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Around the Verse: Episode 2.15

21 January 201600:37:04902 linesWatch on YouTube ↗

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  1. 00:00:01

    this video made possible by the ICC Stellar surveyors and subscribers like [Music] you welcome back to around the verse I'm Sandy Gardner I'm Ben Lesnik this week in the ATV interview Jared sits down with senior network engineer Clive Johnson to discuss his work at Foundry 42 UK and The Foundry 42 audio team talks about the sounds sounds and more sounds of Crusader it's a lot of sounds lot of sounds but first we're back Ben

  2. 00:00:51

    and I are back it has been a month I haven't seen you in a month I know it feels very different and my chair feels very high maybe that's cuz you're so much taller than me no I don't I know but we're back and uh the big news this week is that we've gone to PTU with patch 2.2.1 uh 221 includes a number of bug fixes and optimizations and uh it's looking good uh hopefully we'll be able to bring that to live shortly when Ben and I are going to have a little fly off are we okay we should sure I've been getting good in the UK because there there's all the QA guys there and they're actually really good at it so I will fly off with you anytime mhm meanwhile on our live service players continue to explore starset is an alpha 2.1 and we've seen all kinds of high Jinks High Jinks I I've seen people breaking the noodle machine carrying it

  3. 00:01:39

    from place to place uh it's it's the amount of amazing emerging gameplay is just fantastic uh we're we're so excited here it's so great to have it stable so people can play for hours and hours at a time um and you know it all goes to our goal of creating this living sandbox world that people can exist in I I think you know it's just the start of St Cien but it really tells you shows you where we're going this week and next week team members from around the world have all been converging here in La for a summit to go over what's happening in development for 2016 it's fantastic you can't uh swing a dead cat without hitting somebody from Austin or UK or Germany um Mark skeleton's here Tony Zik's here Pete Mackey everybody's here it's great we do love cats for all those who have cats um and

  4. 00:02:28

    did you know that three Artist Magazine has a cover story on Star Citizen this month yay yes thanks to our own gach Bine he uh showing off some of the techniques he used to make the Mustang shine um if you are in the UK this should be readily available um and then some specialty outlets in the US like Barnes & Noble will get this in uh if it's not available today in the next couple days should be on stands exciting stuff yes now let's check in with Studios from around the world for this week's news from around the ver hey everybody and welcome back to Los Angeles I'm Eric Ken Davis I'm Darren vck and we've got some updates for you um one of the big ones this week has been our senior Tech artist uh Matt

  5. 00:03:16

    inary is working really really hard on the frame rate issue with the constellation that we've seen some slowdowns with that ship lately and and we think we know what it is um he's working really hard on just overall evaluation as well as making some changes that we hope to get into a patch very soon so that's a big one for us this week yeah it's something that we've been doing play testing on we've been seeing it ourselves able to reproduce it in house so it's being addressed totally on the tech side Tech our engineering side we've got our own Chad zzo he is working on making missiles uh increasing the size of the hit box to make them easier to shoot down now the difficulty in that is when you increase a hit box you have to add a Geo to it but how do you only allow projectiles to collide with that hitbox and not ships so that's the biggest Tex we're facing with that right now and he he's found a solution for it yeah and finally we've got

  6. 00:04:04

    actually really cool ship update technically it's two updates uh we've got Kirk working on the ESP Prowler so it's just kind of an FYI but the big one is and this one's near and dear to my heart as many viewers may know Matt Sherman is working on the tech design of the 890 jump beautiful oh I can't wait for that one same that's a big ship for us I know when I uh was first brought in on my interview they asked my the ship I was most excited about that's it same here I want my party bus we're not only pushing on it for the production side but also because we're passionate about that show so it's very exciting to see Matt work on the design for that yep anything else we got for this week that's it thank you again for stopping by La I'm Eric I'm beardian see you next week hey guys Jake Ross here associate producer of the persistent universe and I'm here with you this week to talk a

  7. 00:04:51

    little bit about um what we got going on here in Austin including uh persistence so persistence is is well underway um being worked on by our backend team here led by Jason elely um we got Tom Sawyer and Jeffrey Zoo also working on it um those guys are Trucking along real nicely and we're we're um starting the process of of completely revamping a little portion of our Tech called Data store here in Austin so um we realize that there's something about some things about data store that won't work well with with the way we're setting up persistence so we're going to have to totally uh revamp that that Tech as well um so we've actually got Jason elely and Jeff Zoo flying out to LA to meet up with Paul ryell to talk a little bit about that and how we're going to approach that um so that's that'll be coming online here um in the near future

  8. 00:05:39

    um we've got a lot of people traveling speaking of traveling to La um Tony's zc and Mark Skelton they're out in LA right now U meeting up with the guys out there and and with Chris to talk about long-term planning um for the president Universe this year um you know we have 2.1 that just came out and uh we're aiming to get 2.2 out here pretty soon and then 2.3 beyond that so uh we're trying to figure out what exactly we're going to have in each of those releases and uh from from the Pu standpoint and Tony and Mark are there to make those decisions out there with Chris um so we've also got people coming to Austin uh beninois um Ure from turbulent is uh coming out here later this week um to talk a little bit with with John kin and the team uh here in Austin on the operation side about some of the platform stuff we've got going on so you

  9. 00:06:27

    know specifically he we're talking about re vamping the launcher um you know kind of almost from scratch um kind of revamping that thing and making it um super robust uh we're talking about um revamping the public crash Handler and and making some adjust adjustments to that um and um the another topic they're going to be talking about is a dockerized platform setup um so there's lots of discussions going on about not just persistent universe but also on the platform operations uh front um you know different things that we've got going on to make improvements on that in that area as well throughout the year so uh the month the month of January is a planning month that's for sure we're trying to set the uh the ball rolling in a good direction in all in all areas of the project and we'll hopefully carry that through through the remainder of

  10. 00:07:14

    the year so uh that's all I got for you this week thanks guys see you around hello and welcome to the UK it's Tom here again and I'm just going to give you a quick recap of what's going on over here so uh yeah this week we've got a lot of work going on in the character side of things we got Forest Stefan over from the LA Studio who a lot of you will already know he's the CG supervisor and um he built a lot of the character pipeline in in how um how the character artist should should follow a certain uh way of working and um yeah he's currently working with our team closely here to uh really sort of train those guys up and U currently iterating on the McLaren character who's played by Jillian Anderson um so yeah that's uh really cool and and coming along nicely

  11. 00:08:02

    and then we also have the script writers over from La as well got John shimel Dave HCK and will Weiss famam so these guys are really drilling into all the Squad 42 uh levels and and reviewing with the design team to make sure everything uh sinks up matches up and and looks feels good and then there's also some shoot planning ongoing for later in the year so we expected to do some pickups and shoot a few extra bits at some point and so that planning is is ongoing at the moment and on the tech side there's a lot of work going on in the engine there's um the object container uh code being uh done at the moment by Steven North and uh this will be kind of the foundations to enabling us to um handle a lot of things in the vast sort of

  12. 00:08:53

    large Ro spaces that we're that we're dealing with and there was further talks on how we'll be handling flying Capital ships so lots of interesting stuff there's lots and lots of work to be done still there but yeah all the groundwork is being put in and all the systems are being laid up nicely um in other news quite interestingly you might want to check out the BBC um who did a piece on Chris Roberts while he was over here last week so uh see if you can take a look online and and find out that article um and recording they did whilst they were here so yeah lots going on and still lots to come uh nice speaking to you see you all in the vers hey everyone Brian chamers from Frankfurt uh thanks for watching this week um studio uh the office overview we got a few new hires in we got a new

  13. 00:09:45

    system designer that started with us great um you'll probably hear from him in the future um we also I believe we had another animator sign up another senior cinematic animator and in the process other so it's good to see growth and people interested in getting some talent to help us push this the way it needs to be um on the engine side um guys are still Pro uh progressing on procedural Planet stuff and making improvements to that um finishing up some last minute animation stuff on FPS so we can get that programmer moved on to a couple other things that I think you guys will be interested AI still pushing along cover in ships cover in dudes uh and driving it the way they

  14. 00:10:33

    need to there's a lot of parts and pieces that are there that are constantly moving um I was in the UK last week driving drilling down on on schedules um lot on cinematics going through everything as far as localization and characters and so on so it's good to hang out with those guys uh this week brought in Todd papy our design director uh he can jump on design and and talk you guys through what he's been playing with and him and the guys for the last week or so so we're running up interdiction right now which is basically pulling ships out of Quantum Drive um and also not letting ships go into Quantum Drive if if they're out of it uh so then you start seeing some of the gameplay advantages that you can

  15. 00:11:20

    create with that whether taking down Pirates or Pirates taking down you uh then we're on the environment sides or or basically level design side and system design side we're thinking about how with ships we have piping so the concept of um something creates power something uses power something creates heat something takes away heat uh how are we going to use those in the environments and and make sure that the environment sandbox feels just like the ship sandbox which will also feel like that way you get that consistency and the familiarity between correct we we want to make sure the player doesn't have to learn a new language and those are the main things that we're focusing on right now cool awesome again short and sweet uh thanks for all the

  16. 00:12:08

    fans uh every morning I come in I've been watching uh people stream on Twitch and it's been fun to see people with uh the newest release that we have and kind of you know the gameplay and the elements they're coming up with it's cool and fun to watch so again thanks to everybody and see you next week watching please please keep doing that man that is is awesome look there you go get a little bit of a nelly Fado in [Laughter] there how is he doing that though how how is he getting the wings to like open and close like that though that's that's kind of what I want to know that's amazing yeah exactly that's that's

  17. 00:12:56

    exactly what as always a big thank you to our Studios from around the world all right so Jared sat down with senior Network programmer Clive Johnson who's here visiting from Foundry 42 UK to talk about his work on Star Citizen in this week's ATV interview take it away guys thanks guys this week on the ATV interview we're sitting down with senior Network programmer Clive Johnson Clive how you doing man good good now you're here from the UK that's right yeah so you work for Foundry 42 yes how long

  18. 00:13:44

    have you worked for Star Citizen now uh just over a year so just over a year so you came on uh shortly after citizen con last year uh yeah probably about then yeah okay did you get to go to the party at all no no uh well you're a senior Network programmer that sounds like a pretty important job anytime someone's got a senior before their title I know I can't joke around too much with them because they got things to do it's what I've been told anyway um senior Network programmer what what does it do what does a senior Network programmer do well we're concerned with um making the the game client and the game server talk to each other uh over that internet thing okay now the game server is different from the backend servers yes right we've talked about the backend servers I think most people are familiar with what the backend servers do what do the game

  19. 00:14:31

    servers do so the game servers are running the simulation that everyone is playing in everyone's taking part in so it's making sure that um all the actions that uh a particular player carries out uh replicated out to all of the players so when I think when I think uh my friend's consolation is here it's actually here and not 50 you know light years away exactly yeah I was trying to think of a smaller distance line of distance and light years I'm like inches that's what the process was going on in my head here light years is what I came up with uh what is smaller than light years what do we measure meters we we just measure meters it's meters it's meters all right you're watching the breakdown of disc Orlando here all right so client servers now we don't run those in a room in the back of Foundry no

  20. 00:15:19

    where do we run our client servers from so they're all uh in the cloud on the Google compute engine on Google Compu engine yes and that's a network that existed before us you know they've had their own infrastructure going what are some of the advantages of us using Google compute instead of building our own server infrastructure um well if we have to build our own server uh server Farms then uh obviously that's a a big outlay on uh on Hardware uh we'll have to build service centers um all around the world to save all our backers um and that's a massive cost Google have already spent all that money mhm um so and they're prepared to to rent out the hardware to us so bonus and uh they've also got a a a really optimized back end

  21. 00:16:09

    uh backbone uh which gives us very fast connection between the servers so we can shuffle all that data about nice and quick and I imagine there's some aspect of customer service we get from Google you know service support you know when when we're trying to figure out how to make everything work we can yes yeah I believe they've been very helpful you have a number Google you can call right besides the cost is there a technical advantage of using Google because uh the hardware is not ours and we can um pay for what we used we can scale on demand um so we can spin up more server instances as we need them as uh player demand increases and then we can uh shut them down when player demand decreases and everyone goes to bed most most games don't run a live player environment during game development yeah yeah so it's it's it's always hard to figure out

  22. 00:16:58

    what your needs are going to be from from one day to the next or from one week to the next I mean we've had some weeks where we've got we've got lots and lots and lots of players you know no specific numbers or anything here and then the next week you know that drops off as you know Daredevil comes out on Netflix they're watching that instead of playing so it it fluctuates a lot and using something like Google compute allows us that flexibility yes that's very cool um now senior Network programmer uh what's your day-to-day like like forget special projects or whatever if you came into work you've checked your emails you've you've you you've looked at your Jura tickets and seen what needs to be done what what's your day like as a senior Network programmer well we'll CLE the first protocol if uh if anything goes wrong with the builds um so if any uh any bugs

  23. 00:17:47

    get reported by the backers that look like they're related to the client or the server or the network in between and then we'll have to investigate try and set up some tests maybe add some extra debugging so the next patch that goes out we've got some more information to work with um but beyond that we're trying to um extend the networking layer to make it more efficient because um what we started with uh wasn't really designed for like an MMO type game and the time of the scale of game that we're trying to do with Star Citizen so peace meal we're adding bits onto that chucking old bits away replacing parts and just making it go faster and easier to scale yeah there's I know a lot of folks have taken to calling our modifications to the engine star engine that's not an official name

  24. 00:18:36

    by the way it's just something a lot of the fans have started applying it's it's I think it's neat you know because we're we're as development continues we we we get farther and farther away from what cry engine originally was yeah so I I like that a lot um again not an official name get get the lawyers involved um Network programmer senior Network programmer how much do you hate lag uh a lot it's it just makes everything really really hard yeah yeah all right uh so uh before we wrap up you're here in La uh We've we've got quite a few visitors today uh this week rather for the next two weeks we've got Mark Skelton in there uh Tony zeroex here uh anybody else from the UK coming um no not this week they just sent you yes okay so uh can you talk a

  25. 00:19:26

    little bit about what what what your what your work work on here this week um yes so there's a an engineering road map being put together for what we're hoping to achieve for 2016 um so I'm here to to help go over the the network part of that make sure we've got everything on the list that we want and that uh it's a reasonable amount of work that we can actually achieve this year okay uh last but not least uh I know we talked a little bit about where you where you came from before you've had you've had quite a storyed history in video games we talked a little bit about some of your favorite games is there is there one thing in particular besides star Citi that that you're really proud of that you've worked on I worked on FIFA for a while it's probably that um probably because it's back home it's a game that everybody recognizes where some of the other games I've worked on people have

  26. 00:20:14

    never had of I I've I've I've never played it but I had a neighbor who used to play it online religiously and then he uh he seemed to very he seemed to enjoy the online play of that very much so I'm sure I'm sure I I didn't I wasn't an online program back then oh no no I was physics prog on my back then well then never mind I was going to I was going to be his hero here but all right well uh thanks for coming by oh you're welcome back to you guys we all smaller now Shields at for strength we're look in okay we need to nose down a little bit let's have a

  27. 00:21:01

    look okay we're in here we're in here and we got a little bit of space at the front no no wait victory thanks guys I hear Clive was here in the office for about six minutes before Jared uh grabbed him to be in the interview so uh thank you for being a

  28. 00:21:49

    good sport uh we really want to give the guys in the UK more uh more screen time so expect to see more of them in the future I love our guys in the UK I was trying to find guides for some interviews and they all kind of conveniently hide while I'm trying to find them next up The Foundry 42 audio team are back to show us a little of their tremendous work on the Crusader mini puu check it out for 2.0 we had lots of kind of linear um kind kind of more linear elements for for the game and we would have had normally I suppose for for Crusader generally uh and particularly Port aaring is the first one you start in isn't it um so how did you do you approach that you ever seen the sound

  29. 00:22:39

    design on that which you know how did you approach you it was kind of a a iterative process it's because we're working alongside the designers um you they're building and restructuring as they go so uh watching that and just figuring out how we're going to fill that space and um you know what we can do is is sort of core moments in that space to give it its definition so like we've got the the big hologram area in center so this is the uh the main room of the port alasar station and this is the huge hologram that's the central central element um it's quite a impressive looking thing and uh I started off with a general sort of hologramm buzzing tone to it but I wanted something a bit more um sort of characterful for it um I got idea from the film uh ma the the uh the robot in

  30. 00:23:30

    it had a brilliant sort of Buzzy birdy sound when she moved I thought was quite interesting so inspired me to build up these uh these little additional elements here that uh s like this lovely little just sort of lasery birdy flybys uh so all this really is it's uh uh a few different layers of buzzing tone just like that which is just very straightforward on its own but uh adding in some Doppler effect some uh some effects called the Enigma which is a kind of a phaser effect I've sounds like who knows what it does it's who knows what it does it's a phaser not true kind of obvious and uh a filter called Volcano and uh add all that together we uh get this

  31. 00:24:21

    lovely sort of delicate birdie futuristic sounds which just gives it a lot of extra lot of extra character of the ship share progam as you said before as well we have the these announcements uh emanating from the central point of this room and then there's there's other ones in the uh what place now in the the lobby area over here sure uh and they they because they're they're talking about things you can do and things to do with the the the game's fiction it adds a huge amount to it and they're on a a loop of about I think about 20 or so different announcements that that that are relevant to the game games uh the players experience uh so as you walk through these different spaces again we have that kind of uh star treky space station Rumble to it underpinning everything but

  32. 00:25:11

    as you move through the different places there's a there's a different quality to it and like for example on the uh if we go upstairs oh no not that way um the upstairs has uh it's more gentle and there's there's like I said there's that sleep sleepy uh day at the beach kind of quality to it where it's slowly sort of fading in and out um I can actually I can bring that up you can see what what was going on and those those little speaker icons we're seeing essentially the that's where we put the the sound that's yeah that's the for example let's see we got um here's a little uh air conditioning vent there's just a little extra burst of of audio there it's really it's a it's a nice combination of big open uh um ambient spaces audio and then you get these

  33. 00:26:02

    little spots of sound that just uh they go a long way to adding the detail because you pass by them quite quickly and stuff then it really brings it all to life see here we go just once here this is on a little control panel just does a little beep every few minutes uh so we look at let's see got do the vending machine oh yeah so this is the uh if I bring up the effects there so you can see I just uh I made this this ambient uh General sort of Airy Loop for the upstairs area but then just to give it some interest uh I recorded myself moving the the EQ of it up and down which gives it that that strange sound you get the seaside of the

  34. 00:26:50

    air sort of catching catching the waves um but that that's it's very subtle in the game I mean you'd have to stop and have have to listen to it but uh I was Prett happy with it gave it the kind of sleepy tone that I was looking for for that upstairs area so I mean it's you can easily just spend quite a lot of time in any given area depending on how you play the game so we tend to have to think not just in terms of moment to moment but in terms of well if you you know if a player hangs around you know what they got experience just to show that the whole environment is evolving evolving in some way yeah and again that's a place where the uh the fact that we have the the community and um people playing the game feeding back to us that's incredibly valuable because you can spend uh a long time on an area people just aren't interested in and conversity you could you could do a very

  35. 00:27:37

    sort of a quick basic pass an area that tends to be a big sort of Social Hub true make sure you want to go back and add some more interesting little Easter eggs and things that can be the slight you know slight iwi I suppose and that sometimes you have to spend quite a lot of time putting detail into areas where there's not much going on because it's possible for the player to evaluate what what it's like just by up to things and saying Pat should be making a sound in my mind and why isn't it you know but in a in a very busy area you can actually create an impression of that relatively simply you know yeah that's I mean that's why I I came back and added the the extra detail to this hologram just because uh I've watched so many videos and there's a lot of people just using this as a little Central space while they're figuring out where they're going to go and what they're going to do yeah there's a nice little extra tone in this

  36. 00:28:24

    room uh in the the actual gaml the uh I guess it's a gravity generator I'm not actually sure but this great big strut outside is is moving very slowly in a very Grand way so while you obviously can't hear it outside I thought it' be nice to feel like it's somehow moving through the central core of the station so it gives a nice sort of groaning distant metal stress sound as you as you watch your move right yeah it's it's um it's really it's there's a lot of toing and throwing um I think the the the sort of the first I'd say the first third the first half of the development process for a space this that's particularly important to make sure you're talking to the designers and the artists and uh uh everyone has ideas I mean they're all creative people so they have things that they would love to hear so it's it's usually it's very you rewarding getting

  37. 00:29:11

    them involved at that point and uh just because these these levels are so uh intricate and there's there's often sort of hidden vents or or you know rooms you have to access in a certain way that you can't just rely on you know living um in your little box not talking to people you need to get out there and actually ask them about it so um working with the designers on on this and the other the the pirate station uh they immediately gave me their ideas for you know this being very clean this has almost got a sort of shopping mall feel to it that that cleanliness and and uh the pirate station should be hostile should be sort of very staccato in its in its feel um and it's great I mean uh I could I could look at the space I could wander around it myself but it's not until you talk to

  38. 00:29:59

    the design as an artist that you start to get a feel of what what it is you should be selling so that process is invaluable um and they don't mind the noodle machine they have to deal with it a lot I don't know how many of those we actually had in this particular area obviously saw one a bit earlier but um yeah there's uh there's about six in in this station yeah you you would know how many there were there we go that's a noodle machine there we go oh happen to here just on Q yeah so that's the uh I took the uh the little theme tune that I wrote and um I just added uh we got an amazing program called speaker phone that uh um you can use it to apply the effects of pretty much any space you can you can conceive

  39. 00:30:47

    of it has settings that can make it sound sound like it's coming out the boot of a particular car or the cockpit of a certain helicopter and it's it's a phenomenal piece of software and uh it's I think most people in the yeah it's com I suppose it's post production and and a game thing this is all about areas this is the infamous that was the idea it's to be influenced by that isn't it yeah I thought it was going to Loop them we don't need that we don't if you want to hear it for 10 hours someone's put that together on YouTube so did they really yeah there's a 10 hour loop of it

  40. 00:31:34

    on YouTube of course so thank you whoever that was uh yeah and so then there's other than that there's just these uh little points of interest here and there we have uh another speaker here remating from the desk and there's a little bit of gentle sort of musac playing around cuz it's it's kind of a lobby area um yeah that's uh that's pretty much the Cor it's just it's just a nice bed of sort of very soothing rumbling lowlevel Ambience sort of uh overlaid with the uh the constant tan and the tan are very friendly it's quite Pleasant not too jarring there's never a a situation where you can sit down start it and then finish it without there being gaps just because uh like every other department we're iterating

  41. 00:32:22

    and we're finding that things work and other things don't so and like they said the space itself changed areas opened up uh other areas just you changed as as they try it out and people find that the the space isn't working so yeah there's a lot of revising that we just have to do really um and imagine it wouldn't surprised if it changed again even though it's still out there already yeah so yeah that's how we design the audio for the space stations and uh how we Define the difference in their tone and their spaces um hope you guys found that interesting thanks a lot I hear the sound guys really do great work here here oh my gosh it's always really nice when we

  42. 00:33:10

    receive fan gifts from everybody from all around the world and uh there are some remaining ones here that we haven't actually eaten yet yes a gibber from Australia just sent a whole box of bizarre Australian treats um some of which we've saved here for posterity um thank you very much it it means a lot to the whole team when this sort of thing arrives uh it's also cool sing food from around the world we really appreciate that and we can smell the vegim Mite from all the way down the hallway which toast has sequestered somehow toast loves vegim Mite because there's something wrong with him um he puts veggie Mite on everything on all things that you probably shouldn't and recently we also received a gift from longtime fan kin Shadow who we know is a tabletop gaming Enthusiast yes this is pretty cool he sent us uh copy of Cards Against

  43. 00:33:58

    Humanity um everybody's favorite card game for terrible people uh with his own Take On It vanuel Against Humanity uh with Star Citizen themed cards and so on we're looking forward to trying that out so thank you very much K Shadow and now it's time for this week's MVP back in La envelope please oh my gosh sadly Alexis is out sick today so there's no MVP envelope I was going to say we have this amazing envelope here in LA cuz in UK we didn't have one but clearly we don't have one we're saving you money by not making envelopes every week well this week's MVP is actually two people star citizens third and argon congratulations congratulations guys uh they created a plugin for the rap power grid app which allows folks to remotely

  44. 00:34:47

    control their uh aspects of their computer um and the Star Citizen plugin allows you to use the your phone as a touchcreen uh with star citizens pretty cool and I'm going to go over here to The Shield screen now here you've got dorsal ventral port forward F starboard or balanced not to mention you can just click anywhere on the grid now to see how this actually interacts let's go ahead and move the shields to the right Shields to Port you'll notice that um it actually shifted over to Port um now we can also go back into Shields here and say starboard and you can see that it moves the little indicator to the right say all that 10 times backwards no never yay and now here's your art sneak peek be sure to tune in to reverse the

  45. 00:35:54

    verse tomorrow at 11:00 a.m. on Twitch we'll be discussing that our s peek and what we had for lunch this week I've been eating all the Aussie treats that's I've been doing and uh of course thank you to all of our subscribers for making this show possible as always we will see you next week on around

Transcript from YouTube’s automatic captions — punctuation and Star Citizen jargon are approximate. The video itself is hosted by CIG on the official channel.

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