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Star Citizen Live

Star Citizen Live: Montreal Protocol

2 December 202200:56:131,317 linesWatch on YouTube ↗

Transcript — every row opens the video at that moment

  1. 00:00:05

    cartoons you guys have Rocky and booing yeah we did was that big up there or not really Canada yes Quebec now oh well like Canada and Quebec are two different places is that what you're trying to say yes they are yeah yeah all right why are Canada and go back to different places [Laughter] I don't I don't think it was ever translated to French either uh which means that most kids in Quebec wouldn't understand half of what was going on yep that's pretty much the same as it was in America you just hey everybody welcome to let's show is the Star Citizen live uh the Montreal protocol I'm your host

  2. 00:00:54

    Jared Huckabee and if you're curious what the Montreal protocol it is it it's basically when we have when I walk in on a Monday and I discover six fine visitors from our uh partner studio in Montreal like you're gonna be on the show on Friday and that's exactly how it happened like you were literally uh you were like little you walked around the corner and like how how long were you in the office before I said you're on the show on Friday you just got in I think we just got in the first day we just came in the studio to say hi to people we're there and we were there next Friday like like 10 minutes 10 minutes yeah well because I didn't know you guys were coming so I I literally I came in on Monday Night by your desk I guess yeah and I was like there's a bunch there's a bunch of French Canadians here it's like so you know I wasn't expecting it that was actually Tuesday because Monday we were jet lagged we arrived

  3. 00:01:44

    pretty late so that was uh yeah but we were fresh as a rose yeah that's true it was a Tuesday because we arrived on a Monday and yeah it was Tuesday when I got to you guys but I got to Nick on on Monday yeah uh yeah I don't I don't I don't waste any time this guy yeah uh hey there's always another Friday as we say behind the scenes um so yeah so welcome to Star Citizen live uh this is the show where we take about an hour out of the end of our week and we hang out with uh our developers and if you hadn't figured it out from our Stellar intro this week uh our today this week's guests our members from the turbulent games team in Montreal uh we've got Max say hi Max hello hi Max uh We Got Annie hi hi uh we got Nicholas and we got Rainer hello

  4. 00:02:33

    everybody I was wondering I was wondering what they left for you by the time they got to you uh uh so so yeah so let's just start right off the bat uh I said this this isn't one of those ones where we had plans and a big agenda or anything we're just gonna free form that free for free flow with this free phone yeah we are yeah we are what are you doing here actually we came to visit the studio to meet the team share shake some hands and have some meetings and fix some stuff drink a lot of drinks as well but that's just a side thing you know our real gig is working it's very professional it's a real good first impression there Annie just these people are seeing you in here first time and

  5. 00:03:20

    like drinking so much they are video game developers after all this is work trips man yep uh so uh now obviously you know you guys have been you guys have been working with cig and on Star Citizen for over a year now nothing what's the virtue of of these trips what what why what what can we done in person that can't just be done over uh 7 000th Zoom call it's uh two full years for most of us now so that's true that long yeah yeah two and a half I'm about to hit my eight year that's why I was like oh all right so you so two years so so same question well I think about how long the time is escaping us I mean uh there's a lot of things that don't really transpire via Zoom and I think there's a real value in sitting down face to face with someone like

  6. 00:04:08

    something that you can do from uh five thousand kilometers across an ocean team bonding and just I don't know it's just this Vibe of getting [ __ ] done when you're uh you know right in front of someone that's your one I know it's gone now literally before the show started literally before the show started uh was it you asked like can we swear no it was tip no brainer and I was like can we swear on the show and I'm like you're allowed one per show and mine is gone it's a check Andy's box hers is gone um now uh uh there's the four of you but who else was in your party who's not making it here with us today Jason Jason tongue sorry Jesus this morning and Fred Perry uh who's our lead concept artist

  7. 00:04:59

    is literally back in the office right now uh still working with his team I asked him like just before we get started like hey you want to come over and he's like I I can't I gotta I gotta I gotta maximize the time that I'm here uh which says a lot about the four of you thank you uh so yeah so let's just go around the room a little bit talk about who we are and and what you do uh Nick I'm going to start with you uh you are you are recently uh uh transcended you were recently uh uh you have a new role yeah at turbulent games uh tell the folks who are you what do you do um Nicholas Spain show actually I'm the new art assistant heart director is doing in Montreal and so actually my role will be to how I can say that to just oversee over

  8. 00:05:51

    C Thanks Max my English is my job would be to over oversee all the Mandate we're going to work on in Mojo and additionally to be uh Ian's trusty sidekick on the Montreal side of things Ian is a very busy man so we need someone closer to us at least in the same time zone to give us some feedback every once in a while what's it uh so you're so your new assistant uh uh assistant associate art director assistant art director uh the Montreal Studio working very closely with Ian uh because Ian right now has a lot on on his shoulder so he needs assistance to be able to when you delegate yeah it needs to delegate some stuff so that's why we

  9. 00:06:40

    have Aston R director now right right uh so this uh so what's it what's it like what's it like working with Ian this is a safe space you can be honest yeah this is awesome it's a nice guy he's super cool super chill it's uh agreed it's super fun to work with them we're not even being coerced into this like he's genuinely a nice guy and it's such talented guys crazy as a as as this move because you were a lead artist before yeah as this move into being an assistant art director has this been a natural progression has this been an easy transition like like do your responsibilities change much I imagine it's less creating art yeah I'm I'm I want doing more hard than before but yeah I think it was natural it was the next step it's basically the same thing but 10 000

  10. 00:07:28

    bigger instead to have just one small team I have all the teams all the same job but with more pressure more pressure more control the keyword yeah a lot more pressure a lot more pressure so we'll just continue clockwise here Max folks might remember you from uh the citizen gun presentation um laurelville 2.0 uh but if the case they didn't watch it tell them who you are what you do yeah though so lead environment artist I worked on the Marriott piovart before like the hospital mandates a new beverage and now the Laurel Bueno uh how's we won't get too far into it we actually uh just filmed a segment for ISC about the progress on Orville 2.9

  11. 00:08:18

    that'll air after the holiday break but without getting too far into it how's how's Louisville how's Louisville going it's going great for like a city that's a a little bit the how should I say a little bit the dark dark place but uh yeah it's um it's a like the city is huge so um and it's a big uh it's a big mandate I would say how much bigger is it now already than than what's currently in the Pu it's nearly twice like just a little bit under twice as big in terms of like the distance from the center of the city to the outskirts gotcha and a big part of the reason for that expansion is to is to add a bunch of new buildings and and new locations that can that also can add more gameplay

  12. 00:09:06

    exactly to The Landing zones and stuff and again we'll be talking about uh that in ISC in the new year um Annie who are you what do you do and why do you swear so much I'm a producer at turbulent games and I uh These Fine gentlemen are under my umbrella so I take care of uh concept art level art and QA and in the New Year we're kind of restructuring the team in Montreal to um really a mandate driven teams so instead of making a distinction between level art and level design lighting we're just going to have teams so I'm going to be in charge of all locations

  13. 00:09:54

    that come out of Montreal okay it's like haramama I am the mama this is why I swear see and so and so and so when you when you when you talk about mandate driven teams you're talking about uh uh kind of like how our sandbox teams are here yes with with a level designer and and and a an artist and Technical designers and QA and every way that you kind of need uh so that so the entire pipeline can be done within one team exactly and mostly also so that it's all under the same umbrella and we don't have miscommunication everyone has the same visibility on everything like from start to finish upstream and downstream uh I've been trying very hard since I started that turbulent to bring more of the downstream teams with us so they're

  14. 00:10:44

    usually at the end of the waterfall right so if anything goes wrong at first they're usually the ones paying the price and uh we're trying to kind of mitigate that to get them into processes much earlier so that we can plan better and their life is made easier I can hear the audio guys crying right now Kim the audio producer is a very good friend so we've been having good conversations it's always tough and for folks who you know whether this is your first SEO or what a downstream teams are basically uh there's a collection basically not everything can be worked on at the same time it's the simplest way to put it and so there are a lot so there are teams that have to wait for other teams to do their work first and those teams have to wait for other teams and those teams have to wait for other teams that's the waterfall approach and

  15. 00:11:32

    but there's always somebody at the end and unfortunately uh uh audio is very often uh one of the last teams that gets to get audio VFX and like more than anyone else I think QA uh Dean the assistant QA manager is also a good friend and honestly like they're really at the bottom of that waterfall so everything that trickles down on them it's just them wiping it up so we're really trying to make their lives easier because that nobody would ship games if QA wasn't a part of these teams so we need to cherish them and Pat them on the back and they're very nice to them one of the things I really like about this place and we're off on a tangible who cares it's Friday one of the things I really like about the our organizations we have the dedicated QA teams like we

  16. 00:12:20

    have our ninth floor here that's almost entirely QA folks like this but we also have the embedded qas the people that that that are there right alongside the designers and the artists and everything and seeing what they see every single day and they can lean over like hey look at this you know they can lean right over and see somebody screen immediately and be like no you want to do this and you want to do this you want to do this and stuff like this it's a it's it's one of the nice things that the nice things about cig that I really appreciate um because I've worked at other Studios where to put it nicely QA has been locked in another building altogether and like their key cards don't even access the key cards where the the building where the developers are so have I I started my career in QA like I was a QA for longer than I've been a producer

  17. 00:13:08

    basically and honestly I've seen all of this there at the bottom of the food chain and they've been treated horribly and if you retire like that that department nobody would ship games ever I I I I won't name the studio but there are so many man I once went to it I once went to a Christmas party where they literally had a QA and game and game Masters in a kenneled walled off section of the of a big imagine a big giant like con kind of convention floor area it was a big company and that is they had a walled off section where they stuck the QA and the game Masters and people and they had their own private little uh party over there while they saw everybody else that's terrible and did you hear about

  18. 00:13:56

    that other company that shall not be named that uh cut the entire QA Department from their credits because the song wasn't long enough the credit song wasn't long enough to accommodate a shame on them too no I had it yeah I hadn't heard that story that sounds like that definitely sounded difficult to believe all right sorry for that time let's see who I've upset yeah in in the chat uh Rainer well I look I look for my uh teams messages uh I want you to tell folks who you are and what you do so uh my name is Raynor I'm one of the lead environment artists at uh turbulent games a new one yeah one of the news congratulations thank you uh the other one would be Jason who had to leave this

  19. 00:14:46

    morning uh so yeah uh we were previously well both of us we were uh the two senior level artists uh we both worked together at turbulent so we worked on the ghost Hollow Mission the rec proclaimer crash site uh the space clinics and before that I was on the brentworth hospital with Maxine and Rainer and I have been working together for quite some time three Productions now yep so I previously before that at [ __ ] on Gardens of the Galaxy and the Avengers so you don't need to talk and as we work on Batman yeah Nick at uh WB at on Batman Arkham Origins so yeah uh quite it's fun with the in

  20. 00:15:34

    the team we do have Juniors but a lot of the seniors we know each other from here and there yeah yeah the video game industry is a very the word that's in my head is incestuous it is it's my very first my very first day here uh well in La I walked in and we had a guy a Darian warlock for old star citizens who recognize he used to work at you know whatever I'm like yeah and I'm like oh yeah I remember you and I'm like remember you I'm sorry I'm a jerk but like imagine how incestuous it is in Montreal where like a new studio pops up every five seconds it's pretty intense and despite the numbers we still get to know after a certain amount of years in the industry

  21. 00:16:23

    in Montreal you still get to know there's always one or two people in every Studio because we yeah it moves around a lot uh after Productions people tend to like switch it just shuffles yeah it just basically shuffles every couple years uh looking at the live chat and folks uh this is more freeform show than normal if you have questions for our guests feel free to throw them in the chat remember that they are on the turbulent locations team and stuff like that so if you're asking about a spaceship or a savage or something this won't be the team for it uh freelancer Alpha says Jared just go God 10 years on what has he done just chat nonsense oh hold on you guys do the show I'm gonna go and I'm gonna I'm gonna go work on cargo yeah just kind of go uh all right so um

  22. 00:17:13

    so we talked a little bit about art director you know and and well let's let's touch on this a bit more what we've done a lot of segments about concept artists and artists and designers and we haven't actually we've never actually told the story of what an art director does so so so walk me through I know there's no typical day in gaming but but what are an art director's responsibilities the thing is Ian is a heart director add me as assistants actually I'm just helping all the team to just keep to stay in in the track because we have concepts for to create our environment so it's kind of see I'm not going to decide okay today we're going to do this or do that because all that has already been decided

  23. 00:18:00

    so it's just giving support and just be sure that people stay stay focused on on the Mandate and where we're going and it's to take care of your team so like Nick is there to do the very high level stuff with me where we can see things coming in advance next mandate yes exactly and I I'm still giving sport I'm still working in the editor I'm not just eye level and just talking and doing meetings I'm still assigning bugs to you yes fixing bugs and stuff yeah yeah you channel the information and it trickles down from Ian to Nick and that to us the the leads and then to our teams I think you guys know more in my my that is not an uncommon phenomenon

  24. 00:18:50

    it's not an uncommon phenomena um one of the we'll go from we'll go from Nick to you Annie another one of the positions that we don't get to explore very often in in our business material is a producer and a producer is an especially difficult one because uh for as many years I've been in this industry no two producers are alike and I'm not talking about the people who are doing the job I mean the job it's it's it's it's producer can mean a wildly different thing in different Studios it can mean a wildly different thing between different teams uh so talk to me about your role as a producer and what and what your job entails that's true it's super abstract because you know and it can change like on a dime as well but I think

  25. 00:19:37

    the way I see my job is to make these guys lives Easier by organizing the workload like if my leads and my assistant.r director are focused on like oh my God we need to make tasks what are we doing this spring this print how much time is it going to take uh we have a problem who's gonna fix it who do we need to talk to if they're busy doing that they can't focus on their work so basically my job is to make sure that they stay focused and I run along to find Solutions and to find answers to their questions also keeping in mind that I need to be you know the contact point between all of those Downstream teams we were just talking about and make sure the planning works and make sure that we you know deal with

  26. 00:20:26

    curveballs when they arrive and basically we know there's some sometimes I'm not saying I'm not I will not confirm or deny what you just said let's talk about some let's talk about some of those what are some of the curve balls that that come to the team that a producer would have to go and find solutions for I mean charisma [Music] and all you want especially in the video game industry you could plan oh sorry you could plan it as much as you want and uh you would still hit some Road bumps basically so we will sometimes plan for a certain mandate and then the scope will change because we will have new ideas we will

  27. 00:21:14

    develop new technology we will I mean patches will get pushed back for one reason or another uh and we need to adapt to that so um we need to be able to be reactive and keep a cool head when that happens uh I'm diab I'm going to see if I can say that right it says what are the minimum requirements for joining QA and also any chance of adding a studio in California we have a studio in California I worked there the last seven years uh it's still there but let's talk about the QA thing what are the requirements for joining qaqa is the starting point for so many people we have lead producers who start as QA we have directors who have started as QA it it's it's a wonderful entry point for

  28. 00:22:02

    almost any path in game development it is I would go as far as saying it is the best entry point uh the best producers it looks like I'm patting myself on the back here but the best producers I've known in this industry came from QA uh just because it's so versatile like you have your hands everywhere you have such a you know top vision of a project when you work in QA it's pretty similar like when I made the transition to production it wasn't that big of a jump just because I had visibility on the entirety of the project how it was going when the patches were coming out how many bugs were there what states the map we're in so I mean and to answer the

  29. 00:22:52

    question of minimum requirements I just hired a Dev QA embedded on my team who has zero experience but the guy has a good background and he looks hungry to learn and sometimes it's even better to get people with no experience because you know you don't have to untrain them you'd have to get right exactly it's a blank slate they didn't catch any bad habit yet from other places so sometimes it's a blessing in disguise and I guess the will to learn is a huge point like when we hire Juniors when we filter uh when we go through the filtering the interviews it's sometimes it's the will like they're showing them showing the willingness to to learn that that's a big factor I find

  30. 00:23:41

    for a selection the most important sure I like an inexperienced person with potential a million times more than an old wolf who doesn't because there's less you want to prove himself and bad habits and is over it yeah because there are a lot of those who people that show passion yeah yeah still have good old wolf who wants to win the awards fire inside I'm not you know I love this mineralization foreign ER Armature 01 says asking is a junior project manager how granular do you define tasks and how do you estimate how long each will take that's experience man like it's really hard like the amount of time a task will

  31. 00:24:29

    take is just when you've been on a project for a while and you know your people and you know how fast they work yeah depending how much you have on the teams it's not one size fits all not at all and uh granular again it depends on your team like my art team is very autonomous and uh I don't need to go into too much detail uh to keep them focused but like other teams will function in a way where they'll hammer out like 10 tasks a week so you need to be more granular with them but it really depends on the discipline you're managing like not knowing which project you're managing it's hard to answer but it's it really depends on your team get to know your team and their strong points and their

  32. 00:25:17

    weaknesses and that's really what helps uh chat with this name says can I have your RSI laptop no it's just a sticker sticker on on a little case that I got from wish see it comes off it's it's it's not fancy it's just it's just a regular laptop with it with a fancy thing so Rainer what are you working on right now I'm working on the deraily cabs uh so um will be like well not like habitation pods or even maybe garages or little like workshops built from ship pieces uh so that's something that we'll be bringing in into the following releases uh you know something to

  33. 00:26:04

    uh to dress up with the uh the crash sites so um we saw we saw one of the early ones in the ghost Hollow Mission uh that was one of the first Habs that we made and we're just adding more of the like creating this library of yeah yeah we're creating all the puzzle pieces to just be able to pick and choose then which one you want to spread around the verse so that's cool there's all sorts of different functions to these hubs like workshops or maybe just Sun Sun barriers or you know shelters cover cover yeah they look great you guys are going to love it yeah we'll uh we'll have those you'll see those on the first I I think it's the first ISC back after the new year uh we'll have a segment on the new derelict

  34. 00:26:53

    tabs and and the the big asset Library zoo I always like to call them a zoo but I guess you know that we're creating it's like this how come none of you are wearing SC clothing merch give us a break we're at the end of a work trip like laundry is scarce yeah we're wearing some of our last shirts I still have one I still have one Chef for the plane how many times did you flip your underwear no it changed underwear laughs the views and opinions of Annie do not represent those with Cloud appearance

  35. 00:27:42

    games Robert Space Industries turbulent games or its subsidiaries that wasn't a swag I swear uh all right I knew it was going to be one of these shows when I started yeah they're all talking about laundry day yes uh is it live uh no this this was pre-recorded and we thought this was the best possible version of the show to put forth up to one so far hello I just say hi to our team in Montreal now do that talk to the team of Montreal in French okay I won't know what you're saying

  36. 00:28:32

    producer voila that's actually a good threat I like it sorry guys all right uh with that we are going to take a short break and when we come back uh we'll have more with the turbulent Games Team here they'll just be in different chairs so uh stay tuned we'll be right back do you hunger for the challenge pitted against nature you will need discipline determination and the courage to never give up [Applause]

  37. 00:29:26

    looks like you need a payment Cosmonaut is the Premier online magazine for Star Citizen packed full of ship reviews outfitting guides upcoming events org interviews current affairs history and more Cosmonaut is your comprehensive guide to all aspects of Life Among the Stars a talented team of writers editors designers photographers and artists are all passionate pilots and aim to bring you Stellar images incisive articles and incredible design season one of Cosmonaut is available for

  38. 00:30:15

    download now head to www.cosmonautmagazine.com to get all 12 issues completely free there has to be at least one place where

  39. 00:31:13

    people can get away from me yeah as as far as I recognize that you know there's the Star Citizen experience and then all around the Star Citizen there's there's me and and led to to your point it's like I don't want to be in the game there needs to be some point some place in Texas where people like I can get away from Jared and I can get away from Jared by going in the verse I think we will do a hubs your hubs this is my hap yeah maybe maybe we can create a dialect version of your app your derelict version please don't sign us up for more work just thinking and like you're not in the game but there could be a Post-It that said you know Jared was here was here they actually are we actually already have

  40. 00:32:00

    that there's there's a there's a uh this is humorous considering I've been sick for about a month now there is a bottle of cloud CT Lando fever syrup that's been in the game it was actually created by uh Behavior Uh back when they were back when they were working with us in 2014 2015. it's like that so that's actually been in the game for a couple years that actually predates my employment here so I so I had that asset in the game and that's as far into the game as I ever need to be it's I'm contented I'm content to being the impenetrable fog that surrounds it I don't people should be able to jump in game and Escape yeah so welcome back our Montreal a team uh that's uh these

  41. 00:32:51

    guys for instance uh you guys and gals are focused uh primarily on locations uh the new upcoming Louisville 2.0 the the derelicts uh that have been uh vastly improved and making their way throughout the Stat system uh to that end our next question from the chat comes from cradle Robin I'd say that out loud but I didn't hadn't said that out loud before I read it for the derelict locations added to Stanton or is it mainly pyro that the work is going into uh right now we thinking about making more unstentin because pyro is not really yet ready yet to to create too much stuff on it so yeah I will say that but eventually we're going to have a lot of the Empire

  42. 00:33:40

    it should right now eventually no not right soon yeah for the next year will be more Stanton but eventually will be everywhere I mean I can give you the scoop that we're starting to look at that in q1 we know with the use of the rastar tool and everything it's development it's it's basically Stanton is the testing bed for that tool and using that they're placing they're placing down the outposts and stuff now uh uh the new the new upcoming Outpost with it and then yeah it will of course be used for a stand-in or for pyro uh when that time comes and to go with one of your questions why were we were here um actually meeting the guys working on with rastar that was one of the reasons why we came is to get like some training

  43. 00:34:27

    on it and see how it works live because you know sometimes training is a bit easier you know doing this like in person rather than over uh Zoom or teams right yeah uh so at this point I'm going to have to do what's called the little uh station keeping here because chat is glumming onto your comment about pyro and how you're not working on pyro right now yeah so I'm gonna do some station here uh for folks who maybe don't follow the entire breadth of star citizens development uh pyro can't be added to the Precision Universe until server meshing isn't server meshing needs prerequisites like persists any streaming coming in 318 and these things all take several months and months to do Stanton's not finished I saw somebody

  44. 00:35:17

    say Stanton is finished and I think Stanton's not finished we're still building Stanton uh we're still building pyro we're still building Nicks uh stuff like this but it's not a thing where you just it goes akin to what John Cruz said John crew said a had a line in our uh iae All Ships super talk Spectacular from a couple weeks ago that was also taken out of context where um actually it wasn't drunk it was bankritis where they talked about where's the best place to put your work and your effort right now uh and it is the question comes if if you can work right now to put something in the game right now that's a better use than if you're going to work to put something in the game six months from now because you can work next month to put the thing in six months from now so game development is a constant series of

  45. 00:36:06

    priority shiftings and adjustments and that I'm sure I'm not revealing any secrets to anybody uh who talks about Star Citizen who shares and the content creation of Star Citizen uh they will know that the priorities change and shift uh dramatically during the course of development so but it always prioritizes what can be done now and what can be done next and stuff like that so as we move closer to the time where it's like okay now the underlying systems are in place and we can actually put pyro into the persistent universe that's where the ramp up on that stuff goes that's why when you looked at when you when you we had presentations with pyro during DCC uh he talked about how pyro is basically like 80 complete they

  46. 00:36:55

    bring the planets to that 80 percent and then they stop they pause because there's no need to finish it off now when the technology will continue to grow and continue to evolve when it's ready to go in that's when they will finish it off and and polish it up with the technology and the tools and the procedures that are available to us then so yeah I don't think I'm telling anybody anything that isn't already out there or isn't already known it's just that's how game development works uh that and elevators uh will always kill you those those two things are like the Eternal truths of game development so um Crown eight says what items do you want to work on in the future uh that you're building assets for now well that

  47. 00:37:43

    they're building assets for now they'd be working on it now so let's change the question to what I'm what what do you want to work on in the future just if if you had your pick we talked we just talked about shifting priorities if you've got to set a priority and I'm just asking you to talk about it personally what would you want to work on I could I could start yeah yeah the building Interiors so in the future I'm gonna develop their building interiors and I'm very much interested in um developing like the procedural procedural uh level building basically okay and then building Interiors are not just are not just to be able to walk inside a building just have more stuff to look at you mean billionaires so that we can do Mission content and gameplay content and stuff like that inside yeah okay

  48. 00:38:31

    let's go next okay and mu would be the opposite of doing exteriors since I've been doing a lot of interior since I've started well besides ghost Hollow but um yeah uh working um I don't know if I can say what I'll be working on jumping on uh yes you can yeah okay so nothing you guys are working on a secret right now okay so I'll be jumping on to the ugfs the underground facilities and the Montreal team is going to start with the uh the first Zone the ex the surface parts so uh working directly on the planet and making a big compound yeah another that's another thing that we came here for we wanted to meet with John Griffith and uh company so that we could get like a solid kickoff and hit the ground running in q1 yeah since

  49. 00:39:20

    they'll be working on the ugf as well but in different zones so we'll be working as a team but each look Montreal will be working on the surface and Manchester will be working in one of the floors and then we'll switch and dig and that's the thing you want to be working on there that you're not already working on we always pick what we want to work on exactly yeah yeah I try to make sure that everyone goes on to something that they're passionate about so yeah we've hammered this out in the past couple months and uh We've distributed our teams on mandates that would motivate them the building there was going to be crazy all those building over there maybe um not all but a lot of them will have content in it we have

  50. 00:40:08

    we'll have some industrial commercial rooftops see maybe even maybe sewer yeah right then we'll be able to connect with each other so we're going to add so much gameplay and holding cells I think like prisons for uh yeah yeah actually we're all looking at that we're seeing what works what doesn't and uh yeah uh we'll we'll hammer out the proof of concept for this and then we'll be uh yeah doing a bunch of those making a world more world that's a good poison poetry poetry okay Canada 777 says pyro is basically done bruh they explain this Pyro's sitting around waiting for

  51. 00:40:55

    service that's like the opposite of what I just said the polar opposite of what I just said uh uh and how about you for me yeah you have a vote well I'm really really excited about the mandates that they just talked about and uh yeah we're gonna have a lot more in the next year uh I mean I think you guys are aware that Montreal is ramping up the team so we're going to take on more and more Super exciting mandates but sadly I can't talk about all of them so it'll be it'll be for next time I'm over I can tell you guys about it so I was about to I was gonna add something uh with the ugfs uh I think

  52. 00:41:44

    one thing that's going to be different because all the other mandates we had were very local like everything was made in Montreal so for the ugf that's gonna be one mandate where we're really gonna work with Manchester team more collaboration yeah a lot more collaboration so uh it feels like we're becoming more and more part of the family which is cool yeah it's one of the initial initiative of coming over here yeah to meet those those teams uh there's a follow-up to questions will locations will will locations you are working on be modular uh where they can be generated almost procedurally in changing gameplay angles yes that's what that's all yeah right yeah well not only ups but like building Interiors would have some procedural elements uh those

  53. 00:42:32

    uh additional like derelict locations that we were talking about will be you know with rastar we're going to take like those pieces that we built in the past few quarters and we're going to spread them somewhat procedurally so yeah pretty much everything we'll be working on in the next year follows that pattern an early test that we did with the space clinics we made them in modules and the level designers used those modules to build so we built like One initial space Clinic as a as a Target and then the the tech level designers use that that to create a recipe to populate all the other space clinics in the space station so and some rules basically right so that every piece would actually fit together yeah and that we never

  54. 00:43:20

    procedurally put two things that don't quite fit yeah so yeah uh and just uh so that you know we don't leave them out that question came from um my meat stick that's an excellent Name what does it mean I don't know oh you pure little boy can't cancel 1395 says is the derelict Village turbulent designed first and was shown off for them as the announcement still being worked on I think you're talking about the javelin you're talking about the big Javelin oh crash the kind of proof of concept one of the earliest things you worked on uh this comes up every time we have something that remotely touches Cherry but people are like is that is

  55. 00:44:08

    that still on no no that thing was more it was an onboarding test onboarding test it was just for us to just get used to the tools get used to the pipeline and just try to edit how the cig work yeah because I think it's maybe the only studio in Montreal that uses cryengine so for us it was uh getting into cryengine and learning it so uh so no plans to put that in there no anyways the things that we've done are better I think next question why do you hate the backers we don't I don't hate them why doesn't this go in why why not do it isn't it done yeah we would have to redo it from scratch it's kind of like technology has

  56. 00:44:58

    already moved forward quite a bit since we touched that but you know we can take that idea and put it in our back pocket and think about it in a while but yeah it would need some massive rework because yeah it was more of a proof of concept and yeah like Max said it would probably have to be redone it worked on with some camera angles but as soon as like like the whole location or in terms of uh missions it wasn't really uh it's like a movie set it was uh yeah you can just cook one side but not the other side yeah yeah if you push too hard it's gonna it was cool though it looked great but yeah that's that's what it was it was something to sink our teeth in when we arrived yep now that was actually that was actually my uh it was actually my introduction to a Pierre

  57. 00:45:48

    Luke at the time because I had put it on and then I got this message from somebody it's like where did you get I say I do what I want as long as they allow me uh habanero sauce oh it scrolled says uh how much story or how much does story or lore uh affect your work uh how how much story is there in in uh the stuff that you create it's do you just make do you make stuff and then you send it to the narrative team and like make it make sense or do you actually take stuff from narrative or feedback from narrative and apply it as you're creating

  58. 00:46:34

    I think we we bring in the narrative team like we show them where we're at I talk about like for Louisville Skyline in particular uh we we just like show him like what we're at like in terms of placeholder and then in terms of branding and like telling them that like this is the size of the city like this is the different areas that we have and we need like a little bit of variation into that then they go to work with that and they they bring their ideas too and uh it's uh just like a Synergy with uh yeah it's a healthy mix of both I think you know we get the concept from the concept artist and then we work something out and then we try to involve narrative as early as possible in the process so that they can have you know a first look and wrap

  59. 00:47:24

    their head around what we're trying to do and then they always come up with the most wonderful ideas so yeah we try to meld everything together but yeah but sometimes the ideas come from us we have ideas about Crash why those crash happens and we can just send the whole our ideas to the narrative and they can just accept it and say oh yeah yeah you can do that and we're doing a little little derelict habit you know Habs to full dirt like spacecraft you know we're now doing derelict spacecraft in space uh has uh the name scrolled by and I lost the name I'm sorry uh but uh any discussions about derelict space stations just going one bigger an entire broken down uh run down space station not like ruin

  60. 00:48:13

    station which is still in operation and so but but like like a like a old and empty derelict space station or maybe even a crash space station what's the name of the big the big star system I don't remember standing no it's the big uh Tara oh uh Port Allison Port Elizabeth yeah thank you we were talking about maybe we're going to crash Portales around the planet somewhere eventually but uh for now I don't think I I don't think this is a mandate that's going to be on us and if it is it won't be for now but that can make a nice silhouette yeah

  61. 00:49:03

    go to my camera Tom this is where I have to remind people that talking is talking it's we discuss a lot of things it's it's just like Concepts and whatnot we'll explore many ideas that is not please like I already see the people I already see the the the running direct running to Reddit right now right now Nicholas said they're gonna crash for all of us are on a planet no I said I'm thinking about we thought about maybe we could crash but I saw on the planet we've we've had lots of discussions over the years about what we can do with portal osr and we've even talked about them you know here on this show and on other things it's like we I think there's there's a there's a definitive intention to end portal star's life at some point how we're going to do it

  62. 00:49:52

    and in what Manner uh is still being discussed yeah it can still be years away oh it interesting planning guys because it's if if that's in the surface of the planet it's a huge undertaking and well no matter what we do end up doing with Portales are it's going to need careful planning so yeah because it's going to be unique so take a lot of times a lot of people they'll say you know yeah I don't even know necessarily what we have against it other than it's really old and really resource incentive because it was made with a it was made with the procedures and and and and and and and and knowledge that we had in 2015 and it's like we desperately want to you know replace it and improve it you know put something better that's more you know performative that serves more needs and

  63. 00:50:39

    stuff like that so to be a poetic uh way to end it you know like turning the page on an old Relic and kind of giving a a story to the Star Citizen yeah so dramatic the siege of port orison or Fort olasar Port Orange I'm tired and I'm sick folks I'm trying uh see what else what else what are you Max what do you want to talk about for anything ah port or isn't confirmed yeah all right folks uh I got I got I got I got a major thing like like a month ago and I'm still I'm still working my way through it uh so apologize today is that today is a fuzzy head day

  64. 00:51:29

    um yeah serial killer is like why do you hate po uh have you used RPO system it's terrible uh something for our producers uh uh yeah so um so yeah so I don't know when we're just about out of time anyway I don't know when the next time we're gonna have a group of folks over uh I've never been to Montreal I've never been to terrible Studio it's the only Studio I haven't you should come in February visit oh no don't do that that's terrible but I know some people will be there in January The Village will be there in January really oh they'll be here here you mean they'll be here and yes so you'll get to meet a couple of our design folks uh character art folks as well

  65. 00:52:19

    um yeah there was like a little round of uh people who got uh promoted into new titles um so yeah you'll get to see them in January and then Nick and I should visit more often as well so we'll be back so what I was getting to then since I don't know when the next time you guys are going to be back is there any final thing any last things you you want the Star Citizen Community to know about uh you your jobs the studio your work uh uh you've literally got an array of cameras here uh top top what do you want what do you want to say to them what do you want to say though uh well I can say just I don't know I sit in I walk in the industry since a while now and working on Stars design it's one of my best experience yet so it's super nice super cool super awesome and

  66. 00:53:06

    yeah I think we we will work super hard to just give to everyone the the best game ever yeah it's the most rewarding project and we're a very cohesive group and it's really fun the team rules and also not swearing for a full hour was very hard I don't always succeed myself so that's it uh this has been Star Citizen live the Montreal protocol uh thanks for hanging out with us uh sorry it was a bit discombobulated I'm doing the best I can I hopped up on a whole lot of medication uh if you haven't already check out this week's inside Star Citizen uh has a has a nice look at members of the tools team and their work uh helping build stability and making

  67. 00:53:57

    sure the wheels of Game Dev continue to churn and then of course the Polaris concept model internal layout rework uh that was finally showcased uh it's our best look yet at the interior layout of the Polaris the big honken torpedo ship that could and then come on back uh next week uh next week's going to be an interesting one um ISC is changing format to be a journey to 4.0 special uh if you saw our uh citizencon presentations this year many of them uh were themed about a special journey to 4.0 uh presentations uh we have another one and several more coming throughout the next months uh

  68. 00:54:48

    into 2023 and the first of the new rash of Journey to 4.0 features is coming next Thursday uh where ISC is so you can check that out it's about Audio Concepts for the Pyro system and trying to create a new and alien soundscape for an entirely new uh a star system so you can check that out and then then we'll be right back here next Friday on Star Citizen live we finally rescheduled the vehicle feature team for our Master modes conversation so we're gonna have Richard Tower and Yogi Klatt on to talk about master modes which were first introduced at DCC and then I hear there might be a a a a a some specialist a second guess but I don't want to commit to it just yet so yeah for Nick and Raynor and Annie and Max I'm Jared

  69. 00:55:39

    thanks for hanging out with us and we'll see you next week everybody take care goodbye folks goodbye

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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