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Star Citizen: Reverse the Verse LIVE - Production and the RSI Roadmap

2 March 201801:05:541,935 linesWatch on YouTube ↗

Transcript — every row opens the video at that moment

  1. 00:00:10

    greetings citizens and welcome to the first episode of reverse the first live subscriber edition I'm your host Content Manager Jared Huckaby now what's the subscriber edition all about well for a couple years now we've been having a special broadcast once a month that we referred to as the subscribers townhall where we invited a couple developers on and took questions exclusively from our development subscribers for 2018 and our recent revamp of our shows we felt it would be the most efficient use of our developers times if that one time a month instead of having an irregular broadcast on a Tuesday or a Wednesday as we had in the past we just take one of our weekly our TVs and use it to serve the same purpose plus it means there will never ever be a week where you have to see my face four times between the

  2. 00:00:59

    weekends it was getting a bit much so on our first reverse diverse live subscribers edition we're going to be sitting down with studio director in US production lead eric kieron davis and senior producer Dennis crow a person that's only appeared on camera for star citizen one time in our illustrious history they'll be here to discuss production processes for star citizen and squadron 42 how we did things before and how they're being done now and how we're going to make our new quarterly release cadence and a typewriter maintenance typewriter - it's a hobby they're both super passionate about but first our Week in Review last Friday we had tech designers John crew and will maiden on the show to discuss all things refueling repairing and rearming in relation to our recent concept ship reveal the aegis Vulcan

  3. 00:01:48

    Aegis again that was last week's joke it was a terrific show if I'm allowed to say so myself with a ton of great info about the love the support professional lifestyle coming to star citizen and if you haven't checked it out the replay is available now up on YouTube asked for the Vulcan itself the concept ship promotion is available now and since this is our only three fashioned ship in the pipeline right now we wanted to make certain everyone had an opportunity to get one to that end the Vulcan will have an extended pledge availability of six weeks from the moment it was very first introduced to concierge members through our early bird promotion that means all backers will have from now until April 2nd to add this incredibly versatile ship to your fleets and don't forget the ship libraries for this promotion we also

  4. 00:02:36

    thought we'd try something a little new and different and offer two different ship libraries that can only be attained during the concept period as completely standalone items what this means is that whether your pledge for the ship now or wait to earn it in the game you will still have a way to get the limited edition paint jobs now before they go away on April 2nd and that is the hardest sell you'll ever see me do here on our TV and that's just because I think they're a super cool way and a way to include all backers in the promotion even the ones that aren't picking up the ship right now again the 2-pack of Vulcan libraries that's paint jobs and decals for those of you without a word-a-day calendar are available now until April 2nd before they disappear Friday also saw the release of the latest issue of jump point magazine now jump point is our monthly periodical highlighting the development of star

  5. 00:03:24

    citizen with behind the scenes interviews discussions work-in-progress images the lore behind the galaxy and more it's been a staple of the star citizen subscriber experience since the very beginning and the work done by David lady Minh Ben Lesnick and the entire Elora team forms a wondrous time capsule for our entire games history and development you can get access to all 62 issues of jump point so far as well as all future issues each and every month by joining the subscriber program which allows for much of our community engagement content like a TV our TV jump point calling all Deb's and more you can find out more about this at Roberts space industries comm slash pledge slash subscriptions at speaking of calling all devs Monday Monday brought with another episode of our new weekly Q&A series

  6. 00:04:12

    where we discuss things like weather and space the balancing of EMP spam related to the Avenger warlock and the Sabre Raven adding more people to the evocati the upcoming work on the RSI Polaris and more now if you haven't seen me called developers up on skype and talked to them about their work for a few minutes well you're just letting the best things in life pass you by calling all devs is available on YouTube every single Monday Tuesday is Laura day here in the star citizen universe and this week's Laura post is was the first part of a cereal originally that originally appeared in the very first jump point magazine called the cup it was a story of a newcomer named Hypatia daring as she faced fierce competition and unexpected obstacles after landing the pole position at the murray cup it's a great chance to read up on some of the earliest lore created around the premier

  7. 00:05:00

    race and the star citizen universe and you can check that out right now on the Roberts space industries comm website Wednesday Wednesday brought with it a substitute bug smasher as programmer max hyung explored a bug that was giving users infinite fuel replenishment outside the standard intake and piping system it was a fun bug I'm sure many of us would have preferred was left in the game a bit longer but you could say the ship was just a little too gassy finally on Thursday we had another episode of around the verse this time focused on the work being done in our Los Angeles studio in it you can see work done by our character team on a few squadron 42 characters and the upcoming first iteration of our character customizer currently set for release in the

  8. 00:05:48

    upcoming alpha 3.1 now it's a first step in a much broader implementation that we intend to bring online later throughout star citizen's development but it'll be an important first step that we're all incredibly excited to get into your hands check it out now and B having already with that we're gonna take a very quick break and when we return we'll be sitting down with studio director eric kieron davis and senior producer Dennis Crowe to talk all things production stay tuned we'll be right back [Music] [Applause] alright I was a fun look at the bar

  9. 00:07:13

    citizen that currently went on in France at the Ally on friend Liam Lyon friends I don't know how to Fresno I'm not the guy that pronounces things welcome back to our TV joining us today on our special subscriber edition producers here in Los Angeles to do awesome Eric Davis and Dennis crow how could it be here thanks for having thanks for having us is your first time on the new art TV it is it is did you enjoy just sitting here while I had to talk for I always like watching you talk so yeah so weird that's not good like it weird that's not should I get weird it's weird alright so when we do things like this we like to start off by just talking a little bit about who you are and what you do that's gonna help our subscribers know what kind of questions are best suited because everybody wants to know but what about this ship or what about this game features these guys are producers so they're not designers and you know talk about features like that

  10. 00:08:01

    so let's find out a little bit about who you are and what you do we'll start with Eric first Eric who are you and what do you do for starters I don't know here can you feel yeah and this actually isn't a question I've just been wanting to do like three years finally ask what yeah as as Mike made jokes oh my name is eric kieron davis thank you for telling everyone that multiple times in the studio I'm the studio director and production lead here for the u.s. so as a studio director I guess in a sentence I'm responsible for the culture the health and the output of the entire studio and then as a producer I'm also somewhat responsible that with my and my you compadre here joined us not that long ago mr. Dennis girl I'm so that's that's it a word I guess besides that I just you know drink water okay and Dennis bro

  11. 00:08:50

    this is your first time that show you've been with a project for a while now but you but you and know you won when we first came on out like you were here like it was like your third day and I'm like hey you want to be on a show and you're like let me get let me get my feet yeah let me get burst in star citizen before we appear in the show that's been like almost a year now well I joined halfway through last year yeah so I didn't want appear too anxious but of course I'm going to come on make his life easy first so yeah I'm Destin I'm a game producer I've been doing a long time really really exciting to be doing it on this project you know first game I worked on was on GameCube so that kind of dates me a little bit but it was Tony Hawk on Nintendo GameCube so if anyone played Tony Hawk underground actually yeah okay yeah that was that was that was my foot in the

  12. 00:09:38

    door but going on to bigger and better things and this is the I think everyone knows the biggest thing you know anyone's ever done so really just super thrilled to be here it's really nice to you know team's been great you know all throughout last year and you know last six months have been great and I think the next six months the next next six years will be even better so pleased to be here and happy to make an appearance with you guys hopefully more in the future all right so this is your first start to me the way this works is we take questions in from two places we have a thread up on spectrum which is our bespoke communication platform available on Roberts based industries comm when the website is less spectrum especially basically you can go to the subscribers for him there and there'll be a thread there we've been collecting

  13. 00:10:25

    questions throughout the week for you guys we also take questions live from the spectrum chat now to start things off let's just talk a little bit about what production is now production itself there's a lot of misconceptions about it not only because everybody everybody has their own idea about what a producer does and what production is but it also actually changes based on the project you know when you when you watch when you watch a movie is produced by Steven Spielberg you kind of sit there like okay he shut up for like a day and told the guy what to do and then you know pieced out he produces 50 movies a year but then you see a movie that proves by George Lucas give me tell he's very hands-on and they're so production changes depending on the project how do how do we approach production when its production through the lens of star citizen absolutely so production is

  14. 00:11:14

    different every project and and you'd expect that because you know the original questions like what is production and production is about getting something out it's a out making the product so you can have artists and engineers and designers working together and the artists job is to make amazing art the designers job is to create really great experiences and the programmers job is to enable it technically to work but the producers job is to literally make a product it's in the word right so since every game is different and every movie is different and every you know you know you know dr. Dre's a producer right so basically they take the art and they take they take the hard work and the team on what they do and then make it into a product so it is different everywhere and it's certainly different here and I think that's actually what I kind of love about it

  15. 00:12:03

    because every producer can learn from everyone else you know whereas you know we deal with people which are super interesting we deal with complex projects that are never the same which is interesting so for me the producers job is to take all the you know take the idea that we want to make and bring it through years of hard work from people and have something in the end that resembles what you intended to make at the beginning or is even better find the fun get it out so you know producers jobs are hard it's whatever it takes it's different on every project but but I wouldn't have any other way you know it's that's why we're here because it's interesting you know yeah it's yeah we've talked we've done a couple of these I think over the years and and the answer hasn't changed and that it's a mix of project management and like like Dennis says getting the product out and

  16. 00:12:50

    giving it done or or getting into a space or you know getting it to a place that's playable or again whatever whatever entertainment you're creating and then people people management right working with people it's it's the people that are making all these products there's not a machine out there churning all this great creative content out so not yet it'll come and I'm sure some people have figured it out with AI but right now it's still people making this and it's people that make up star citizen is people that make up cloud Imperium games and and those people are what we like to work closely with and help them you know do the best thing they can possibly do in confines that are you know as successful they can be okay so let's go a little deeper into that it at first glance it might they might seem like you're the guy you're the producers the people that that just tell the artist where's your thing it was

  17. 00:13:36

    due on Tuesday and this is Wednesday you don't have a mean it's more than just enforcing deadlines more than just the guy that you know that keeps everybody on track let's talk to me a little bit about about what what your day to day is like here the source is absolutely so um again the producer does what you gotta do right so um and every project is different so if you've got a project where you need to create a certain like a level let's say that you wanted to create a great level of game you need to have a lot of people do their work and then bring it together for project so you're starting with an idea or with a concept or something that people want and we're you know you sit in a room you up on the whiteboard and wouldn't it be cool if and you draw something up on the board and then there's a whole bunch of work that needs to get done

  18. 00:14:22

    to make that wouldn't it be cool it happened you know you've got to have features written on that right so you got to figure out okay wouldn't be cool if this happened what are all the features we need to drive that okay so these features are gonna have to be given to designers and programmers and artists and QA testers to be able to work together and get out right so that's one thing you've got to do is Shepherd it through that process with bulky still keeping the soul and figure out an implementation as you go along but you may also need to you know create cinematics or R or a character or a ship and that's not really future development that's almost like an assembly line that's almost like a group of people who you know know about an art pipeline and can manage that so that takes a different skill to get through there cuz you're talking to different people and

  19. 00:15:08

    dealing with different different issues there so then you also have this thing in a game which makes us so much fun which is you've got the technical side yeah we're art yeah we're designed but we're also technical so we've also got to figure out technical solutions in terms of the code and the graphics and the performance and the optimizations all of these things and those are purely you know engineering difficult engineering challenges and toolset and tooling challenges so a producer who just goes around and just checks off the list is really maybe sometimes the list needs to be checked off but in reality they're taking that it'd be cool if and then saying okay in order to make this happen what do we need to get done how do we coordinate all those people together so at the end when everyone's delivering it together it has some resemblance to what that whiteboard said you know that many

  20. 00:15:55

    months ago some reasons why did you guys want to become producers I don't know we all start from somewhere yeah but why why was production the the avenue of game development that she wanted to go into you know from for me I've always had a creative bone you know since I was a kid and the story I always tell is the the artist Eric the artist hasn't finished a product in 10 15 years but Eric the producer has gotten a lot more done so for me it's working around creative people coming up with interesting exciting final products and helping Shepherd them and work alongside them to get it out into people's hands and whatever fashion that is whether it's the books or websites or you know whatever whatever it is that's there to engage people into potentially entertain

  21. 00:16:43

    them or educate them so I think I originally got into it because it it allowed me to work alongside people and also work in a creative environment that got something exciting out in the hands of people also enjoy it and you know in our case give us feedback and work closely with us but it's a it's a it's a cool way to work you know with creative people and help them understand you know what it would take to get something done and kind of play both sides of it you get you don't you want your creative people to be very creative and shoot for the moon and blue sky and always go over the top right and then we can come to go okay well this is what we could do this is how we could do it is how we could get there this is what the next steps would be maybe we tear it up maybe we get out first version maybe we got the final version there's all you know all kinds of fun fun ways to work with people that are creative but it started for me being creative and understanding that process no matter what it was to then work move into working alongside

  22. 00:17:31

    people personally I mean you know I got it from games you know obviously I started my first job in games 21 so basically I think you know when I got in the industry like a lot of people we wanted to be the game designer because that was like the sexy position like everybody knows the game designers right everybody knows Miyamoto everybody knows to admire everybody knows we're all part of these guys and we think that's the job I want the game design is the best job then you know actually working on some games you you realize that that's kind of it's not actually how it works you know the design is certainly a really critical part of it but the game is figured out while it's being made you know there's an expression that we're trying to find the fun right and and that's something where you can have the

  23. 00:18:20

    the best idea in the world you can have something that just looks so cool on paper and then really when you start building it and you start making it real that's whenever you find the fun and so for me if you know I love games and I wanted to make games I felt that a producer got to be there throughout the entire process the producer got to have the fun the design process the producer got to work out those those technical challenges with the engineers and the engineers sometimes surprise you can say yeah the thing you thought wasn't possible well it is possible and now you need to change your design because it can get even better or an artist will just blow your mind on something and what I like about it is as a producer we go where we're needed we go what makes the game what you like whatever it's needed to make this game the best it can be and then we get to stay with it even after it's released and get the feedback

  24. 00:19:08

    and say okay you know we put this thing out we were really proud of it we know blood sweat and tears all the cliches but whenever it gets out in the community you start seeing how people react to it and then it kind of becomes the community's game because shortly after you know everybody on the stream right now knows that generally speaking the players know it almost I mean better than the developers after about two weeks yeah so the producer though gets to stick with that and say okay you know we've gotten all this feedback let's pick some things that we can do that we can be successful at because we can't pick everything and be successful yes but the producer gets to be there the whole process and the game it's fun to make the whole game not just fun to make a game design document in my view now folks who have followed the project for a while know that we always have these big summits and at January every year

  25. 00:19:56

    when we come back from the holiday break we usually pushed a big release in December and now we come back and we collect all the feedback and we reorganize and plan out the rest of the year this year's summit was a lot of it was production focused I know you guys were out of the office for a while going through the CIO's I tell us what that product of that process was like was that like yeah with you know with the distribution of our disciplines there's a benefit to getting everybody in the same place which is why I think that term summit became big for many many years depending on what it was that we're trying to do or where the game was at or what the state was that on the production side or on the planning side or the project leadership side it was important for us to get in a room and just solve some problems as quickly as possible and and there was benefits to there's benefits to working remotely there's benefits to working together and I think we started doing these summits production

  26. 00:20:43

    specifically last year and so this was kind of our third one or our next round of it and there's a great time to evaluate last year what we were successful at what the team was really doing well what the team needed more from how he'd sport them better you know how can we engage our community more right just kind of what is that next iteration you know to make this better not to change for change sake but just were you know all the information we now have in the experience we don't have in this environment what's the next step of where do you want to take it and so that was a big big focus of the summit for sure was was you know and then for me Dennis had just joined the product a project what couple even six months ago so getting them out in the in the rest of the studios and working alongside everybody and and I think that was for me a small perk to to doing it again but the benefits of just are very they're they're great two sets the stage for the year or for the next six months or just to go okay we all come together we've

  27. 00:21:32

    solved these ten problems okay out there and now starting to change absolutely and you know there's there's so many pubs in the UK that we also find out I bet I mean you the experience here the expense report goes to much easier if it's called the summit and not a public somehow I don't think the UK have any problem any trouble approving an expense report that says public right so one of the big talking points for 2018 so far is that is how we've restructured our production to hit these quarterly you know release dates before we get into what we did this year the changes let's talk a little bit about what we were doing before so can understand these chains work how are we approaching production before this

  28. 00:22:20

    what were its strengths and weaknesses why was why was why was that the way that we were doing things then sure I mean I think we should clarify it's not a reorg or a restructure those generally have negative connotations so make sure that's clear that's not not at all what happened it was more of a look at what the strengths of our we've been doing for the last couple years you know as we've scaled up in certain departments and as we brought in certain talent it was now about going what could we divide this into make sense all right to make this go to the next stage we realize and in chrome could talk even more to this finish growth I tend to call him crow we have no I think I'm Pro in spectrum great scruff was you know what need to be based around the features to allow for fast iteration and what need to be based around pipelines and you know I think I think Dennis could even speak more to that but it was it was this was building on last year we had already done some of this at the same time last year of going

  29. 00:23:09

    you know let's get people into strike teams or into gold teams or there's always very suppression you words to use and this same idea get people the other let them work together work quicker and just you know as the team has shifted and the responsibilities kind of ebbs and flows as we bring in talent certain areas or in certain teams we have to constant value eight this stuff to make sure it works works well like you know I think back to the point of the expense report and as far as that joke goes there's a there's an element to there's a human element that I was mentioning at the beginner this is these are humans making this stuff and the more we work together and more we work alongside each other the more we know each other's strengths and weaknesses and there's you know I've I've mentioned this multiple times when you're forming any kind of team you know we're in this phase now performing we know what people can do we don't question where that information should go what part of the team should work on it now it's about doing it getting it done iterating quickly on it

  30. 00:23:56

    and we'll go through that I think frequently we do it all too often I'm sure next year we'll go through that again based on what we learn this year the continuing evolution yeah for sure for sure and as the product evolves that as we get more out and we're working really close with the community they get more content at three point I was a big one for us to go look at all this content and how it all came together what's the next steps for us and what we can kind of you know that it's a lot of the R&D we've been doing which is really what a lot of that stuff is that's people are playing as R&D this was any other game people wouldn't be playing that stuff that would be just us going oh cool this looks really fun okay right but don't tell anybody fun this was okay there's a lot of broken stuff and so we get to R&D alongside the community's really unique it's a lot it's a live game but we're you know we're learning alongside them for sure absolutely yeah I mean just to echo that I would agree I think I think one of the things that that we would

  31. 00:24:43

    probably want to say though is it's not necessarily a production change it's it's a development change really and again it was on sorry org what it is is understanding where we're at development and fitting the fitting how we work to the work we need to do so it's not about we have these ideas of how we want to make our game its hears right now where the game is at this is what's working really well this is on all the research that we did and the experimentation that we did and all the things that we have made and shipped we've learned a lot the projects in a different stage and so when the projects in a different stage you should say okay are there things that we can do now that it's in a different stage that more match what we're ready to do so you know we know how to make a ship we know how to make these characters we know how to

  32. 00:25:31

    make cinematics we know how to make these features so now that we know that we don't have to experiment we're not to be an experimental phase okay that that was required you know to make something new there's no road map there's no manual for how to make this game right so we had to figure that out we had to research that come up with all these ideas try out things you know hope you know try things and then you get a result and that's not what you expected so try something else okay that's a little bit closer so now that we've tried a bunch of things and we kind of know what works and what doesn't and now we have a base of knowledge and we have a great tool set we have a great engine and all these type of things the project's just in a different phase where it's okay now we're ready to really we know the features we need so we need to reorganize how we develop or we need to to have people work more

  33. 00:26:22

    closely together on you know this you have the room you guys can can huddle up and go do features and let's organize into some group so you guys can kind of work together and just go hit these features up the guys over here you guys need to be producing a ton of exceptional quality content and you need to be doing it in a a streamlined way where everybody knows what's going on everybody can see what's going on and then the guys over here we know what features we want we know what content we want we have a tremendous amount of it already made so now what we need to do is evolve our tools to support all that so you couldn't have done all this in those three groups in terms of what each person needs to do until you had done the research because if you just come up with that piece of paper and you say we're gonna execute this piece of paper so let's just all go do it

  34. 00:27:08

    well now we're following a plan and the idea of star citizen or any great game is not how closely can you follow the plan it's the plans to start it's about making a good game and learning and adapting as you go this isn't this is an adaptation as we go yeah a pretty regular evolution that happens in a lot of game development you have to go through then to get to where you are now totally yeah actually so so let's talk about what we are doing now no a TV and studio reports and we throw out a lot of terms like scrum and agile and and two-week sprints and stuff like that the buzzwords yeah to take us through that what what what is scrum what is agile what are the two-week sprints what are we doing absolutely well every time I mention the name they send me a check so

  35. 00:27:55

    doing that and that's why I came here no that's good but basically so here's what it's all about for some things that so again it's about matching what we need to do with how we're gonna do you know you use a hammer and a hammer a nail right so we have these features that we want to build so whether it's character customizer or whether it's just you know the service beacon the distress signal or whether it's improvements we want to make to the PMA or any number of features and people know them we put them live those features we generally know what they are but we don't know if you know we don't know if that's a month of work and then it'll be fun or if it's six weeks of work that that'd be fun or seven weeks it's really hard to schedule fun so what we say is let's get a group

  36. 00:28:43

    of people together who know it let's give them two weeks to go run off and do stuff and try it out and then at the end of two weeks they have to show us what they've done and we you know Chris is in the room we have these great meetings where we you know every scrum team gets you know meets with him and talks about their future and shows it and all the directors are there so basically we can't schedule when it's gonna be fun but we know the more cracks we get out yeah the closer we'll get at it and it'll become fun over time and then any team can only ever really get two weeks like it that you know if someone doesn't have the greatest idea that all of our day isn't great it's they're trying something and they get a result and it's not exactly what fits with the game you know whatever they tried something and that's good and they're pushing then we can bring them back every two weeks so really for for feature development we don't know exactly how to make it so

  37. 00:29:31

    that's what scrums about it's by getting a small group of people together you know couple programmers designer and you know a dedicated tester you know an artist you know if they need an audio guy bringing them in letting them go for two weeks I operate a little bit like maybe a little bit like a startup maybe it's maybe like old days la right make a whole bunch of old days el a little tiny teams and let him go for a couple weeks bring them together and I don't know if they'll be done with a feature like character cos we began this we didn't know if character customers was gonna take three Sprint's and again in Spencer or two weeks each so we did enough isn't be six weeks there's gonna be eight weeks and what we did know is if we gave them a quarter to do it in so this goes back to record schedules that we would be better each iteration on it and by the end of that we would have something

  38. 00:30:19

    that we would feel pretty good about and so in terms of matching the development that makes sense for our features it makes a ton of sense we get things out to the community so that seemed to fit this stage of the project it also seemed to fit the culture of this company which which you know I'm learning about and I love and and it's you know it's a it's a it's a band of pirates and it's fantastic but the other thing is if we've got to make you know and I'm gonna throw out a number here this number is not exactly correct if we've got to make 200 characters right and let's say we're halfway down but we got to make we've got to make a huge amount of characters well we wouldn't ask him to work in two-week you know increments right they could be really hard to write up an arrow a narrative iö of a character and forgotten gameplay design on it and then get a concept and then model it and then rig it and then set it up and then go get the animation

  39. 00:31:07

    done then go get the AI done they go implement it in game you can't do that in two weeks you know there's no way you could fit that so it's not about scrum is great it's a buzzy word let's use it for them too it's no well they actually all know what they need what they need is the time and context so what they need to do is say we're gonna be working on these characters in the priority order and we're all gonna work on them and we're all going to be same team we're all going to be thinking about the same list of characters that we need to put out this year and we're all gonna basically work more together we're going to work on unify priorities you know it makes fun of the chapel I almost like a Chipotle burrito line where people go step by step through it but what's great about that is it's super clear what goes on and also you get your burrito faster

  40. 00:31:55

    than if you had to wait for it for someone to take your order but that kind of work it's that kind of you sorry that kind of style fits that kind of work and then when you go to your departments we're making tech that's a different style of work so what we've done this year is said you know we know we just like those scrum teams the more cracks we have at it the more iterations that we have the better we'll be it's like anything else the more times you practice something the better you'll be at it so last year we had a lot of stuff where we were researching a lot of things we were trying a lot of things that we wanted to do and so we said okay here's a big group of work we want to get done and we went through when we got that work done and we got a result out of that which was a whole lot of really great features but it was really hard to estimate and it ended up you know we got

  41. 00:32:44

    the work done but since you can't schedule fun basically we we cannot end it last year this year we said it'd be more effective because we get more iterations in imagine if we had four releases in the same time period of one now all the sudden were doing four experiments the set of long you know four four practices instead of one and we time box it instead and we say whatever we can get done in this time period we're gonna send out we're gonna do it again and then we'll send it out and perhaps the first one or the second one we're gonna learn things we're not going to maybe get everything done that we thought we would you know we'll get more done than in some areas and less than others but we'll learn each time and the community will learn and you know you guys out there will learn it all so that you know what does it mean to basically say oh we're gonna have these regular releases coming out

  42. 00:33:32

    and some things won't be done some things will be farther than we ever thought they could be because we'll have learned but really what it is is we know the more cracks we have at the more times we can send things out the better and so in order to in order to enable that in order to be able to release things four times a year we had to really say okay we've got to shrink everything that we did from the I have an idea on the whiteboard it's in the game and it working we had to shrink that down to four so basically from a whole year into a quarter and in order to do that we have to break the features up smaller in order to do that we have to find ways to work better together which goes back to the new tooling and kind of the scrum and agile and these are some of the things we can get into for sure but basically everything that we're doing is to make the game better

  43. 00:34:20

    the more cracks we have at it the more iterations that'll make the game better you know we'll find the fun sooner and in order to make these quarterly releases worthwhile we need to make sure that you know they're they're an asset to the team and the teams work in a great way but it's gonna be really interesting I mean I'm excited that we will be releasing you know on time which is a really great thing and we're gonna learn a lot and curious to see what people think about it but I think overall would be a positive totally all right one of the things that we put out this year in line with this was our new public road map now the public road map is another evolution of something we were doing last year which was our production schedule before we talked about the public road let's talk about that that production schedule we were doing last year why did we do that to ourselves well why did we decide let's

  44. 00:35:12

    let's open this process up and show and show the community everything that we're working on everything that were shooting for why did we do that and what was that what was that process like having to put that together and update that everyone sure well the why is because you know we're working alongside the community so that's there's no question that the more we can get out the more we can share the more we can discuss it and have feedback on the more everybody can see kind of where we're going and how we're doing it what we're getting done because this you know we're on this journey together for all intensive purposes we are interwoven into one so the more that we can work together the better right so so that was the intent and the intent with the current role Matt is the same idea the the manual nature to it was definitely because of just how our what we organize some of our schedules it was still in JIRA and it was still and Microsoft Project things we've talked about in previous production stuff when we built

  45. 00:35:59

    that schedule you get to see it it was it was still happening in that vein we just weren't capturing it in an automated way per se last year so there was some manual nature to making sure we got the information from the right place to the next right place and there was always intentions to do what we did this year it's just we prioritized the response you know our overall developer work and our time and and so things shifted around and so it stayed somewhat more manual than we probably would like to have been and then we shifted things around to be more burnt like we got to the 3.0 it wouldn't make sense to talk even more granular about burned down and get that going and Chris was really passionate just like all of us like how do we keep sharing this how do we keep this engagement how do we make sure you know you know here's here's what we're going to here's what we're trying to do keep on the stay on this journey with us and so that brought us like alliteration Zin to this new new roadmap that we have this year working closely with turbulent

  46. 00:36:46

    and are in our partners over there really coming up with a solution that allowed for that that now intimate data live data is right there and has those checks and balances and we can we can share that conversation so yeah it was it was it was just kind of the first it will get it like it was the first pass the first pass of it we hadn't from my understanding and you know some overt over three years here now we hadn't done it in my history of sharing that level of detail and and Chris was really adamant about it and we all were got on the same page about it there was you know last year and the year before and into the new year and we really wanted to get that in front of everybody the best we could you know try to bring you along with our timelines and keep you up-to-date on things and you know for good or for bad for you know keep our skeletons out there and keep showing you this is work we're trying to do to make the best damn game we can so now we have this new RSI roadmap integrated on the website the question that that comes up

  47. 00:37:36

    repeatedly is is this really what what what what's going on line the scene is it talk talk to us about how that process works I know you work a lot on updating that every week yeah how does the public roadmap actually reflect what's going in and then we accrue there last year all the stuff was really what was it was still we weren't like let's just say this it was it was the gears what we're planning is with the teams try to achieve so last year was the same thing but go ahead yeah I mean so it's funny that you we talk about the production summit before that's where we built it I mean we knew you know we talked to the guy you know obviously we talked it you know Chris and Aaron talked to hooked a hole but you know everybody Carl always you know sandy everybody and we said you know we want to put this out there we want to figure out a way to do it how do we do how do

  48. 00:38:25

    how do we make that happen and it was funny because it's a hard thing because actually I've never seen it you know a triple or quadruple any almost game dues anything like that and then we put it out and you know a couple of games would have followed you know but there's isn't life what I can tell you is when we were in the production Summit and we were in Winslow in the UK and that came in we kind of were forced into having live data because there was no other way to make that like we we couldn't have done that other than saying okay we have to put a lot of schedule out and so what we did say okay what are all the features and development and let's get him up on screen and put him into columns and like wow okay that is that possible it might be possible and then we kind of went feature I mean this is exactly what feature by feature and said okay how many tasks are here where does it look

  49. 00:39:13

    like okay if those guys didn't work on anything else they could get that done if they were never blocked they could get that done and then we went to the next one okay well these guys had to work on that and they were never blocked and they you know they could get that done and we went piece by piece and in some areas we were probably pretty aggressive and what we can get done in other areas I say we're pretty conservative you know we've said you know we want time to polish we want time to make it right you know there are things on there that that that definitely are really exciting and I think there's their emergency the stretch goals I think we will hit them and they wouldn't be on there but essentially the only way to make that was to say okay what's in progress now what are things that we need no need to come next what are things that are dependent upon each other and and let's get it up on screen let's see how many tasks and stuff is

  50. 00:40:01

    remaining then let's call people in and say hey is this everything and then now we added more things to it and we very quickly over that week it took like about three or four days to build once we had you know obviously turbulent was great but they actually build that into our project management to actually power that three or four days we had it and then we were like you know can we really get this done but looking at it you know if that group of people could focus on that goal yeah they could do it but it would require production making sure they could stay focused it would make production require you require us to make sure that they didn't get blocked that they had regular reviews from all the art directors tech directors Chris but if they got all that support they could get it done but then it was on us to make sure that they could get that support and that was what we needed to do at that stage of the

  51. 00:40:49

    project and that's why we had to get into scrums you know and and and that's so we had a problem at the tool for the problem so really was built over three or four days you know we kind of update it you know we had this little checklist that goes around we updated I'm on Wednesdays and Thursdays is a live one out went about an hour ago and I can it is absolutely accurate it's pulling I mean you guys know Jer this is ear API we're pulling a juror API into a website that's that's what's going on and that little picture that you see on the website is actually if anyone here like you know uses your and their job that's actually an attachment on the JIRA issue like it's how it works and then why turbos been fantastics and yeah and and I think the further clarify the schedule wasn't made in three days like before we started

  52. 00:41:37

    this way you know we're doing it later we made it for sure this was just allowing the lighting we had we had the connection we had the connection points that had to be created in turbulent spent a lot of time when there and making sure the platforms interact with each other and like you said pulling from custom API is and then we really just added a cust feel the public field in JIRA there's all kinds of really cool customization that we put in place so that it would know what to pull what not to pull and you know like we communicate on the caveats there's we intentionally don't have certain things on there based on where there are in production so there are other things than just those that's not found there but it was a it was a it was a good exercise to take exactly what we built on last year and take our data that we already are managing and then poured it in here and now we've got these great one-to-one connection points that we can we can begin you know interact it's also been really healthy to interact in a very open way with the community on like you know that's that's

  53. 00:42:26

    three - it's definitely still on track for 3 - I would say this internally but not on camera telling you that because there's still feel comfort about it right and that's a it's a lot for a nice dialogue that I'm I know I appreciate so especially when the most recent studio update we did it was nice to you know in the past it would be like that character updates coming the next one I know it is we talked about its internal but now I can say you know that roadmap you're looking at that's still the aim right and you'll see if it shifts up or ships down based on you know based on whatever comes in and also I mean like I think people will get this because we've all worked on projects we all went to college where it's like you know you don't really you work on your term paper you don't really work on to the last week right like you're oh I'm working on it I'm researching I'm doing web surfing to kind you know whatever but you really work on it that last week yeah you really getting that focus in that zone right when you've got to perform you perform so to a degree it's always easier to be like well maybe we could

  54. 00:43:14

    get it out by the end of the month right but I don't want that pressure so we'll just push it off a little bit more push it off a little bit more so what this is doing because we can you know reduce scope to get it out I mean that's the number one like we're timeboxing it but in a way it's kind of like a forcing function I kind of keep that keeps us honest but keeps us where it's like we know we have to get this out in some form now we don't have to get every Bell and whistle on to hear but we've got to get something out that is real that solves a problem that is actually a fun experience and then we can build on it but to a degree by kind of putting that stake in the ground and making it public I mean I think to agree it clarifies for us because it's out there we're working hard on it we're gonna get it out there and it kind of takes the decision away from us of like well what are we going to do it's like well we're gonna we're

  55. 00:44:01

    gonna stick to what we said we were going to do we're going to keep the team focused we're not going to try to pull them off something so I actually think the public roadmap actually helps us internally as well so we've been peppering questions from both the the spectrum thread where we're collecting them throughout the week and of course on live chat leave questions from the live chat that's basically been it's just coming through over and over again this quarterly release schedule mean that were that we're actually going to get something at the end of quarter one we're actually gonna get something at the end of quarter two what would he tell us about that I mean there's absolutely intention we wouldn't say it if we didn't truly believe it internally that is 100% our goal they are aiming for end of quarter releases so I mean you know Marcia's end of quarter one we're aiming and we're pushing and we're

  56. 00:44:49

    and we're challenging and we're adjusting or shifting or and we're structuring it to make that make sense even again you start with a plan and you end with a result and those things you make I've never worked on any project where things didn't shift or any when I was working in books it was the same thing it's like we're at 600 pages clearly we're not putting that out let's cut that down though you always have these internal conversations so yeah that is absolutely our internal intention across no matter who you talk to in the team yeah absolutely yeah so many in the lecture asked a question that I've actually wondered why is why is it called a stand-up meeting why can't people sit down that's interesting that's not interesting so you know I think there's there's a lot of there's a lot of science behind people and I think there's a lot of really great readings out there about how we function is human some are you know classical common wisdom some are

  57. 00:45:36

    new agey trendy software Deveny type of things but there's an interesting dynamic that occurs in not just people's brains but also in the impact of that conversation when people stay standing up if you stand up versus sitting down you tend to do things quicker your tie your legs start getting tired your brain functions a little bit differently and it's also reflects the intention of what that is supposed to be so if I stand up and I say it's a 15-minute stand it's pretty common thing to do with the beam of the day begin of the week begin the project beginning a feature whatever it is because we're getting in a room we are all going either over what our blockers are what's coming up next we're working on anything way to get in and get out right because people complain about meetings I got meetings when you sit down and you have your coffee and then you relax and then you know you're still it's still all work-related it gives just that the goal

  58. 00:46:24

    it depends on the goal of the meeting right there's these even science behind taking someone out of their natural environment which is maybe the same meeting room we meet in every single Monday for the last three years and going or do you go outside and do it now right it sounds super new agey and and kind of some of these new software comings but it's the same thing right you're the reason you have work lunches right it's the same thing your brain goes through a chain there's all kinds of unique things and fun things that happened to the human the human existence when you do these things and there's and and you know back to you know being able to work with people it's fun to kind of help engage different parts of their brain and engage the parts of the team to do things in a potentially different unique way I can attest to the environmental factor as you know I did live theater for 25 years and one of the earliest mistakes almost every actor makes is you memorize your lines sitting down and then you go to rehearsal and you have to stand up

  59. 00:47:13

    and it's all gone that's right it's it's it's because you're your physical orientation is now changed yeah your brain got you it's all those little subconscious cues you sit down again like let me sit down and do this and you've got all your lines and your stand-ups like they're gone yeah so you learn you learn that when you have to memorize your lines you do it standing in your bedroom totally comité because you're your environment matters in this kind of thing and live theater for the stream yeah I had to see it oh is this not this is like butBut I think that's when you and also there's some key you know I made this joke in the ATV that went out yesterday but nomenclature is so insanely important right like if you talk to some processes and practices out there that people been doing for hundreds of years or they're been building houses or rocket engines or whatever the case may be once you've established a pipeline and nomenclature

  60. 00:48:01

    and then you all are speaking that same language there there's no questions in it anymore so when I say the word stand-up right now everybody watching we all have we I think we know what that means or we know what we're gonna say if I say hey or in team it's time to stand up sometimes we will literally stand up for their desk and they do the round-robin and they sit back down but it's the same thing with our vehicle pipeline it's called ships the ship pipeline because we're making ships right back in our arena commander that was ago and and so now we have ground vehicles we change that nomenclature or when I say flight prep everyone knows what I mean and no especially should shape your training everyone out there in the world to know what that means and I didn't I wouldn't wanted to go more into that unless do you have David I'm like all right you want to hear me talk about nomenclature on this thing it's just show stuff but the the nomenclature of via flight prep once it was established years ago everyone that comes in is a new employee they get

  61. 00:48:47

    taught this way they get to say this thing when I say it an email hey that ships in flight prep every question is there no questions if I say it's kind of towards the end what does that mean does that mean here's you've ease it means the damage set up does it mean fee affects as there is I mean sounds done when does that happen like the reason you see these beautiful pipelines being created and the NATO rate unchanged is once we all are looking at the same map or we're going the same way yet we take so many questions out right once I know what my job is I know what part of the pipeline is important to me I know when it happens I know where it's gonna come it's the Chipotle question right but how we still allow for creativity and for improvements right that's the that's the challenge so they I think I understand up question but nomenclature so it's so incredibly important when you say that word and you start saying it over and over again that people like oh I get it I don't have to ask what that means you know when Jarrod says hey we're gonna do

  62. 00:49:36

    reverse reverse can you be on it there's a there's a general sense of what the show is no we know what this is we know people know to expect from it we know what to come in from it do we want to change it our TV now means we're flying over the years of reverse the verse what is that intention even though ship is the same idea yeah and you know like basically like no way like status meetings right like status meetings are really bad like everyone like no one's like oh I go to work I love how many means we have but generally don't that's not the thing and for me to bill it is meeting bill loves meetings that's that's great you know that's I don't hear the table we're sitting down we're comfortable right so we can park here when you can't be it we can just hang out here well if people don't like meetings then if you don't sit down it

  63. 00:50:24

    goes back to it's not comfortable so go there have just the part of the meeting you need which is what Eric had said which is like you know which is I'm working on this you I bet I need a programmer to hook this up and that's blocking me but after that I'll be ready going my next task only why do I need to sit down and then look at a PowerPoint on the on the look at the PowerPoint up on the screen like you don't it just is what I'm working on it I'm not block to this what I'm working on I am blocked and then let me get back to to developing to do it yeah another question that's been flooded from our live chat does the roadmap cover everything or only just the big things it's an interesting question I'm pretty sure you click the little caveats button and then get that answer but you want us to say it we could say it - there absolutely no I think like I mentioned before it is you know it is a the goal

  64. 00:51:14

    with the roadmap is to show as much of it as we possibly can that makes sense for what we're trying to release for each upcoming release no it does not show everything as we explained in the caveats and like I said I think even the ATV and then just a moment ago it depends on where the features are at it depends on where the assets at it depends on how much Rd is left but the tough thing you know and anyone that's kind of worked in a in a creative project where there is a prototyping already necessary whether it's a game or whether you're prototyping a new way to do something online or you're prototyping a new way to tell a story doesn't matter those are so many unknowns that other than saying can we do it in six weeks there's no other more management and production you can do in it because you don't know you don't know what you don't know at the moment you know and that's when we can really write like once we discovered the pipeline for ships so we can keep going back to that even though it's we've tweaked things

  65. 00:52:01

    over the years we know you know what that is we know when we bring a new ship artist in with our new we know you know we know there's so few unknowns so no it doesn't have everything it has it has a good chunk of stuff but doesn't potentially have it that we feel confident that we got that we can include correct directors yeah I think that's I think that's the big key is the stuff that we feel confident we can get out and it's and there are definitely definitely things on there that are ambitious and vicious beyond what most other people would be comfortable sending out that's why some of the other ones that came out weren't or let's say that way but you can also think of imagine that there's a feature that we weren't as confident with but really could be cool if it would work I get so it's almost like a very rd project where it's like you know it's a one out of ten chance this is going to work yeah but if it does oh my god it's great but but that kind of project if if you you know

  66. 00:52:50

    if you analyze it too much and you're trying to break it all down it can kind of die sometimes ideas are fragile yeah so I think on the roadmap it's a really great suite of features that we feel pretty confident get out feel you know I said very calm for we can get out there's definitely stretched stuff on them there's definitely a business stuff but you know you wouldn't want every brand new idea to be subject to that level of scrutiny because it wouldn't it wouldn't be best for the game in the long term there's a reason we call it game development not game construction it's the process of exploring ideas of figuring out of exploring what will work and what won't work there's a lot of roads we go down that I'd never go anywhere that's right like that so it's all part of the process okay another big question from the chat here what can you tell us about the possibility of an eventual squadron 42

  67. 00:53:38

    roadmap it's a great question it is it is still something we are considering and as soon as we have something already to share I think that you'll see that in the future okay diplomatic good job I got a laugh from behind the wall yeah all right so what else do we got here now the roadmap when people expand the room and a lot of people a week wanted us a lot they just go to the roadmap they just look at it you can actually click on many of the items and they expand into further detail right some of that further detail is the level of steps now something like the reclaimer says like 38 out of 57 total steps yeah what kinds of things constitute those steps sure and why do we show them as steps and not like a full list of all absolutely so here's just the way that

  68. 00:54:28

    it's structured and and so so I'll explain these terms a little bit but I want to get too far in the weeds in terms of like I'll use a little bit of jargon here but not too much but anybody who's worked in scrum will get this right away so if you see something on there like the service beacon right that's what's known as an epoch which essentially is a group of features or a group of user stories a group of things that come together is kind of a nice feature that kind of could come out together and be something that's well-rounded so whenever you take a look at that and you see one of the cards there or you see one of the features with that number on it you're looking at an epic is you're you actually are looking at an epic so within that we've got that number where it says certain number of tasks completed so we use tasks because it's something everybody knows if we were on there to put like you know you know 9 out of 12 user stories completed it'd be

  69. 00:55:17

    like well what's a user story and then we have to get a whole conversation about you know why we use user stories for features where we might not use them for something else but essentially everyone gets a task it's something you've got to do basically that tells if you see that number that you know I forgot what you said that's 34 out of 47 things to do you know things done 38 remaining said yeah numbers I made it better exactly but that's also not gonna be all the polishing and necessarily all the things that will come up in the bug fixing because we can't always pick the future but we do know on something that we've got a number a lot of work to do and we just kind of bundle them under tasks but they're you know those are epics and there's a user stories under there and there's tasks under there so that's exactly what's driving it but but you know that's kind of why it's it's left a little bit vague and you know you

  70. 00:56:05

    know some people would get it if we put user stories but it might be a little hard to explain to every everybody yeah I think on the reclaimer specifically again not go into weeds but there's some animation stuff left and there's a couple less pieces left it's a pretty big ship a lot of moving parts no moving parts so that again besides going to the polished phase that will you be getting to shortly yeah you just introduced the phrase I don't think that we've shared with the community report user story I'm salute like give me an example just a vague example of what a user story be exactly and and this I think is actually something real simple that that I think a lot of people kind of overlook or they think it's you know but this real power in it so user story is kind of a building block of scrum like everybody knows these things essentially it's a way of describing what you want to do

  71. 00:56:53

    right so an example of this would be you know as a user I want you know for the character customize as a user I want a character customizer so I can customize my character you know in persistent universe that would be a big user story and basically what that means is as a user so as a player I'm speaking as a player I want this feature so I get this benefit versus saying character customizer and having as a task now character customizer tasks makes a lot of sense to people who are on the design side but it doesn't necessarily make sense to everyone who has to touch it it kind of goes back to the part of why we love production because we get to interface with so many people so if we have a user story as a user I want a character customizer it's one customize my character it seems like it's you're

  72. 00:57:40

    overstating things like why are you doing that but imagine this so as we start working on that user story we start breaking it down into smaller stores so imagine if you said as a star marine player I want my character customizer and star marine so it matches my pee-yew my PU character I mean that makes a whole lot of sense right but if we were gonna write that as a task it would be like transfer PU character customizer to star marine right that could be like how the task was written that doesn't tell you the intent or what the player wants to get out of it in the end and when we come into the office and we're doing all this work it's not just to get tasks done nobody on the stream nobody playing the game you know says oh yeah they're working on even more tasks than last month no it's about the objectives we can deliver so by writing a user story

  73. 00:58:30

    you make sure that everyone working on it sees what the objective is and we're all working towards that goal of we're not adding the you know we're doing that whole users for about storming so that people's PU character matches their star marine character so whenever it's in QA or it's in art or in any of the disciplines that it's in we all know the goal and we're working towards the same goal so that's why you would write an easier story you also write it to annoy Chris because he always loved them much but he's coming around I think and just to confirm folks he was using the character customizer and started marine as an example yes this is not him sitting here confirming not confirmed that as an example we we have time for one more question before we actually I know ot you know overtime last question from the chat here

  74. 00:59:18

    how are the objectives for a release decided three point one how do we decide what goes into 3.1 3.2 3.3 3.4 is it mainly based on time is it we-we'd this feature before we need this feature yes yes I mean there's just there's a lot of aspects to that right so the project leadership group for the product for the project persistent universe as well as with Chris you know kind of go here's with 3.0 we learned so much awesome foundation for so many great things and so now what do we build on in that and where we at with each of those things right so if mining was in R&D phase but we've already figured how to do it now it's just about executing on it great here's the test it'll take now that we know more about it and when we can get it done does that work for project is that a good time to roll it out so yes based on complexity it's based on when

  75. 01:00:06

    that quarterly release ends in the world based on our lore we've established it would take to make it also based on yeah what you know what would be all good coming in together that's why you see some of those features plan to come in together you know object container streaming is everyone knows is a big feature that we're working on the technical side which will allow us for it to add more content allows better extreme in and out of as you move in through these large aspects and areas of assets so so yeah it's it's there's so many myriad of dependencies it's it's not just a grab bag of like you know I kind of want mining right around September that's when he gets colder out in certain areas of the world and so I feel like I'd want to sit down to a lot of mining is I feel good too you can you forget about that crow yeah let's do that you know maybe that's a factor but there's a tiny factor there's a real small one but yeah there's all sorts of aspects that could have the stories right before Santa Jared comes back out

  76. 01:00:57

    I wanted to be able to carry around as I don't know some kind of money thing yeah that's about it guys thank you so much for being the show anywhere some final thoughts you want to share with the community before we let you go yeah I mean what I would always say is I mean first of all thank you guys so much it's been it's just blast joining this this crazy endeavor and and meeting so many great people here inside the community you know in the wider community backers up and down it's just been really fun one thing I would definitely say though is you know that roadmap we're gonna work you know if you guys got feedback on that and if you guys have some cool ideas like like like what we're hearing them I mean obviously we built it it's we're iterating on that it's - and that as well but definitely like the feedback on that's really great and you know you see me in spectrum say I already got a backlog of things we're going to do with

  77. 01:01:45

    it as well so hopefully you'll see more of that because it's you know everything that we wanted again pie in the sky we teared it up we got our first version out and there's some stuff already on our backlog that we want to do to improve that experience and that engagement to make sure that's super clear and then yeah you know I think for me it's just thank you thank you the subscribers because we can't do these shows and be this community which is and after all this time still an incredibly unique and awesome experience you know no matter what what we're doing and how we're doing it it's always amazing to do it alongside you guys so and then obviously the community at large and backers so so we can continue to do this and work with some great people and all the people that make up cloud Imperium games and star citizen squadron 42 alright guys well thank you so much for taking the time out of your busy day to be here guys we're going to take a quick break when we when we when we come back we'll have the wrap-up and yeah we've seen the show before we'll see in a

  78. 01:02:34

    minute a minute thanks everybody welcome everybody to this week's community content MVP this time awarded to star citizen air-cool who created their very own pips and DPS calculator now I can't vouch for the veracity of the results because well I'm not math no we ever looked at Jared and said hey that guy's math but from what I can tell this looks like a fun stop for people interested in the mid max lifestyle you can check out more information about the Pips at DPS calculator up on the community hub now so you know do that back to you me thank you so much to Eric Davis and Dennis Crowe for being on the show that about wraps it up thank you again the guys that they're walking out they're going

  79. 01:03:22

    back to their desks thank you so much for finally agreeing to being on the show this week Dennis a couple housekeeping things before we let you go the ages Vulcan and it's library 2-pack that I shield so hard for at the top of this broadcast are available now in the pledged over store and will be there through April second there's also a QA thread up in the announcement section up on spectrum where we're collecting your questions to send to our developers for your answers you'll have a you have a couple more days to submit and vote on those before it closes so you can do that now if you haven't already this Monday also brings with it another new all new episode of calling all Deb's where we discuss such topics as buying ship weapons with aue see the status of ai-controlled ship turrets the star citizen mobile app stretch go reward underground caves and tunnels and the freelancer der yes you guys voted up a question specifically

  80. 01:04:10

    about the der I was surprised too and then on next week's reverse the verse it's the one that many of you have been waiting for clive johnson senior network dude at a foundry 42 UK will be with us here to take your answers on the take your questions live it's the show we originally wanted to do back in january but we decided to put on hold for an important reason we're going to do the show next friday because it's the follow-up to next Thursday's performance and optimization focused episode of around the verse we'll be exploring many of the ways we're working to improve star citizen's performance which has a lot more to do than just simply network related features are we gonna talk buying calling you bet object container streaming of course me getting out behind the game and pushing nothing is off the table as we attack performance

  81. 01:04:58

    issues from every angle so you're not gonna want to miss that the atv and our TV one-two punch begins next thursday march 8th it's the kind of show own star citizen would do and only star citizens would watch and those are my favorite the wait is almost over for reverse the first live on content manager for global video production jared huckaby we'll see you next week everybody thanks for watching for the latest and greatest in star citizen squadron 42 you can subscribe to our Channel or you can check out some of the other shows and you can also head to our website at www.uvu.edu/library

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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