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Around the Verse

Around the Verse: Episode 2.11

24 December 201500:44:461,139 linesWatch on YouTube ↗

Transcript — every row opens the video at that moment

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    this video made possible by the ICC Stellar surveyors and subscribers like you [Music] [Applause] than welome welcome back to around the verse

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    I'm Ben Lesnik this week on ATV Jared sits down with lighting artist em Spitzer to talk about light and Star Citizen and we visit with a QA team to learn what exactly quality assurance is and what they do but first it's Christmas Eve and I'm home alone I'm very sorry it was in the script um it is a short week here at Cloud Imperium games folks are headed back to spend the holidays with their families and we can't be more thankful for the work they put in this year uh you know it was a tough year but it was a good year also and we uh all had an incredible time putting together this game and we can't wait to get back to it but first a little break for everyone that we are uh excited to have and hey check out our incredible new Set uh if you saw the holiday live stream you probably saw its exciting debut this is what we're calling the fan cave it's the

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    uh least formal of the sets we're building here in the Los Angeles office and we're uh pretty proud of it the idea is that we're going to have it evolve and grow as the project continues sharing uh things that fans send us um as you guys have known from watching us for the last three or so years our backers are incredibly talented they do everything from create 3D printed shifts to metal signs to wooden coasters and they share with us all the time so we thought it would be cool to build you know this friendly set that would uh share that with the world so if you have something cool Star Citizen related you've created send it in and we'll include it in our backdrop but speaking of holiday live streams how about about that holiday Liv stream aside from some uh technical glitches it was a pretty cool time we heard from John R Davies and saw the latest in Squadron 42 and of

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    course the uh secret we were all biting our tongue not to give away the planetary demo um it's new procedural generated technology that's going to be used to create entire world sort of like the Genesis device from Star Trek 2 Guys in Germany have uh actually have this working now and they're going to be including in future builds of the game it's it's really inredible it's uh honestly more than I thought we would ever get to do when I started this project and it's it's just so excited it was just thrilling to see it and then after the holiday live stream we had a little party here we took the entire team to see Star Wars the Force awakens no spoilers but do check it out and uh then we had a holiday party that uh you know kind of capped off this exciting crazy year the big news on Star season is that Alpha 2.1 hit the PTU just under the wire we uh have made it available to

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    the first 16,000 backers who are help helping us iron out the bugs with this initial build 2.1 adds the uh freelancer as flyable the uh saber as hanger ready and it updates the Eva to a new system that should look and feel a whole lot better for people who are uh getting out of their ships and flying around in space we likely will not be able to go to 2.1 live before the end of the year as everyone is on holiday break right now but uh expect to see more iterations and updates as soon as we team gets back to work now let's check into our Studios from from around the world to see what they're working on it's news from around the verse hey everybody and welcome back to Los Angeles California for this week's update I'm Eric Karen Davis I'm Daren BR

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    and it's the last one of the year it's the last one of the Year sad but it's been a great year it has so let's wrap this up uh we got a bunch of updates for you uh you want to start sure okay uh with 2.0 being in the hands of you guys now we are working on 2.1 and with that includes uh KX is once again doing his balance pass uh looking at the feedback from you guys on what we need to tweak what we need to change uh refactoring items Health balance all that fun stuff so that's that's a large part of what KX does in a regular basis so we are still working on that he also works a lot uh globally with all the team right we have our balance team and they're they sneak in all their their wishless items alongside the the feedback you guys give us which is incredible on top of that um in the past we've mentioned Paul reyell one of our our lead Engineers has been

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    working on a new item system uh for the game and that has now been integrated into our code so it's going to be forthcoming little by little as we push out new versions of the game um don't really have we can't really say which version is going to be released in all I can say it's been releas it's been integrated into the base code so you're going to see start to see some changes as we make it's a lot more functional a lot more efficient system of what we're doing here and this is a big one for us this has been in development for quite a long time and it's it's very exciting I could tell Paul he did it right before he went on vacation he was excited to get in him Mark aent a bunch of the team he was working with so it's going to be exciting to just see those changes it's going to really make a lot more like you're were saying things efficient yep um a couple of things on the art side we've got Matt intrieri one of our senior Tech artists he's setting up the damage States for the Vanguard pretty ship pretty ship it's a very pretty ship and um it's one of the final stages um

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    there's a couple things we do towards the end of a ship but one of them is damage States getting it ready to be you know explode hopefully it'll never explode right that's the goal when you buy a but in case it does we want to look pretty cool um and then we're also always working on several ships in this studio another one is a reliant Ellen's working at Reliant we want to get that to in the hands of you guys as soon as we can that one's looking really cool to yeah you guys saw a preview of it in the live stream that we did so hopefully you'll start seeing more of that ship and I know 's really excited about that one he's been excited about the Rion for quite a long time it is his baby yes it is so all right well that's it that's the final update for the Year for 2015 happy holidays everybody again I'm Eric and I'm Darian see you next time hey guys Jake Ross here associate producer the prcess universe and I'm here with you this week to talk a little bit about post 2.0 release things that we're doing um such as clothing

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    manufacturers uh some analytics work we're doing and uh some testing on the party system so uh clothing manufacturers uh with Caba Outlet um clothing shop on the horizon um we are doing some work on kind of establishing these clothing manufacturers you know we have these manufacturers for Shi we have them for components for weapons uh but we don't have any for for clothing really so we're doing some logo work uh the excellent Clint Schultz is uh helping us out doing some some logo work for us uh to come up with some um um brands for these manufacturers Forest Stefan and Mark Skelton are working on uh some style guides for the manufacturers they all got to have their own unique look um so we're going to have all sorts of uh different different clothing lines here in here pretty soon

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    um you know we had some Concepts done uh for the various um clothing influences like terara fashion casual uh and now we're breaking it down even more uh actually creating manufacturers within those within those lines so U so that's pretty cool to see some some brand new um manufacturers uh come come to fruition um we're doing some support on the analytics front uh now that you guys are all out in uh 2.0 um we want to capture some more data and figure out what you guys are doing and uh you know we have some issues that are being reported and uh we just want to be you know as as educated as we can like is it on our side is it on your side we're trying to we're trying to help um solve those issues more efficiently so we're improving our analytics front a little bit U so that's going up going on in the uh the

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    operation side uh we're also doing some heavy testing on the party system on contacts uh friend system um we want you guys to be able to to join your uh join your friends out there in the verse more easily so uh the party system design as it currently stands uh needs a little work so we're having QA uh tiet through its paces and uh provide some feedback and and gather you guys suggestions out there and uh and then pass that off to the designers to help iterate that on that a little bit so uh there will be some some design work on that some backend work on that and then it'll go back to UI um for some front improvements hopefully here pretty soon so um so yeah that's party system um I think that's it for this week so yeah we'll see you guys later bye hi everyone welcome to the UK uh

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    this week I've got Luke Presley with me the lead designer of Star Citizen live hi Luke hi D and hi everyone um who I want to thank for playing with PTU and uh helping us get out of a release at 2.0 we kind have done it without you to be honest um I would also like to make a very personal thank you to the streamers out there who had me up till 2 a.m. most mornings noting down bugs and um then rushing into work next morning to fix them lots of bugs lots of bugs um I I mean I I don't want to make personal call outs but if you ever saw Luke C lurking on your streams and possibly jumping into chat to apologize um then you know that was me and you you know who you are uh obviously we don't

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    usually like as game designers get this kind of chance to to sit down and watch like from day to day like watch someone have a problem yeah next day fix it next day watch them like get past that that normally no no you don't I mean most the traditional way of doing this is to maybe you'd get a few like few players were in a focus test a oneway mirror um but and then and then the game goes out and that's when get your feedback and you you only know if you've done it right or wrong at that moment this is something else this is something else this is fantastic so yeah I just want to end by again thanking everyone um and saying you know there's another PTU you any minute um so I'll guess I'll see you

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    on the stream soon yeah thanks everyone I'll see you in the verse hey everyone Brian Chambers from Frankfurt uh this week on COD in AI really a lot of energy went to getting 2.0 where it is and getting it stable and I think they've done a hell of a hell of a job getting it there um design pretty much carryover from last week so nothing really new there and on cinematics again they're continuing to push on cinematics um getting new characters in there new scenes pulled together and so on so this week I about two guys in with me I got Robert Stevens senior environment artist and Chris beak Chris you've seen before senior QA and I thought they could come in and kind of talk what they've been working on and pushing on Robert uh well I've been working on space stations working on a

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    new uh high-tech Mining facility still a little bit kind of uh secretive at the minute so I can't go into too many details what do you what you been doing on it uh we're literally looking to get the kind of um the look and feel for the high-tech facilities nailed down so far what we've got is kind of more low Tech sci-fi stuff and we're trying diversify that building some Hightech stuff in there as well and uh yeah just that's cool and you you and the other environment guys here you work primarily with the UK team really tight that's right yeah yeah I mean um the majority of environment teams over in the UK so there's there's a bit of backwards and forwards um but it's going really smoothly it's looking really good awesome should be out soon cool how about you Chris uh well I'm primarily uh

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    CR in QA so that's my experience over the past 3 and a half years or so and what I I know the the engine team is was happy to get you in here yeah and uh it's been a lot of work so it's been kind of interesting too but uh at the moment I'm currently working on uh automated testing which is generally getting everything running from scratch with just a very small amount of work to test everything from say hit reactions of AI uh to particles from gunshots ricochet physics now how does automated testing then benefit the engineers or benefit the team then once it's up and running well yeah they tend to get like instantaneous feedback from any changes they check in

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    on uh per force and any any sort of updates they make to the code in general yeah so yeah they get every time they make a change they submit it they run through the automated testing and if anything breaks we know within a few change lists of what actually caused it which that way that way it'll it'll immediate flag at least based off the variables you set exactly you uh ordinarily what would happen is the changes would go into a build the build then goes to QA QA tests it and we either find the bug or we maybe don't find it straight away which can be kind of a problem too so by automating things and having these they can only be simple tests of running through a level automatically shooting AI or jumping in a ship automatically flying and Landing that kind of thing but these things all

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    being automated makes it so much easier to find these things which results in a more polished product up by the end anyway so cool it's cool awesome all right short and sweet like we always say um thanks again to all the backers and uh we'll see you next week as always a big thank you to all of our

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    Studios you guys are doing incredible work and uh you week off is well deserved next up Jared sits down with lighting artist emay Switzer to talk light and darkness light and dark I don't even know what I'm doing here light dark light thanks guys on this week's ATV interview I'm sitting down with lighting artist lightning artist emra Switzer emra how you doing doing good now uh emra you came from the community MH now that's a novelty I've never heard of that happening before uh tell us about uh take us back to the beginning tell us about your how you became a fan Star

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    Citizen yeah I uh found out about the project from kav which is the Cryin modding community site I've been involved with that Community for past 5 years or so uh and then there was a News Post one day about Star Citizen and Chris Robert's new project and so so I checked it out saw the first Kickstarter uh launch trailer and I loved it you know Space games really cool and the vision and the ambition of the project just was incredible so I've been following it ever since then gotta and when did you back uh I backed sometime in 2014 I don't remember the exact time I think it was in the beginning half of it okay yeah I I didn't back I didn't back right away either actually I uh I don't remember exactly when it was in it was in 2013 sometime but I was like I I needed to be shown more I'm I'm a I'm a cautiously optimistic and and naturally

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    uh uh can't think of the word I'm looking for can't the word I'm looking for I'm just blanking uh what is the word I'm looking for you're optimistic or pessimistic skeptical sorry guys but I'm a skeptical guy so I need I need to see some stuff to get uh you know before I'd believe and eventually I definitely well obviously we both came around yeah so yeah I mean it was it was definitely worth it I saw the ships in the hanger I tore apart the level started looking how stuff was done I mean that's what mods do right so we went in and and looked at how stuff was being done it was really cool now you didn't go to school to become a lighting artist no and had you ever had another job anywhere being a lighting artist uh not not being a lighting artist I did some freelance work for a couple years before then in

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    high school but no not an actual job right it's my first job actually it's your first job yeah well congratulations uh how did you get that job what was that process like uh so yeah I was tearing apart the hangers and I thought one day hey let me try relighting this let me try you know getting this to look put my spin on it and so I did that and I posted on Reddit and a lot of people liked it and they upvoted it some guys gave me gold uh and then somebody here saw it and I got an email saying hey let's come down swing down here and do a do an interview so so what was it why why lighting why did why was that the aspect that you said hey I could I can make that better um I'm not not sure I'm just really familiar with lighting inside cry engine um just making stuff making cool scenes inside cry engine that's what I did for a while I just went in made forests and rivers and all

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    that sort of stuff and cry and posted it got a lot of feedback from people on those forums um and yeah I thought I'd do it I don't know exactly why but I I did it and it worked out so all right and some of your work your work is already in the game uh Area 18 yeah tell us about lighting Area 18 oh it was it was a massive challenge there's so many different areas of it you have your you know the large Courtyard area in the front you have these a inspiring Vistas you got all these shops and blending those together properly is a pretty massive challenge because they all have their their own Styles right so each shop has their own visual language to it right and so making sure that the lighting amplifies that and and builds off all the previous work done before on it um it's a pretty massive challenge so all right so you start with Area 18 and then you moved into the selfland hanger

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    uh which we were all pretty pleased with we used to show the images of your work on the Southland in sneak peek for a couple weeks and then uh it eventually went to release in 13 but some other issues impacted it and maybe it didn't quite look the way uh we had all hoped what can you tell us about that uh yeah so there's a pretty big difference between what we're seeing in profile and what we're seeing in release uh we're not exactly entirely sure what's causing that right now um we've identified a few things which may be causing it uh causing the issue specifically with the path for the atena being loow vih which is the the visual scripting language we use uh so working on that right now hopefully it'll be in 2.0 but we're not entirely sure okay something that that we're actually working on right now gotcha and after the selfand you went to the rebel and York hanger which would of course some of that is in

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    13 but that that work isn't even finished yet right yeah no so not only is that work not finished but it's also presumably affected by the same exactly I'm a day issue and I saw when I walked past your desk you're working on a crusader mhm so a little bit about lighting for Crusader oh that's it's massive right the entire level is I don't even know how many kilometers it's massive it's mind-blowing um yeah so we we divide the level up into all these different prefabs which are free each station has their own prefab so we go in and we light a specific level first and then we package it into a prefab and then we ship it off to the actual level and so it's a massive challenge because you have to juggle all the these balls right you have the you have to worry about the time of day configuration for each prefab level and you have to also worry about the HDR configuration cuz you you'll want to change the HDR which

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    is the the auto exposure and the brightness of the scene um and that's going to be different on each of the stations so your Alpha station is going to be brighter than your Bravo and Charlie station um which are the the other stations within the the level so U balancing that and finding the right balance between alpha bravo charlie is is a massive challenge so I would imagine uh with my limited experience with cry Engine videos before I started here nobody would say I had any grasp of lighting at all it was it was easily the worst part of anything I did I was I was I was not very good with the lighting so I understand the challenge that's involved in there um before we let you go we're going to do another segment uh we kind of kind of take a more in-depth look in the lighting so I won't we won't harp on that too much here uh but tell

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    us something interesting about Emer Switzer that that maybe our fans this is the first time they're going to see get to see you me uh you know will lever's a stormchaser and and Vanessa builds these tiny little swords and whatever what do you do what's your thing what's your thing am I mod games right I mean that's why I'm here and um super blessed to be here uh yeah it's really is there a mod that you're particularly proud of is there a mod that that folks can still get for a game that that you're that you're like yeah that's a good an example of my work not really to be completely honest um yeah I worked on on a bunch of projects I just help people out and uh if you guys are interested in learning more about cry and check out the cry Community form um there's a lot of great stuff and a lot of great people on there

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    that that really push and demonstrate what the the crry is really capable of so all right pretty involved with the community all right em thanks for taking the time to chat with us all right back to you guys thanks emra tune in next week for more emay and more Nicks you Nicks want to miss it nope that was terrible but we're still using it because we don't have another one next up next next up we sat down with the Austin QA team to talk about what they do for Star Citizen and check it out hey I'm Justin bford I'm the QA manager here Star Citizen uh for the US team and uh I pretty much uh do like more of a project management role I CH

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    Chase up a lot of issues um but I uh uh I built the team here and uh so far we we got a great group of guys um what I like to do uh when I uh look for team members is I uh I I want them to have like a passion to be in the industry and to have a knowledge of a a particular aspect or discipline and um that helps because uh QA pretty much encompasses all all all of our disciplines and um everything comes together at a single point and QA is right there in the mix uh with the front row seat on all the action it's pretty exciting but I like for people to specialize in one discipliner or the other so they can really delve deep into the subject um

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    which uh also helps because um multiple people have transitioned from QA into into development and so that's uh that's definitely an opportunity there and I think specializing in a particular aspects uh helps with that so um yeah that that's what I do I pretty much uh gauge priorities and um kind of direct operations here and uh concerning QA um but uh yeah that's me and uh so uh let's go around the circle here uh who we got here hello I'm Tyler Witkin um also on the QA team in the Austin Texas studio um most of what I do revolves around the first person shooter module or the uh the FPS aspects that are going to be coming in

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    2.0 um yeah I mean that's I'll keep it simple about you my name is Jeffrey Peas the community knows me as bearded cig I have no idea why but most of the stuff that I tend to take care of revolves around providing a support role to the QA team I'm here to sort of provide a mentoring presence to the other Specialists on the team because prior to my being here I was one of the only ones that had experience being a Qi specialist so I helped set that system up and I also helped look and understand the back end of the game so if something breaks in regards to like matchmaking or the general instance manager or if the game servers aren't working I try and look into that stuff and help get people the information they need to add to their bugs so that the engineers have a better idea what to

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    fix hey I'm Robert I probably the newest guy here of everybody here I've been here a few Mons now though and uh I guess the specialy I've gone into now it just be I'm I'm on the new baby puu kicking it 2.0 yeah 2.0 that's my thing that's mostly I mean I'm really happy I got to do that too cuz that's like what I'm most excited about like it's really fun doing that it it is it is the beginning of the game yeah it's awesome so like I'm really happy that I got to like just kind of worm my way into that yeah yeah Robert got his feet wet with the uh Gamescom demo yeah you were kind of really integral and helping LA with their play test and you would be dialing in and just kind of listening in and making sure everything they mentioned was bugged and then you'd send out a a full report yeah dude I kind of showed up and it was like like I'm still trying

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    to learn all these different things and how to get the builds and they were like here listen to these guys and like put in all these bugs as they're saying them and they're just like shouting them at me like lightning speed I'm like I can't keep track of any of them it was a Monumental effort yeah it amazing so from there you were definitely uh able to continue that and now you're pretty much sending the updates for the Crusader 2.0 yeah uh we're also work really closely with the UK QA team and uh so uh you have a counterpart Steven Brennan and he'll be sending out his 2.0 updates and you'll just add add to that and keep it going kind of a fall the sun type of situation it's a good situation I like that it works out that way uh normally we will get in the the the beginning of the day and we'll read uh any updates that the

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    that the UK QA have they have been uh uh by the time we uh get to in for the day they'll have finished about 2third of their day uh they they get in about 3:00 a.m. our time so about that time they have been kind of hammering on the build for a while and so we'll get a lot of information from them what what we can test what we can't test and then we'll just continue the uh the effort but um yeah so there there's a lot of testing going on uh uh Robert you also been working in the uh with the editor a lot so you do a lot of editor I wish I was doing more that's that's like my my interest you know I really want to get in there I've been trying to get in and make buggy Maps because I just want to do yeah I want to make buggy flips and ramps I'm going to try to sneak it in if

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    nobody noticed I'm going to check in a level that has a tiny little buggy ramp in the back somewh the old version of the hangers had a buggy obstacle course in there know yeah I don't know why we got rid of that that was awesome a flaming hoop that you could jump we bunch of crates and barrels like maybe people wouldn't run each other down so much if they had a constructive thing to do with the buggies you know true well luckily uh in this next build the buggies are should be confined to the construction right no more more you could still be violent but you keep it to your vient friends oh yeah they'll find a way to get guante they will get that buggy out of that area like like a little put like a little go-kart track in for the buggies demolition der go seriously yeah yeah so uh most of us specialize in different uh uh parts of the game uh for example you know Tyler

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    he'll do a lot of the FPS testing uh P he'll do the um he's actually done a lot of specific things like when we came out with with the uh Lobby system he was really like on top of testing that but uh Jeffrey P has basically helped build the specialist Department as a whole so uh what another thing Jeffrey's done which has been amazing is that he's uh been very helpful in recording all of our documentation yeah there's a lot of our entire QA Wiki yeah Marissa pretty much write the entire Wiki like and some of the and like some of the customer support Wiki too so we have a super solid concept of what a specialist is and what their goals are and what their responsibilities will will be so it's uh it's definitely concrete and and uh you

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    know what to do so if uh if when we get new hires they they can go on there and we have so much documentation we have we have a new hire walk through and it just gets people hitting the ground running right and so it's also really awesome to have a boss that gives you credit for the stuff you do working here is awesome yeah and uh and Robert's been specializing in 2.0 Crusader of course and also testing the editor CU that's that's one thing we do here we we test all the tools and the pipelines that the developers use um so that's why we need to specialize like for instance if you're into level design or art then you're testing all the tools that the artist and the designers are using so and that can definitely get great get you where you need to be if if you have aspirations to go into develop previous jobs they always just like like stay out

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    of the editor get out of that it's not your job you don't need to do that that's our job you don't know what you're talking about yeah but it's super helpful because we help like the development just keep moving forward if they Happ been be blocked with sort of editor bug right uh because we're changing the the the engine so drastically that uh you can have some issues down in the editor yeah there's constant new stuff going on in the editor yeah new tools they put in constantly the cool thing about I guess being in QA the thing I like about it the most is that uh every day is different we never know what to expect when we come in um some days we we have a little bit of normality where we can come in and get a new build and work on a checklist and um you know just just knock that out different different elements of the game um test new functionality coming online but then there's other days uh when we have developers who are coming in they're

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    like hey I've got something coming online it's coming in hot I really need this checked out in like XYZ all these different ways and all these different scenarios and and those are fun they they I think it's probably some of my favorite work to do is just because it gives us opportunities to to really get our hands dirty an example of that was um uh when they were getting ready for the motion capture shoot in Imaginarium um and that's another cool thing about about working here that I like is that and especially like you said one of the things you look for when hiring um is that you look for for um things that people can do that maybe normal QA wouldn't do and you utilize people's strengths so I really appreciate that by the way um and so so a lot of us you know we were familiar with 3D modeling and with 3ds Max and so we had the opportunity to go through all the ships and get all these different ship measurements and help out the animation team and preparing for the motion

  40. 00:32:22

    capture shoot and so we get a lot of Oddball requests like that so um but yeah other than that I mean it's just going through builds checking new features making sure that everything is uh you know up to standard that we want it to be yeah I get her early and like what I try to do when I first get here is like see a general idea of how stable the builds are so that when people get here I can be like hey use this build don't use this build this one just it pretend it doesn't exist um because it it's just more efficient for the team in general to know which builds they should be spending their time downloading because it takes like depending on how fast our network is going it takes any or from like 10 to 30 minutes to download one of our builds cuz our game is massive and only going to get bigger I guess depending on how compression technology advances but usually need a couple different streams too so you got to get start like

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    sometimes we have to get two or three different builds which is timec consuming so it helps to it helps to have an idea of what works and then once I have an idea of what works I try to keep on top of regression as much as possible because like regression testing is one of my bigest like I'm such an advocate for regression testing because it makes you it forces you to spread out what you're testing in the game because in the event that you've finished regressing all of your stuff it's really easy to be like all right well what's a part of the game I haven't tested in a while that I can do regression on really easily H I'll search for all the tutorial bugs that are resolved then you just start regressing tutorial bugs but in the process of regressing all the tutorial bugs you find a bunch of other stuff that's broken and then as you do that you write tutorial bugs which then in the future forces you to go back and regress more tutorial stuff so it just kind of branches out and forces you to

  42. 00:33:56

    test more of the game without even realizing it mhm um and it just it ends up being a really organic way of learning about how the game works and stuff like that um it's also really important for me to regress the stability things that make the game break all the time yeah you're the one who focuses on like all of that like I it's it's my goal to try and get the game as stable as I possibly can I let's crashes please just in case anybody doesn't know why don't you say what regression is regression is where QA will go through all of the bugs that a developer has marked as resolved and go and retest them because either sometimes the bug will not be fixed or it will be fixed but something else that is around that system will have broken in the process of it being fixed which is

  43. 00:34:43

    usually the case constant yeah yeah like usually like if someone marks something is fixed it's usually fixed sometimes it's not most of the time it is but also most of the time something else broke in the process usually it's like a big bug you can expect once it gets fixed a couple little bugs that pop up around you got five bugs yeah you got five bugs you fix one of them so now you have nine bugs I feel like like if I ever regress something and I don't find something else that's broken I feel like I missed something I'd be like all right this is fixed there's nothing else that went wrong what am I missing yeah it's really common that they'll fix a bug because they think they know what's wrong with it but it's actually something entirely different causing it and so it's it's just still present so we reopen those issues and yeah yeah it's like uh the analogy I like to use it's like peeling the layers of an onion yeah and you just keep peeling it and one of those layers you pull off and a bunch of spiders

  44. 00:35:31

    could come out that's that's how it was yesterday when we were trying we were trying to get some screenshots for marketing and we were like all right so we're in this one issue where you know we cannot get into this building because of whatever so we we were figuring out all these different troubleshooting steps just to get past that door that wouldn't open and then we finally get inside we're like all right we're inside all right let's pull out our weapon so we can get the screen shine like wait a minute I don't have any weapons on my character like yeah so sometimes it's like a layer of an onion it's like the perfect analogy OG have layers onions have layers cakes have layers but uh ogres have layers it's a Shrek reference sometimes we could have like an insane blocker and production's like okay if we fix this blocker then then we're good like remember we're like no because it blocks this entire part of the game and there could be like all the bugs are connected there's no telling what we'll find once we get access to that area yeah yeah yeah like the the build that

  45. 00:36:20

    we're currently on we spent like two weeks getting rid of most of the client crashes and we're like all right we can log into build now and the servers crash all the time all the time yeah that's one thing we're doing with 2.0 we we're super on top of getting uh production the list of must fix issues that we feel should be fixed before we go to the test environment and so uh we're definitely on top of that and have a pretty solid list right now yeah uh so the so development pretty much knows what to work on to to get us out there but we're trying as hard as heck to get out to the p as soon as possible um let's talk about a little bit about like when things start getting crazy like when we start ramping up to a different release Dem hours of overtime like let's talk about that a little bit I guess I can start off with uh saying that um so we'll we'll we'll start having daily um

  46. 00:37:11

    syns for whatever real release we're doing with the production and the uh stakeholders and so we'll be doing that every day we'll be giving them updates on must fix issues there'll be a lot of frantic progression testing any because like everybody starts to really focus and get these things uh knocked out quickly and then we have to jump in and start regress testing like like like Mad Men and constant new builds too every other hour I'm Downing another build yeah constantly kicking them off to get in that next fix that next change and guaranteed at least one of them is going to be completely like miraculously broken when it comes out the whole level's just gone for some reason you have to wait whole another hour yeah when everybody starts to uh make changes to the same build and start doing a lot of fixes then a lot of a lot more stuff can break and so we have to be on top of that too seem to test their own stuff

  47. 00:37:58

    less when they're trying to like they like 10 things on their list to put in throw them in they don't even look like let QA look at it and it's like no now we can't test anything cuz this broke have plenty on their plate for for releases and for uh for when we're demoing something at the conventions it's a lot of QA standing over a developer's shoulder or a developer standing over the QA guy's shoulder he's like all right it's in there check it out I just check something in can we kick off a new build and get that build as quickly as possible check it it's like oh we need to change a few more things and so just it's just a constant like real time cycle it just gets really fast fastpaced and uh and we started working later hours it's exciting though it's exciting fun that's when all the puzzle pieces are coming together for either you know a big demo or for a big release and well it's like we spend a lot of time like in QA where like everyone's working on their stuff for a long period and we not have anything we looking the same map as yesterday with a

  48. 00:38:46

    couple different changes and then like the flood hits where they all hit check in and then just like everything happens at once so we have like two days to fix it yeah yeah one thing it's like it it like like you say it's a lot of fun we we uh we try to have fun you know like every time it is uh we do have to do overtime it's always optional but everybody's just so gung-ho like we're all fans of the game so we really want I'm kind of a fanboy I've been a backer for so long my Aurora has LTI yeah yeah we we have developed a pretty healthy ownership of the game and we definitely want want the best for it you know that was like my whole like interview cover letter was just like I love this game please let me work on it like who who you want me to kill who do you the best part about your the best part about your interview yeah you in

  49. 00:39:33

    your cover letterer it said who do you or uh what was it who do you want me to kill or who do I have to kill to do this and then you your followup you know the professional thing to do is you know you wait a week or two and then you follow up with the person who interviewed you and your followup was have you have you thought of a person yet I'm serious though no I'm serious I was sold yeah a lot of running around with your hair on fire a lot of like following up on with people with other people that have their hair on fire QA is running around the building screaming obscenities into Tyler's recording phone yeah we're always like going crazy with all these issues and then like somebody walks in like hey can we get some screenshots for marketing we're like no get out get out we're busy but we end up doing that anyway and and it all works out yeah there there's a

  50. 00:40:20

    lot of frantic prioritizing like you do this no you do this and you do that so make sure everything's like firing on the on all four cylinders but at the same time I feel really confident that when when that does happen we are actually firing on all four cylinders and we're getting a lot done and it's like help helping out the game a lot uh but one good thing about the craziness that happens before release is that it just like it it may be stressful but it completely slingshots development forward like after the Smoke Clears and all the dust settles we're like holy crap what what what do we have here a completely different game yeah it's so satisfying happens like every time and it's super satisfi fulfilling really great but cool yeah I'm so glad we could do this we uh We R we were trying to fit this in and we kept postponing it

  51. 00:41:07

    because we're just testing like crazy on 2.0 Crusader but um I think we probably maybe need to go back to work maybe yeah oh you guys all stay here I'm really glad we could do this yeah I a lot of fun yeah um yeah but thanks a lot guys yeah thank you quick sing a song don't don't no yeah well I hope that Aid all your cues about

  52. 00:42:11

    what QA really does we've made some changes to the RSI store this past week and we'd like to share them with you the first iteration of the automatic unmela this is a special area of the website that allows you to purchase limited packages that you had had in the past but then melt me to say upgrade to a different ship so if you're you know dreaming out some ship you've had in the past check it out it may be available in the umelt store and are you still searching for the perfect chip for the Star Citizen your life we've got a limited 4-day digital sale going on right now with a number of ships that don't usually appear check them out there's a com link on the front page right now and now your MVP this week's War goes to L Dragon for his incredible stares in pixel art check

  53. 00:42:59

    them out they are very cool tiny ships here they are and now your star is an art sneak peek warm me when that's going to come up man jeez all right guys this is uh the next Landing Zone we'll be talking more about that sneak peek not tomorrow because there's no RTV this week uh we will be back live on January 8th and until then you're just going to have to figure out what that was yourself from everyone here at Cloud Imperium games we'd like to say merry Christmas happy holidays and it's been a pleasure creating this game for you we can't wait to do more special

  54. 00:43:48

    thank you to subscribers for making this show possible and we will see you next time on around the verse d

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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