Frankfurt, Germany is home to Cloud Imperium’s latest internal development studio. Staffed with top CryEngine development experts, Foundry 42 Germany is responsible for developing the pioneering backend technologies that will allow Star Citizen’s persistent universe to shine!

Notable members

 * Brain Chambers - Development Director

Foundry 42, Ltd. (Derby, England)
Foundry 42 UK#Derby office

An official satellite studio of Foundry 42 Manchester, the Derby office is a small team looking after all aspects of the facial pipeline. From taking delivery of the Face Rigs from 3Lateral, implementing them in-game, taking all the face animation from Cubic Motion and also creating all the Facial animation for the PU that Cubic aren't doing.

Turbulent (Montreal, Quebec, Canada)
Turbulent

Turbulent worked with Cloud Imperium Games to develop web platforms which would go beyond a standard crowdfunding paywall for Star Citizen, turning it into the favored gathering place where players from around the world can discuss the game and get involved in its development process like never before.

Behaviour Interactive (Montreal, Quebec, Canada)
Behaviour Interactive (BHVR) was responsible for art production for Star Citizen.

CGBot (Monterrey, Nuevo Leon, Mexico)
CGBot was responsible for the early concept arts and assets production for Star Citizen and Squadron 42.

IllFonic (Denver, Colorado, USA)
IllFonic was responsible for the initial FPS module and the FPS components of the game.

Moon Collider (Edinburgh, Scotland, UK)
Moon Collider was responsible for the Kythera AI development. CIG started working with Moon Collider in Spring 2013.

voidALPHA (Emeryville, California, USA)
voidALPHA was responsible for environment art till the end of 2015.