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Star Citizen Live: Weapons and Props

5 February 202101:01:011,922 linesWatch on YouTube ↗

Transcript — every row opens the video at that moment

  1. 00:00:03

    Hi everybody. Uh welcome to another episode of Star Citizen Live Weapons and Props and Johnny J's Civics Oh My. Uh I'm your host Jared Huckaby and if you've never seen Star Citizen Live before, it's where we take about an hour out of the end of our week and we hang out with our developers and we answer questions from you the Star Citizen backer. Before we get to the questions, before we jump right into it, let's go around the table, uh introduce everybody because every show is somebody's first show and so we'll start immediately to my right here. Uh Johnny, who are you? What do you do for Star Citizen? Why are you here? Hello. Uh I'm lead FPS systems designer uh and I work on a if you didn't guess, a lot of FPS systems. Uh I've been on here a few times already. Uh I've been working on the weapons for years and we

  2. 00:00:50

    generally just work on a lot of the on-foot systems in the game. So, some of the things in game right now are like temperature, food and drink, um and we're currently like looking at the medical systems at the moment, but yeah, I've primarily been looking at weapons for the last few years, which is why I'm here today. All right. Welcome to the show, Johnny. Ben. Ben, you escaped Star Citizen Live for so many years and now like the last last 6 months you've been on here like three times, I think. Who are you? What do you do for Star Citizen? Uh so, I'm Ben Curtis. Um I am the art director for ships, but more importantly today, weapons. Um and dabbled in prop props in the past. All right. Um Jake, no stranger to SCL, who are you and what do you do? Uh I'm Jake Taylor and I'm a weapons artist. I make all the weapons that you see. Well, not all of them, but some of

  3. 00:01:39

    them. Some of them. All right. So, when people are like, "This weapon, I don't like the look of this weapon." they can just send their letters to you? Yep, absolutely. Cool. David, who are you? What do you do for Star Citizen? Um I'm also a weapon artist, you know, weapon artist at Cloud Imperium Games and I also do weapons. The ones that Jake don't do. I appreciate how low slung your camera is. When I when I switch to your main camera, your mouth was hidden behind the graphic. So, we'll have to watch out for that. There you go. Yeah. Um and then there's last but certainly not least, Corey. Who are you? What do you do? And uh what's your favorite color? Uh I'm Corey Bamford. I am the lead prop artist at Cloud Imperium Games. Um I also help out with the weapons guys.

  4. 00:02:27

    I mostly manage the team at the moment, but I've had a history of making boxes. As you can see behind me, they're not all mine, but this is a selection for you. We maybe get you to tilt your camera down a little bit. on purpose. Sorry, I was trying to wind you up. Nope. Nope. Nope. There we go. There we go. All right. All right. So, those are some of these team members of our weapons and props team. Uh we are taking questions live from the chat, everybody. If you preface your question with the word question in capital letters surrounded by brackets, it's going to help us pull it out. I will say that uh everybody here is from the weapon and props art and content team. Uh so, uh with exception of Johnny, he's he's a he's a designer, whatever. But, basically the focus of the show is on art and content stuff. So, if you have questions about how it gets made and stuff, that's appropriate

  5. 00:03:16

    for the show. If you have questions about when will it do this or why does it do that or whatever, that's more a feature feature thing and that'll be a different show uh later in the year because we do this every single week. This show's on the art and the content. Feature stuff is a different show. Uh keep in mind also when we when we selected the questions from uh from uh Spectrum, noticed a lot of them seemed armor related. Uh like folks didn't So, some folks may be confused. Armor is a is a function of the character team, not the prop and weapon team. So, I thought I would have thought that was obvious, but there was quite a few of them in this in the thread, so we're going to point that out. All right, so we're going to start right off the bat uh with one of the most voted up questions. Uh Johnny, you said you you were working on medical

  6. 00:04:03

    stuff right now. What can you tell us about medical tools? And this is for everybody, not just Johnny. Yeah, sure. So, I can start us off at least. Um so, yeah, we are currently working on medical gameplay. Uh and the plan So, I won't go too deep into the feature work, but the things that we are releasing alongside that I want to release alongside that are the multi-tool attachment and the standalone medical tool. So, the multi-tool attachment is a bit simpler in its use. Uh essentially, you'll get a lot of the information that you'll be getting given on the dedicated tool, but all you're really going to be able to action from that is heal someone like kind of in the traditional way that a med pen might do now. Um but you will also get the additional information that tells you might, you know, what long-term injury someone might have sustained, so you're able to at least go like, "Oh, you know, I've got additional medicine in my bag. I'll be able to deal with that." Or it'll be like, "Hey, you.

  7. 00:04:51

    You need to go to a hospital cuz you can't walk anymore." Uh although that might be a bit obvious without the tool. But uh yeah, it's a much simpler version. And then the medical tool itself is a lot more advanced. Uh so, the the gel or the uh the goop that we've been calling internally, inside that we can kind of we can purpose it towards healing different aspects of, you know, your injuries. So, you could do the exact same thing that you'd be doing with the uh multi-tool, so you can just go pure healing if someone's taken a lot of damage and they immediately need uh medical attention. Or you can purpose it towards like, you know, if they've got broken legs, you can kind of repurpose it as a painkiller to kind of get them walking. I mean, like obviously, if you had a completely snapped leg, you wouldn't be able to walk anymore, but the way we treat it is like, "Okay, you're filled with painkillers. You can go a little bit further and it's meant to kind of temporarily like give you a bit of a boost to be able to get the proper help

  8. 00:05:39

    that you need." Uh and it will have a an advanced enough UI to allow you to kind of like look at what it is you're moving around, what it is you're going to apply, and what it will do to the person that you're planning on healing. So, all ties into this uh healing system that we're currently working on. I mean, we've shown images of it. We We showed the uh the standalone uh CureLife gun on ISC towards the end of last year. I think the the med uh the multi-tool attachment was shown in one of the monthly reports recently. Uh our folks, where do you start designing a gun that can heal people? Um I can take this one. I mean, I was I was modeling it, but uh well, it's the concept artists who come up with the designs of it. So, they're the ones who are creating all like the lovely creative designs, and then they

  9. 00:06:26

    hand them over to us, and it's our job to put them into Maya and create them and get them engine ready, and so they work for the animators, do bit of rigging as well here and there. we've also been doing a lot of kind of wear and tear as well. So, any new weapons have that. So, they're all ready to go with that as well. I think we have a question about that later on. Yeah. I think I think one of the kind of I guess the visual challenges from a uh making like the multi-tool is like is the jack-of-all-trades, isn't it? Like it does a bit of everything, whereas the standalone medical We We call it a standalone medical weapon, but it's only called a weapon because it's handled by the weapons team, and you hold it like a weapon, if you know what I mean. So, I think there are Yeah, obviously um visually it it

  10. 00:07:15

    the manufacturer that's making it is a Yeah, it's it's got a much sleeker kind of aesthetic to it, um and I guess it makes it look a little bit more welcoming. I do remember having some discussions and being like, you know, some some of the kind of ideas that were thrown around were like, I I wouldn't want to be healed by some of this stuff, like especially when like Joe was saying like the wear and tear. I mean, that came up recently, like you know, it's still all the sliders up, and it's like No, I went I went I'll I'll I'll wait. Come here. Yeah, yeah, exactly. I'm here help. Rusty kind of eyes, you know, it's fine. Um so, I think yeah, getting it across that it is um there to help is kind of one of things. And I think yeah, the like Jake says, the concept turned out great. The the assets turned out like really nice in in game. Um so, it should be should be a good one. I think it's also it's very kind of like you say, very sleek and clean, right? So, that's

  11. 00:08:03

    that's a huge part that informs the design is that kind of clinical nature of it. I do. Uh next question is about some process stuff. Uh how is the process of the weapons and props changed over the years in terms of the requirements that are needed now, but were not needed before? Let's just keep it from there. All right. Um Oh, you want to go? Yeah, go on, pal. All right, then. I mean, I'll I'll I'll I'll start on the weapon side. Um I think one of the things that um has kind of improved over the year or not necessarily improved over the years, but changed over the years um is that we we try and kind of um invest a little bit more time in the kind of concept phase. Um like kind of Jake's already mentioned, but to to try and make sure that we're um solving all the kind of like the the visual

  12. 00:08:50

    questions as early as possible and trying to get that kind of concept nailed down from the start. Um so, that's kind of one of the things that we we've Yeah, it it generally works out a lot better for the kind of like the development team, the guys that are the the actually like delivering the asset, if you know, there's not changes in the direction during the process of that. Um if possible. There's always There's always going to be challenging Yeah, if possible. Um there's always going to be uh like challenges and and things that you need to resolve when the concepts come in um cuz they never, you know, you don't see the concepts in in the player's hand. You're not running around with it. And until you get to that point, um you don't know exactly like it can be the prettiest weapon in the world. And then you you get it in the character's hands, you're like, doesn't doesn't quite look how I expected it. Um and and yeah, we we're doing things concept kind of take care

  13. 00:09:38

    of that and they they yeah, they do a lot of things with the character models and things, but um, I think until it's got into the animators, the designers, the weapons artist's hands and the you know, to play with, it's kind of difficult to judge. Um, and I think that's probably the other change that we've tried to make, um, at least kind of more recently is that um, we now try and front-load as much of the kind of like the setup work as we can in the the pipeline, um, so that you know, we're not taking an asset to a kind of final asset and then it gets handed over to the other departments. The kind of like the makeup of the team has changed slightly, so we're working much closer with design and animation to make sure that it's it's getting, you know, as soon as the concept comes in the yeah, the art like they would have to kind of try and get that in game as quickly as possible. It might it might look a bit rough, but it gets the idea in game and lets people play with it.

  14. 00:10:26

    Yeah, like we we'll talk with the animators quite a lot now. We're like I think I think that's probably the team we're like the closest with in terms of how often we're talking with them. Like we'll get that block out in and then they'll be like, "Oh, this doesn't quite work. Let's review this. Like this I think with the shotgun in particular, like the shoulder would have to like stretch way forward. That won't quite work, so we had to make that shotgun much more stubbier. Um, and overall that kind of changes changes the design quite surprisingly. Um, so yeah, and that that's really beneficial the new kind of pipeline that we've got and any um, changes that we've made. I think metrics are probably one of the biggest changes for for every content team not just weapons and props as as the game progresses, metrics get refined, better

  15. 00:11:15

    defined. Also the female rig that we added, that also caused couple of issues that we had to like rethink or go back to older assets and change change them a little bit. So you have the grip a little bit more to uh, towards the character, so the arm doesn't stretch too too far to the front. Um, and I think just things like that that that we didn't think about earlier. Yeah. Mhm. Yeah, I mean, I think the the case as well is like the the process keeps changing as we go, like Dave said. Like, you add the female rig, add some more steps in the process. You add attachments. You've then got to make sure you do all these attachments work and all the attachments checks as you go as part of the pipeline. And then into the future, stuff like magazine stripping, like now we've got to think about the process and how that changes going forward. So, it's constantly evolving and updating based off how the

  16. 00:12:02

    game changes. The only constant in game development is change. Trademark. It's very much the same on the prop side of it, really. It's mostly like um, I guess if you take, for example, like useables, um, a lot of assets that were previously considered just dressing, you could kind of consider, you know, it's going to be carriable. It might have, you know, power. It might have, you know, it might have certain features associated with it. So, we've kind of, you know, there are instances where we've created these assets, you know, purely as an as an art content team, we've created them as dressing. And then we've kind of we're having to retroactively, um, as new features come online, we have to consider how those impact our kind of existing assets. Um, we, you know, we're a lot more conscious of getting ahead of the curve now than we were 5 years ago when it

  17. 00:12:50

    comes to, you know, okay, I'm creating a new asset. There aren't any existing ones. You know, let's make a template for it. Make sure it gets signed off by the relevant departments. Um, you know, we we're creating a a usable on an existing asset. Let's corral our library of assets and kind of, you know, review them. Make sure they, you know, if there is inconsistencies, making sure we're correcting those. Um, basically, also just considering how how to make things more scalable. And also there's just a bit of like one of those elements of, um, especially with the the the props is that, you know, you you you you dress an environment and then you you get a designer or someone running around that environment and they're like, "Oh, actually, it'd be really cool if if this asset would do X, Y, or Z. Or oh, I could I could do a mission here, and we could have, you know, what whatever functionality we might then need." And

  18. 00:13:37

    it's like, "Yeah, cool. I just thought it was a bin, but okay, if we need to, you know, if if we need to add new support, additional things, or uh like I say, the the kind of like um the things that we could do if we had the time to do them. Like, everything can function. But it it's about kind of seeing, you know, what's the most important missions and that sort of stuff. But I do, you know, a lot of it, like I say, you get from just getting in the environment, running around, being, "Oh, this would be really cool." And then that, you know, gets added to the "Can we have this feature, please?" And on the list it goes. You can answer almost every Star Citizen question with the word priorities. Yep. Agreed. next question. We have alien ships. What about alien FPS weapons? Mhm. Uh I can speak to this from a

  19. 00:14:24

    design side, Christian. Um basically, it's it's something that we really, really want to do. And obviously, we plan on doing it at some point. Um but I think I may have said this before, essentially, we're trying to build out our more standard set of weapons first. Um so, everything you'd basically expect to see in an an FPS game, all of the tools available, you want your anti-vehicle weapons, LMGs, rifles, all that stuff. And we've got these existing human manufacturers that we want to build out uh while we've got our heads in the right space to do them, so we're not jumping all over the place. Um but yeah, it is the most exciting part of making weapons in my eyes when we start to visit this new tech. We get to speak to the writing team, talk with them about, you know, what would this alien race have technology-wise that differs them from these human manufacturers. Then that ties into the art, and it's like, how can we get this tech level across and this special functionality across in how the weapon

  20. 00:15:10

    looks, which then ties into animation, and you talk to them as well. And everyone's just getting really excited about this new thing that you're doing, and everyone gets to import and kind of like shape this weapon together. And a kind of an example of that of what we've done before is the um the Atzkav. That was a new manufacturer when it was coming out. It was new tech cuz it was an electron weapon. And you're kind of going through all of these really exciting steps of collaborating with all of the other teams and going like, how does it work? What happens when you shoot someone? You know, speak to the VFX team, speak to the art team. You know, what's it going to look like? How's it going to feel? It is just, yeah, very exciting stuff. So, yeah, certainly something that we on the design team want to get to doing at some point. And we're starting to move very slowly in that direction. Our team, are they moving fast enough? Do you Do you want to get your hands on some alien weapons?

  21. 00:15:57

    Definitely not fast enough. We want to do more weapons, right, Jake? Yeah, absolutely. I mean, I really do. Like the Like with the alien weapons, they're quite like complex and they're much more organic in their form. So, I think they'll be more challenging, but that's kind of part of the fun of it, really. So, yeah, I I like to do some more more alien weapons. Yeah, and then I think I think pretty much everyone's really excited about getting onto Mhm. that kind of alien stuff at some point. Um I think it's the the the scope there to do some really fun weaponry is is is massive. Um and, you know, it it's it's like JJ says, yeah, at the moment we've we've kind of got our focus. And as as we tick off all of that stuff, then we get to kind of explore the new stuff. So, should we start, you know, exploring other

  22. 00:16:43

    systems? Not going into the next system going to be an alien system, but, you know, what what I'm saying is that as as we do, you know, a game with as many star systems in it that we're looking to deliver, if it was all human, personally, if it was all human, I can see Jared looking at me being like, what's he going to say? Um But personally, I feel that like there's last week, so Uh I'm bulletproof. Go ahead. Yeah, from my point of view, there there's scope for so much variation, not just alien, but, you know, advanced tech and Stylistically we you know, with like ultra-modern stuff there's a lot of, you know, a lot of room to explore, I think. Yeah. But this is ultimately this is like story driven. So, the further we go with the story, um

  23. 00:17:30

    the more we can explore things like aliens and alien technology. Uh just to wrap up David for Give us some aliens stuff. Here's an Here's an odd question that got voted up. Uh why is there so little leather in the props and weapons design? You don't find leather exciting? And that's word for word. I didn't If Jake stands up, he can show you how exciting he How exciting about the pants. Yeah. I really I really can. I maybe the concept artists don't have as much excitement for leather as we do as a group. I don't think we should be talking about our personal lives, though. Um So, so I can say to keep it back on on

  24. 00:18:18

    track. Um yeah, I I again, I think that that kind of comes down to um the manufacturers and and the um the brands that we've currently kind of established so far. Um a lot of our stuff is military and um you know, a lot of it is kind of dictated by its functionality over its its necessarily its forms. Um but I think as you kind of branch into the less um military specific weapon manufacturers and more into the civilian or the collectibles or the rarer stuff, is that's where you start to experiment a little bit more with the kind of materials that are used. Um Yeah, but I you know, I think that there's there's lots of opportunities for other materials to be used. Show we show some um homestead stuff as

  25. 00:19:06

    well, right? And that's that kind of includes a lot more organic Yeah. furnishings including like, you know, pelts and felts and all that kind of jazz. We do have a lot of leather sofas and We do Yeah, it's that kind of office synthetic leather, I guess, right? So, there's a lot of that kind of furnishing. Uh Ben, that is your one, by the way. Oh, did I swear? No, that's counting as your swear. Oh, okay. That's counting as your one swear that you get for the show. Um in in fact, for that, I'm going to give you a hard one next. Uh any discussion about bringing the paint and skin system from ships to Yes. In short, yeah. Um I know I said you have lots of discussions, definitely. Yeah, it's it's like we we're actually kind of like discussing a lot at the

  26. 00:19:53

    moment, um how we want to be able to scale the weapons pipeline, um to kind of fulfill what we think the amount of kind of variation we require for weapons, um on like the the paint system, um from Yeah, I know a lot of ships as well, so I've been learning a lot about how that system is kind of working, and I think it'd be a huge benefit to the weapons pipeline to be supporting that as well. Um I don't think it in its current form, I don't think it necessarily deliv- delivers everything that we would like to do with weapons. So, I think there is going to be still some kind of technical challenges that we're going to need to overcome, but the way we're doing it at the moment is definitely, you know, me and JJ have kind of ev- every kind of like month or two, they're like, "What about the skins, Ben? Wh- wh- when when are we going to

  27. 00:20:41

    do the conversion?" And I'm like, "Uh we'll get to it, um but it's I think it's going to get us a lot of variation, um and and allow us to do a lot with our kind of existing weapons and our existing tech. Um but if we want to go down the real customized weapons, which visually we've not explored internally properly, yeah, as crazy as that sounds, um you know, we haven't kind of really defined that, okay, here's our Yeah, run-of-the-mill weapons. Here's our Yeah, much more customized weapons that that that Yeah, have been I guess more unique weapons. And it it's really defining what we want that to be, whether or not we want it to be, okay, yeah, you you can change a few colors or you can Yeah, change the

  28. 00:21:28

    materials from Yeah, plastic to leather if you really want to or whether or not it's No, I've Yeah, I've gone to a shop somewhere and I've had a Yeah, real unique piece of artwork put on the side of my weapon or Yeah, You see so much of like weapon engravings and things like that. You know, how people really care about these things and it's and it's how much of that we want to incorporate into the system. And that's what we haven't kind of ticked off yet. And to be to be clear, we kind of want the same system across both ships and weapons, but also we're trying to keep in the loop with the character team as well cuz we obviously want the one unified system if possible that we can use. Yeah, yeah, the the now the hard surface shader's being used by you know, as many as many different teams as it is now, you know. Um we touched on this before, but I'll ask the question just in case there's more information.

  29. 00:22:15

    Will weapons and tools see visible wear and tear over time? Yes, as far as I know, that's the plan. We're certainly going to have wear and tear on our FPS weapons. To an extent, we can already implement some of that right now. So, we're able to affect the weapon stats and stuff as as wear would go down. We just kind of need the underlying system that works with it. So, like, what causes the wear and tear and then where are we going to go and get that fixed if providing that you want to take care of your weapon as well. So, that's something we're definitely going to get to and what something we want to do. And it goes to the same things like, you know, like the multi-tool and the medical tool as well. If you don't take proper care of it, you'll see the efficiency rates go down. Might even start to misfire. You might have problems with the battery. Have to take it out and clean it, put it back in, stuff like that. So, yeah, it is definitely something that's uh

  30. 00:23:03

    uh something we want to work towards. From an artistic standpoint, we're pretty Sorry, Jake. We're pretty um you know, we we kind of we're quite happy with where the like cosmetic wear and tear is. Uh obviously, there's talking about, you know, I want snow to affect things, like the biome-specific um effects. That's kind of a a separate discussion, too, I guess, a weapon's getting grimy and worn out, right? Yeah, you you you mentioned it. So, I'm going to jump um ahead. Why don't the weapons take the weather effects? Uh fo- folks are running around with their armor completely covered in snow and stuff, and their weapon is pristine and not covered in snow. What's what's going on there? very much related. I mean, it's it's kind of the same kind of answer for that question, but there's a lot of reasons

  31. 00:23:51

    why. Um like company-wide, the whole kind of idea of wear and dirt is not unified, and it depends how it's being done, if it's a ship uh a weapon, or a character. Um but we're like on the artist side of of things, at least from my point of view, we're trying to get uh ahead of that as best as we can, in the sense that now part of the pipeline is making sure that we have those uh WDA maps and those blends there and ready, so when the system is in place, a lot of those guns we can just take on, and they're ready to go. I think it's largely just down to um this the stuff we've seen so far is I think it's safe to say fairly experimental. There's not you know, I I can't really cash checks on behalf of

  32. 00:24:38

    the graphics team. I think there's work to be done in terms of like biome-specific wear that's a a larger system, really. I think that's kind of That's a That's a kind of global system that um you know, expands beyond just weapons. You know, it's it's a huge thing. Mhm. Yeah. Yeah, and I think yeah, um although yeah, all of these things are just a 3D object in the world, the way they're actually um brought into the engine and the way the engine kind of um uh uses that data is very different depending on if it is a character or if it is a weapon or a static prop. Well, yeah, it's all just 3D geometry, um but each one of those things has its its own kind of individual um pipeline and and uh technical limitations and the like

  33. 00:25:29

    it is yeah, character team got their stuff working and and that was like the initial kind of push to get that kind of tech in there, um but it's not rolled across to the other teams yet as far as I'm aware. Yeah, sure. Yeah, and there's plenty of kind of hurdles to come come across really, isn't there? I mean, like one as an example, like you can drive the wear upon a weapon the entity and and it'll work, like you'll see that being driven up, but any attachments, they won't and they'll stay pristine and that's just one of the many things that kind of will need to be worked on and we are working on. Um following up on the connections between armors and weapons and stuff, uh this next question says, "We have neon or glowy bits on our clothing and armors, but none on our weapons. What gives?" I can think of two.

  34. 00:26:17

    I think we have a couple of glowy bits on the Gemini weapons, the blue spinner and the glowy bits on that SMG that Jake did. Um yeah. Spike has it, too. Of Of course, we need to be a little bit careful because it needs to have a certain, you know, purpose when it glows. It we can't just put glowy stuff on it because it looks cool. And uh like it it needs to make sense that it's on there. Yeah, I mean, I I mean I mean like weapons usually are like, you know, like from a tactical perspective they they they don't glow that much. Of course, futuristic weapons like the Atzkav weapon, they have glowy bits. you know, when you like reload or

  35. 00:27:09

    if the the flaps at the front open, you can see glowy bits inside. We have a lot of stuff like this for example. Like not all over the place, but where it makes sense, I would say. It's when we move on to alien weapons, too. Should have some nice glowy stuff on it. I thought aliens like glowy bits. They definitely glow. Just straight-up Eridium weapons from Borderlands. Um IJ J I want Calm yourself. Are there any plans for bigger melee weapons like power swords, chain swords, power fists? It's a Warhammer question. This Why is this geared towards me? I don't really It really wasn't in the thread. It really wasn't. What you got? So, we don't really have any plans at

  36. 00:27:59

    the moment. We've certainly got nothing set in stone. Um right now it doesn't really fit in with the combat that we're currently pushing for. Like if you end up especially if you're we're talking about like a military shooter, are you really going to want to run across a planet surface at someone with a sniper rifle with a giant chainsaw? I mean, it sounds very fun, but it's not going to be very practical. So, I mean, at the moment it's it's it's not something that we're focusing on. Like big weapons as well, they they would they'd be taking up like a slot in your backpack. Like, you know, chainsaws if we're talking about chainsaws from Warhammer, they're absolutely massive. So, like if you're talking about using a big two-handed weapon, it's going to take up a lot of space on your loadout. Um it's going to be a bit unwieldy and it just doesn't feel very Star Citizen. It's not very like I mean, you can like you mentioned there like energy swords

  37. 00:28:47

    like you can go down that route as well, but we've just kind of not found a space for them at the moment, but I think it's definitely a case of never say never. Like we never want to say we're never going to do these giant weapons like giant thunder hammers or like chainsaws or anything like that. Super cool weapons and stuff. They might be really good for boarding, for example, but yeah, at the moment no plans. I'm going to follow up that question though with another one. What kind of non-lethal weapons would you like to see personally in the game someday? Ninja stars or something. Sure, yeah. I mean, from a from a feature point of view, we've obviously got electron damage already in. We can kind of pull the levers on that to either be lethal or go full stun essentially and knock someone out. Or we've even got the idea of blunt force actually doing stun damage as well with the melee combat.

  38. 00:29:34

    So, personally like it ties in really well. We could certainly do something like a taser-like weapon that purely does electron damage that will basically knock someone out unconscious and allow them to be captured. Let's go and expand the question. Either non-lethal weapons or melee weapons. What what what would what would you guys like to see? Shock gloves. Actually, actually, we like internally we we did like a a little test on melee um on one melee thing and the thing is like also you need to make sure that it looks really good from first-person perspective and that's where most games cheat a little bit from the perspective where it's like right in front of your face basically and that's not how you hold a weapon. Yeah. And we need to also make sure that it looks good in

  39. 00:30:23

    third-person from the outside, you know. And that that's also one thing that's really um that you need to a problem that you need to solve basically when doing such weapons. Yeah, yeah, we've got the toy pistols and they're technically a non-lethal weapon. Uh I'd love to expand it. Same. We worked hard to get those in. We worked hard to get those in then. I know, I had to get them in somewhere. Just imagine Ben Ben disabling my ship, kicking the door down, coming in with his toy pistol, just firing little foam darts at me. Oh, no, I give up. I had an 18-month window where I was shepherding the subscriber program, and I was like, as long as I'm in there, we're getting we're getting crap like that. So. And I I I think um I I guess

  40. 00:31:10

    you know, non-lethal I I don't know. For me for me, I kind of feel like what what I'd love, anyway, is um anything should be a weapon. It's something I keep on worrying on about with each team, like if if if I'm in a bar and there's bottles, stick weapon, you know. If you're in your ship and in engineering and there's tools, weapon. Like it shouldn't That's the way that's sandwich, yeah. Keep going. Um I don't know if it could be lethal, but yeah, like like I think being able to pick up anything that kind of makes sense and be like, actually yeah yeah, we can we can throw stuff at the moment and and do that sort of thing, but we're not not that far away, surely. Being able to lob heavy boxes at people from balconies and, you know, completely

  41. 00:31:57

    squish them would be quite hilarious. With all the talk about fire on ISC, are you are you planning any flamethrowers or advanced fire extinguishers for our future? So, fire extinguishers, definitely. We have We have fire extinguisher props already, and having them function would be, obviously, you know, good for that system. Yeah, from from the weapon side, we've been thinking about things that we can put out there, you know, someone could take in their loadout. So, like if they were, for example, playing as part of like a big multi-crew ship, and one of their jobs is essentially to make sure they are literally putting out fires, like running around and dealing with those. Then we definitely want someone to have something on them as well. As well as we need to think about the props that we've got in there at the moment.

  42. 00:32:44

    So, if someone is completely unprepared, they could just go and grab something and help put it out. Um flamethrowers, obviously it's been talked about cuz as soon as anyone mentions fire, flamethrowers come up. But I think at the moment with there being so many ways to start fires and not very many ways to put them out, we want to focus on the fire extinguishers for now. Safety first. Exactly. Tie that in with the power fists and just have like flaming power fists. Fire gloves. Johnny, can I ask you a question? Sure. Is that allowed? Am I allowed to ask questions? I don't know. Ask Jared. Thanks, Jared. Well, that might be a risk as well. Yeah. Do we have any plans for like fire suppression systems in buildings and the likes, ships? In in ships, it's just like an airlock. You just open the airlock and then there's no oxygen there.

  43. 00:33:31

    joking. I can't commit to anything. Um but Good question. I would say Jared, I'm not going to So, like I personally not been working completely directly on the system. Parts of our team have. I've not heard discussion about fire suppression systems being built into ships, but obviously it's built off the room system. So, even though you're kind of half joking there, but if you did vent a room full of oxygen, then the fire would in theory go out unless it's got fuel that can burn without an oxygen supply essentially. So, um there are definitely environmental levers that we can pull. So, you know, if say for example, if we you know, had a petrol can, in theory you could make the fire bigger with that. Or if you like pouring water on, then obviously the fire would start to douse and go down, like the flames would go down. So, don't know if it's being built into

  44. 00:34:19

    ships or space stations, but it's certainly something we could do from a system side. It's not being built into ships at the moment. I can say that much. Yeah. At the moment. At at the moment until Ben gets the email that he's dreading. Yeah. After this call, actually. I'm writing it now. Let's see. This next question would like to know if Blender is used by the props team and how far it has been implemented into your pipeline or are you using 3ds Max like a pleb? We we are definitely still very pleb-like in our use of 3ds Max. It is I'll put it this way. There's a lot of artists who are very enthusiastic about Blender and would love to use it on a day-to-day basis.

  45. 00:35:07

    However, we have I mean this is just my personal opinion. We have a massive library of scripts and also a custom exporter for our engine that, you know, obviously all of that would need to be pulled over before it was something we could consider. I'm not sure what the tool how the tool programmers feel about that. Probably they're like, "Nah, mate." So, you know, there are artists who are very passionate about the use of Blender. I'm not one of them. I'm still a knuckle-dragging idiot. But, you know, I would love to learn to use Blender. I just don't really have time But, yeah, basically not right now. They use it on They Some of the concept artists use Blender and they take advantage of, you know, the fact it's got its own PBR engine to like present stuff. It's a very nice workflow for them. But, for as a production workflow

  46. 00:35:55

    without massive amounts of work from like tools programmers, I couldn't see it, you know, being used day-to-day. I'm sure also the element of a learning curve for production artists as well. Take out a week out of one person's schedule, it's cool. Take a week out. 200 artists' schedule and all of a sudden you you've got a reasonable amount of delays in in that. It's a bit like when people say, "Why why aren't you using a different game engine?" And it's like, well, the amount of resources we've invested into our workflows make it very challenging to make such a drastic pivot to the point where it may be very difficult. I'm sure people will still ask about it though. They're still asked basically saying, you know, we're interested in this in this tool or in this program. I I

  47. 00:36:41

    personally I I I don't see it kind of coming in. But that's not to say I'm you know, there's any reason I wouldn't that it would just take a lot of time for programs. Don't feel bad Corey. My my my my training cap data race 3D way back in the day. Is that all? Like on on on weapons we we use usually Maya it which usually it's also a struggle if you come from Max to Maya you need to learn a lot and and you know, the the same thing would would apply for blender. So if one person has a blender file and and the other person needs to work in that file they would also need to know the software. And and training people and so on that that takes a lot of time and and as Corey said all the tools need to be converted through the other software and people know need to know everything about it and and all the little tricks and

  48. 00:37:29

    getting one file from one software to the other causes a lot of problems. Um especially if you consider animations, rigging and so on. And yeah, that's the the whole reason behind it. I would say. What are some of the weirdest inspiration references you've used for weapons and props? I guess we could say I don't know like the turtle that came about because some one of the concepts I just drew a tiny thumbnail of a like table or something and there was a little turtle on it and we were just like well, it's in the concept. So we're going to have to make it now. So we made the turtle. I think yeah, like the weirdest is a kind of tough one. I mean, I find myself always referencing like the automotive industry for a lot of stuff,

  49. 00:38:17

    I guess. Um yeah, I don't I don't I couldn't put my finger on something that's stood out as being exceptionally weird. Reference to a lot of I just uh general gadgets and and electronics and Yeah, keyboards and Usually when you want reference, you're kind of referencing something pretty close to what you want or at least very accurate. Be that geometry or materials. Um you'll be like, "Oh, I I I mean Yeah, there's two sort of references. There's like a a visual reference that you're going for and then there's like the functionality reference that you're going for. So, if you're if you're trying to find reference for something that's functional, the best thing you can do is is look at how that problem has already been solved and then what you then need to do is take the back core kind of

  50. 00:39:04

    element of okay, this this is these are the kind of like the core mechanics that I need to use to resolve what I'm trying to do and then how do I aesthetically make that pleasing and fit the manufacturer or the art style or just just in our universe? And those two things kind of go hand in hand. So, you know, it might be that your um referencing a you know, great big digger for some of its kind of like mechanical and and machine uh mechanical functions, but then you're kind of translating that into um you know, like a small little detail that you're using on a weapon or a prop or a ship or what whatever it might be. Um so, I think it's you know, when it comes to reference, it's like there's loads of variation, but like as Jake says, you know, if you're if you're looking for a a you know, if you're looking at uh switches and dials because you're adding some

  51. 00:39:52

    switches and dials to the back of an asset, then generally you're looking down into those details. Um Can we get an automatic high-capacity Nerf rifle? I love that. That was actually I mean, your face looks like a yes. JJ, can we? I mean, we've certainly got the tech to do it now, so not that I don't want to say yes, but it's certainly possible. We've got a Gatling gun and we've got a toy gun, so And we've got the whistling darts as well. Can we get them? Yeah, tag the area. There's there's a question here about We talked about wanting to bring the paint uh skin system to weapons. There's a

  52. 00:40:40

    follow-up question here. It says, will the subscriber concierge weapons be converted to normal weapons with skins uh so we can use them without fear of permanent loss? Uh I'm going to go ahead and jump on that one a little bit. Uh nothing's been decided about converting them to the skins or the paint systems yet, but as far as the permanent loss, uh one of the things that we're driving towards is using the reputation system to resolve that issue. Uh basically, as the reputation system comes online and it gets further developed, uh one of the things that we're exploring with the sub team in the in the uh uh the USP U feature team is to have subscriber vendors in locations. So, where you can basically go and reclaim your subscriber items if you've lost them and whatnot. So, uh I

  53. 00:41:29

    think that's how we'd want to address that first. As always, things are subject to change. We may find a different solution, a better solution down the road, but that is the angle that we are driving towards at the moment. Uh no ETA. It depend It's all dependent on the continuing evolution of the rep- uh reputation system, uh but when it's ready for us, uh that's what we're hoping for. I think on a technical level, the short answer would be uh If you want to convert over to the the the kind of tint system as well, in the um what we're we're trying our best to get away with is is everything being unique. Um and and so, like, we want to be able to set up the weapons in the same manner completely. So, from a like a technical standpoint, we we want the system to be all encompassing and it allows us to do whatever we need to do.

  54. 00:42:16

    The rest of it, what Jared just said. Yeah. And I mean, just to speak quickly from our point of view as well, cuz like Ben said, we've we've been having a lot of discussions about this recently. And then as Jared said, nothing has been set in stone. But an idea that we have had is essentially you keep the weapon that you've got. You might have had this before AR for, you know, like a thousand hours in the game. It's just a weapon, but you might be able to take that to different places and get it resprayed. So, for example, if you did have a subscriber skin available to you through reputation, then even if you lose that weapon, you might be able to go and take another one that you've just bought because you lost all of your other stuff and go and get that resprayed in that same skin. So, while I'm not saying that is the plan, that's something that's been thrown around internally at the moment. What you can take from it is that we have multiple options. We have multiple options to pursue, into explore. And It's a solvable problem. It's a solvable problem. It will be solved. It just it it has to it it all

  55. 00:43:05

    depends on how it interacts with multiple other sys- other game systems. So. all right. Any plans to make props breakable? Oh, wait. Corey, do you want to answer? I'm sorry. So, sorry. My team's minimized and I was like, not my team, sorry. My um Zoom minimized and I was trying to find the unmute button. Um yes, there are plans. Um there is a um system for breakable props being worked on by the VFX team. Um I have no idea how far along it is or when it will make its way into things. We do have breakable systems currently, um from, you know, existing ones from the engine, though we are not really pursuing breakable stuff, you know,

  56. 00:43:54

    a lot right now just because we're waiting for the tools to mature. But yes, we do intend for certain assets to break. Yeah, we have we have done a few breakables in the past. We've got the breakable beer bottles and Yeah, things like uh we did some like beakers and and stuff like that that that break. We did um the fire extinguisher obviously shoot it and it then sells stuff. The We've got some exploding gas canisters and things like that. It's something we want more because it creates, you know, very fun gameplay. Um Like I say, you know, there's just there's work on that actual system being done. And it does usually cause some some headaches. Um at least it hasn't in the past with this like the the beer bottles cuz we'll we had a situation where back when we were using prefabs, one of those found its way into a prefab library which then populated all around the universe and

  57. 00:44:41

    nobody kind of really knew. And there was for some reason some real big costs on the the physics because there was one bottle that was just it would never settle. It would constantly tell the calculating its position. It needed help. And uh yeah, it it caused all all kinds of chaos. Um It was great. No, I yeah, there there are plans. The best intentions sometimes. Uh what's the most exciting object you're working on right now? Someone wants you to leak something. Definitely the crossbow for me. The crossbow? Yeah. Yeah, that I think that's like I know. That that has been wanted for a really long time. And when that kind of concept was coming through, I was I want to do that. Look at it.

  58. 00:45:29

    I already thought it looked good. And yeah, so far it's been like a real challenge, but also really really fun. So yeah, that one's me. The rig the rig's pretty crazy, right? Cuz you've got the you've got the cam with the strings and it's yeah, it's like a compound bow, right? So it's quite an intricate mechanism. Yeah, I guess yeah, like look the reference I was looking at that was like people shooting bows and arrows at like super slow motion. How does this work? Yeah, like how the hell does this work? How does a cam work? Cables are always tricky to do and that's that's the biggest challenge of the rig. It's it's quite complex in its geo as well. Like, there's a lot There's a dense amount of detail to that. Uh there's like four arms to it. Um just getting that under that poly count,

  59. 00:46:17

    which ours is quite high naturally cuz of our custom normal workflow. Just getting that under that highest poly count was pretty pretty tough while keeping it looking really dense in detail. But, I did it. So, it's there. Right. Um what about anybody else? Well, I'm working on two things that I think we haven't talked about yet. So, I better not talk anymore. No, the vault stuff we're right. The vault stuff? Yeah, that's all right. That's all right. Yeah, I'm I'm working on a on on that vault Paralax rifle right now, which is also pretty cool and has lots of detail and has the same issues as the the um crossbow of too many polygons that need to get optimized, and yeah. That's That's a really cool one, and and I

  60. 00:47:06

    really like that. JJ, you got you got something? So, we're time excited about everything we're doing. And I'm in the very fortunate position where I get to see a lot of it in my day-to-day, so there's nothing in particular, and there's probably a lot of things that I'm not allowed to talk about. So, uh let's leave it at that. Okay. Corey? Uh yeah. Um How how No, I wasn't I wasn't No, I was just going to I'm done. I'm done. What were you going to say? Tell me. No. Share your feelings. What No, what what do you got? I was going to ask you another question. Oh, another question. Uh yeah, so I um I obviously spend a lot of my time doing management stuff, making sure the team's all happy and all that. I do

  61. 00:47:53

    sneak in a few assets here and there not because, you know, obviously I'm an artist and I I enjoy making artwork, so I do little bits here and there, things like hip flasks, like flare items and stuff, stuff that's kind of got a It's not really a release task, so it you know, it's something that's on the backburner. I jump onto one of that stuff, so yeah. Hip flask, I did the handcuffs for the uh Star Runner trailer. You know, it's just the little shrimps. They were really fun. Stuff like that. Uh so, for this next one, it says, "How come Smolt's is advertised as beer, but if you zoom in on the ingredients label on the cans, it's clearly an apple cider? What the fuck?" That's mine. That's my one. That's your swear for the day. Um So, we spent a lot of time before this

  62. 00:48:43

    um call trying to find the Smolt's can cuz I was like, "Nah, mate, Smolt's doesn't have anything to do with apple apple cider on it." So, I spent ages, you know, trying to find the Smolt's bottle. Smolt's bottle just says lager. The texture on it is so illegible that you can't actually read the ingredients. I managed to find a very, very old reference to a Smolt's can that was in the uh Locker from Another Universe, the flare locker. And that does indeed say that it has those ingredients in it, so I apologize. I will look to rectify that. Do we leave it or do we change it? That's the question, like Yeah, maybe we just leave it and this guy can still drink it. a locker from another universe. Maybe in the other universe beer is apple cider. is cider is lager, yeah. No. Um yeah, I don't know who did that, but they're very naughty.

  63. 00:49:31

    So, I'm sorry. It was you, wasn't it? No, actually, it was I think it was I think it was technically behavior back in the day. Do props follow the same three-step high-end, middle-end, low-end philosophy as environment art does? Corey definitely wasn't listening. No, I'm not going to lie. I was waiting for someone else to answer. I think props props follows environment quite a bit when it comes to the style, right? Yes. Yeah, no. Um we kind of split props into I guess location-specific props and then props that are separate from locations. if it's, you know, if we're making a bench for MicroTech, you know, it would adhere to that style. But if we're making generic flashlight that is used

  64. 00:50:19

    everywhere, you know, that would kind of have its own concept. Um whether it's high-tech or low-tech, we'd still have like a tech level associated with it. Um and obviously we'd be pulling the style elements from that, but Yeah, I guess it's like a yes with like the high-tech, low-tech, and universal, but due to the nature of props and the variety that uh we make, it it's more of a spectrum than specific categories. Yeah, I guess as well like an apple is an apple. So. Yeah, not a high-tech apple. Give us time. It's 940 But since props are not only like um like, you know, in environments, but also sometimes in ships, then then there's a lot more variety, right? For that. Because the ships are not necessarily bound to the style of the

  65. 00:51:07

    environment. here's a philosophical question, I suppose. How many weapon manufacturers and their styles are enough for a game like Star Citizen? It's never enough. Yeah, basically. In short, it's like, you know, it's like a question of how much content is enough for a a game that's going to keep growing and evolving as it goes. Like, there's there's never really enough for it, but um yeah, and kind of like as we said earlier, like we've covered a lot of the more standard and expected weapons you'd see from a from a game of like an an old first-person shooter. not all of them need a new manufacturer. So, like I say, we we're kind of building up the current families that we've got. Um but kind of tying that into new manufacturers is kind of like

  66. 00:51:54

    when we're talking about alien weapons earlier, it gives us that opportunity to revisit the tech and go like, is there anything cool and new that we could do with these new manufacturers? So, we're not just going to release another bearing. We're not just going to release another Class M burner just because we feel like we want to, you know, like another set of laser weapons. I mean, that might happen far flung in the future, but right now we don't want to kind of just like recycle the same stuff for the new label on it. It's going to be if there's a new manufacturer, we've done it for a reason. Like Volt, for example, we wanted to make weapons that evolved as they fired but were also unreliable. And that obviously ties into the aesthetic of them being very like look like they've been made in a shed in someone's back garden almost. Like all of the wires like all over the place tying in everywhere. Uh so, yeah. That's uh at least why we make new manufacturers anyway. Yeah, I I think everyone's going to say

  67. 00:52:42

    like a lot. No one's going to be able to put a number on it. Um like kind of Joey mentioned from the design point of view, yeah, they want every new weapon to be a new having new features that or or be there for a reason. Um I'm slightly on the side of uh I just want pretty things. Um so, if if you give me uh uh another shotgun that's just a little bit prettier, um then then what I assess to be pretty, um then then I think there is still scope for that as well, especially on the scale of the game we're making. Yeah, we we kind of keep saying it that um yeah, every star system that there's I don't think there's a limit. No, absolutely. And like how how many we can fit in and with, you

  68. 00:53:30

    know, a handful of weapon artists. We we didn't go crowdfunded. We didn't issue the normal publishing uh system to impose to self-impose limits. It's we'll we'll keep going until we're content. Just never. It's just never. I'm just going to keep making the game better and better and better and better. This person is a big fan of the woodish stock on the AK-74 rifle. And as a tree-loving forest dweller, this person, not me, uh was wondering if we'll see more woodish or straight-up wood furnished weapons. They're also offering to buy you all pizza if they got something like a wood stock Kalashnikov.

  69. 00:54:19

    For pizza, you'd definitely get one. Yeah, we're all on board with that. All right. If you send all of us each a pizza, we can make it happen. uh comes out of manufacturers. To answer it sensibly. Yeah, uh we it kind of loops back to the why no leather. Someone's going to prove me wrong that there is a manufac- a a a manufacturer out there making military weapons with wooden stocks, I'm sure. Um I guess there is lots of firearms, but anyway. Um it it comes down to uh a lot of manufacturers we've got at the moment are functionality-based manufacturers over form. Um when we get to the form over functionality manufacturers, um the the people that are making custom

  70. 00:55:07

    weapons or weapons that are not um meant for a you know, a battlefield with however many hundreds of thousands of of people using them. Um I think that's where you'll see a bit more experimentation in the materials used. There's a market for high-end weapons in the universe. Um but obviously, a lot of the manufacturers, based on the fact they're quite I don't I don't want to say bog-standard weapons, but you know, we've got like a lot of we're covering our bases in terms of like the kind of you know, the more generic weapons of the type like manufacturers I suppose, you know, they're they're more like kind of your bread and butter, right? There's obviously going to be There's obviously more exotic weapons in the game. There's like the um explosive pistol whose name eludes me right now. Um very kind of ornate design. Uh Lightning Bolt Company

  71. 00:55:54

    obviously furnish their weapons with quite, you know, some interesting stuff like where you know. And I Oh god, yeah. I was just going to say it's interesting cuz it comes out of that conversation with between the writers, design, and art where it's like Lightning Bolt Company when we were assigning the manufacturers to this type of weapon fit perfectly in terms of description. But it was also when you looked at the company, it was actually almost like a Russian-based company that was brought into the future. Like I think even their original logo is like in or their description was in like some of it was in Cyrillic even. So it's like that very Russian aesthetic. having the UI solely in Cyrillic, but And it was like yeah, it'd be really cool but nobody would understand. Yeah, but it'd be cool. It looks great. And it looks great cuz I'm not Russian and I I can't read it. A Russian guy would probably like Yeah, well I just It's normal. What are you on about?

  72. 00:56:42

    It's like a lot a lot of the early reference that came out were essentially like Russian weapons. Like you look at some of the Like I think even for the Ots-03 one of the reference weapons we had was the Dragunov. And while obviously the tech is completely different to that, it's not even a ballistic weapon, and like the barrel is completely different cuz it's got like electron tech in there. We wanted some elements of that to come into the silhouette and obviously some of the elements from that to come into the materials that are used as well. So I think even in part of that process as you mentioned the Kalashnikov, I think that was brought up at some point. And while I'm not saying we're going to make a Kalashnikov, that will probably come up as reference when we start looking at assault rifles for the company. So And I remember like way I must have been years ago having a bit of a discussion with with uh one of our designers about um magazines and and newspapers and how they they shouldn't be a thing in the universe cuz there's no trees. And it's like wait, there's there's no trees? Okay, cool. And and

  73. 00:57:29

    then that that discussed with like narrative and stuff like, "Oh yeah, we're we're not doing magazines cuz there's no trees." And they're like, "There's planets full of trees. What are you on about?" Are you joking with me? Yeah, like why why are we not doing like newspapers and magazines stuff? They're like, "Why would anyone ship one of those across the universe? Think how long it would take and how much it would cost to ship a magazine across." And you're "Yeah, all right, valid. That's a valid argument. I accept that. But when it comes to like bespoke weaponry or furniture or or you know, like these sort of assets, then it's probably, you know, something someone's going to keep and not just throw away instantly." We're trying to convey an aesthetic at the end of the day which at the end of the day which is quite futuristic, right? Um It's the same with like the cardboard boxes for instance. We have a lot of cardboard boxes in the game. They were just like that's just an asset that was made, you know, quite a while ago. And it's just kind of proliferated since cuz it was, you know, a box. conversation, yeah.

  74. 00:58:16

    Yeah, it's easy dressing, right? And it's like then people are like, "Why would they use cardboard?" You know, it's it's the future where you're kind of the level of scarcity for resources is, you know, and the refinement of resources is much, you know, more advanced. Why do you still have cardboard boxes? And they're just kind of like, "Well, maybe they, you know, should we have cardboard boxes?" I think there's still I don't know. I'm sure some people will tell you we shouldn't. Some people will tell you we should. If if trees are commodity that you have, then I'm sure there'd still be people that'd be making cardboard. Yeah. It's it's a resource at the end of the day, right? And you know, like plastics and stuff, you got to need to get it from somewhere. So, I guess it depends on what resources you have available. I'm not sure if Jared's like slowly falling asleep with us talking about this or whether or not he's like really invested. I can't quite tell. We do have pizza boxes made of cardboard also. So. And you have to figure 930 years in the

  75. 00:59:03

    future they'd have some kind of synthetic. So, they wouldn't they wouldn't need trees. Probably 3D printing uh magazines and books out of some kind of, you know, resin polymer. That's it, guys. That's the show. I'm not just letting you go because you were wrapping it up. I was just wanting I just curious sometimes I just like to see the world burn and I wanted to see where you'd go. Digging. It It is It is It is a perennial challenge for me to be the forward face responsible person of the company, and then work with my own personal nature of just wanting to just wreck everything subvert it all. So, I like you guys. I can just sit there and just let you do it. And I'm like, "And when I get in trouble, when they come after me, I'm

  76. 00:59:49

    like, 'They did it. They did it, not me.'" Did he have that body of me? No. Uh what what talk about one of your comments earlier. Uh all right, guys, that's it. That's the show. Thank you so much for taking the time. JJ, Ben, Jake let about. David Corey Thank you so much for being on the show, for taking your time out of the week to to be on the show. Folks, if you haven't heard, I don't know how you wouldn't have heard, but the Assault on Stanton is live right now on servers. Check that out. Um It's It's a It's a first of its kind for Star Citizen's going on right now. Be sure you jump in and take a look. For everybody else, I'm Jared Huckaby, and we'll see you all next week. Everybody, take care. Thanks, guys. Cheers. Bye-bye.

  77. 01:00:34

    Bye. Oh, didn't use my swear word. Oh, [ __ ] Me, neither.

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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