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Roberts Space Industries








August 14th 2013

Meet Blake Yates

Meet Blake Yates

Today we would like to introduce you to Star Citizen’s newest Designer, Blake Yates! When it comes to design, Blake is a jack-of-all-trades with a background to match. You can learn more about him and find out what he’s working on for the game on Friday’s all-new Wingman’s Hangar.

How did you get started in the game industry?

My start was in kindergarten where I was drawling these stick figure battles. I think a lot of people in the industry did this. I remember I didn’t have access to D&D books, but I understood the concept and started making up my own rules. In middle school I would mess around with games that I made on graph paper instead of paying attention in reading class. In high school I made a couple of (kinda like board) games that my friends enjoyed. I tried to be practical in college and really got away from games for a while, but I ended up going to the Guildhall and got into the industry as a level designer.

What projects have you worked on? Have you worked with Chris Roberts before?

I worked with a small studio in Dallas on a few projects, but I have never worked with CR before. I have been playing CR games since my family’s first computer. I messed up several computers trying to get enough EMS to run the extra features on Wing Commander or running mem-maker and ram-doubler.

What are you doing for Cloud Imperium?

Right now I am doing a bit of everything. From high level game design to placing decals in levels to scripting. Also, I’m looking around this office and I don’t think we work for Cloud Imperium anymore. I’m pretty sure we have been acquired by the Triangle Shirtwaist Company.

What are you most excited to see in Star Citizen/Squadron 42?

I think we have a shot at paying off some of the things people envisioned when they first started imagining playing in a world with lots of other people before there was such a word as mmo. Nobody imagined playing in these static worlds where things just reset and nullify everything you do in the game.
I also like that we have set up our world as a land of opportunity, but also a very brittle world. When the Western Roman Empire fell, it was an opportunity for as many people as it was a tragedy for. A lot of other games have tried to exert heavy control over the universe and story of the game. I think our game has the opportunity to be driven by players as they find order and opportunity in a changing world.

What are you playing right now?

Not a ton. I’m playing a bit of Card Hunter on the recommendation of Pete. It is really fast paced but still feels like a D&D miniatures battle. The difficulty has not reached the level I am hoping for yet, but I’m told it gets much harder later.
I’m also playing a Civilization/Go hybrid that a friend of mine named Alex Kutsenok made called Bronze and helping him test his new game that has not come out yet called Red Thief. I really like his games because I always have to have a plan to win his levels. I can never just go through his stages on autopilot.
I’m also eagerly awaiting the new Total War so I can download it and then totally never have time to play it.

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