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Jump Point system - Feature VFX

A jump point is a point in space that marks the opening of a traversable wormhole (jump tunnel) that tunnels through interspace and opens to another location, often a different solar system. In their natural state, jump points are nearly invisible to the naked eye. Their discovery has allowed civilizations to cross vast distances in the universe. Known, stabilized jump points are marked off with large structures and usually patrolled to ensure that they have been legally and safely traversed. (from Robert Space Industry’s Galactapedia) 
I was responsible for bringing this idea to life. With the help of other Artists and programmers, we made an extraordinary piece of Art that pushed our technical and creative boundaries for Star Citizen. A well-received key part of the gameplay feature by the Players that I am proud to be part of. Trying it yourself is much more fun than just watching some glimpses of it here.
VFX Director: Mike Snowdon 
Creative Director: Ian Layland 
VFX Concept Artist: Rob Lujan 
VFX Programmer: Cieron Matthews 
Environment Artist: Jake Dunlop
Marketing department for the screenshots. 
Big thank you as well to all the departments that help bring the experience together. 
Audio, Tech Art, QA, and many more. 
© 2025 Cloud Imperium Rights LLC and Cloud Imperium Rights Ltd.

Gameplay - Cutlass traversing from the Stanton system to the Pyro system

Jump point in its Dormant state

The Anomaly will react to the ship that starts tuning in and starts to agitate, this makes the anomaly to prepare for opening

The Jump Points Opening - First Person Camera

The Jump Points Opening - 3rd Person Camera

Jump Point Open

Jump Point Closing

Gameplay - Observing the Jump point

Ship Tuning - when the ship is in the range to detect the Anomaly to start the agitation process.

Ship Pulse & Projectile - a projectile containing the gathered energy from the ship will be shot at the agitated anomaly and trigger it to open

Ship Entry

Ship Traveling - Ships will have Jump drive Distortion that has a threshold. If a ship doesn't keep itself in the middle of the tunnel, it will gain distortion damage, and that is being communicated via sound and VFX to the players.

Ship Tunnel Interaction - To help players understand their ship's location in the tunnel (which is usually huge), a distortion element will appear on the tunnel surface when they get near the walls.

Ship Success

Ship Fail - when the Jump Drive distortion gets to its highest point, the ship will be spat out of the tunnel, and depending on where it was in between the two points will warp to the edge of the solar system.

Ship Wake/Push - the anomaly has an antigravitation force around it, and if ships get near the anomaly, they get pushed back via the force

Gameplay - Cutlass traversing from the Pyro system to the Stanton system