10 for the Developers: Episode 03
Transcript — every row opens the video at that moment
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[Music] hey everybody and welcome back to another 10 for the developers um I'm Eric Kiren Davis the senior producer in LA with Forest Stefan the CG supervisor CG supervisor well you said your middle name so that kind of threw me off a you don't need to do that but you can if you want okay all right we uh before we get started we want to thank you guys our our subscribers for making this possible we couldn't have this amazing extra content without your help um all the videos you see the videos we're doing here this is all from you guys so thank you very much from bottom of our hearts and uh let's dig in okay yeah excellent why don't you get started all right uh so question number one is from Superfly 2 I love that name we kind of know what
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the vanuel look like but what about the others what goes into concepting an alien race that's a great question and a super fun question it is it is you know I mean alien races right I mean what's for us what's different like we've got Jeremiah Lee here right one of our concept artists who is doing a lot of characters a lot of human characters what's the difference what goes into making alen race when it comes to concepting well what's in you know you have your humans and then you already know what your skin Tone's going to be like you have a certain range in your height you know what your Anatomy is going to be and how the character moves um there's a lot of things that go into an alien race however you know how humanoid is it how many does it have four legs does it have two legs um how are the legs shaped how does it move um and so I think a lot of the times you get your inspiration from real life creatures and real life animals and then you start kind of merging them together to create like new species um and then
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you also have to kind of think about what kind of environments do they live in what kind of Worlds do they live in that way you kind of start understanding how their skin tone works because their skin tone will probably evolve differently based on their environments right so um in more icy environment you know you're probably going to have more hair and stuff like that in a hotter environment you're probably going to have you know less hair right so um and then the colors of uh the skin tone and then how do you want the skin tone to react when light hits it do you want it to be more like deep underwater jelly fish where it kind of can absorb light and then be semi-transparent where you can kind of see the inner workings of what's happening or is it going to be rough and tough you know and kind of feel more like you can't penetrate the skin you know and so um a lot of those questions are kind of asked when you start introducing alien races so it's a super fun thing to create it is and I
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would say on the on the production side it doesn't really change much I mean you and I have been developing or working hard on this really establishing design sit down and put their designs together before we even start concepting right these guys um there's a lot of great things that they can come up with as conceptor they're brilliant very creative um but the designers tend to know and the writers know where this how this fits into the universe so like in the 10 for the writers I'm sure they talked about this and the designers U but that you get all of that content that forest was just talking about before you even really get into making the image there will I think be some back and forth right like oh that doesn't really make sense or I want to dig into that that more I have some ideas and that's totally cool that's where the the back and forth goes and you're always going to find a limitation in the tech right you're going to totally potentially have to write new shaders to react you know to determine how the skin reacts the lighting and stuff like that um so you know it does
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kind of impact the schedule a little bit depending and it's all about a balance right you want to kind of push it as far as the writers and the kind of desires want it to go but still keep it in the boundaries of how much time you actually have and what your resources are right um so and even animation I I feel like you know if it's just pure concepting you just come up with an idea people do this all the time right for personal work but in this environment then once you get that concept you would take it to the animation director and say one of my limitations here in the system as well as what you need and that may even go back and make a tweet Bas that a brand new rig how we going to motion capture this that's the other thing that gets really interesting like we did with the Vel right is the motion capture like how do you have humanoids uh move and you know talk like these right and so you got to kind of be creative and you got to kind of old this these like sets like these suits and stuff that they
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could potentially wear to see like they're taller or like how do they move and it's it's a tricky thing it's one of the funnest things right is it really allows you to be creative about the process so and there it's just so much that goes into making a concept from race it's not just make this guy it's like here all the implementations all right next question and hopefully we'll have languages or something hopefully have languages maybe maybe all right number two question number two from Daz good name I like da with the recent remodel of the constellation taking 8 to nine months can you discuss any process improvements that were made during that time and how long would a similar ship take will any further iterations be made such as a bottom turret bar in the middle of the view screen hint hint we get it how uh also how long would you imagine the process to build out the
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constellation variance take that's a good question I think we learned a lot in the constellation so this is I think V3 of the constellation right but we've talked about this in many other ship pipeline discussions every time you do this you learn more about it you get better at it you build more to Kit bash and and to build those faster so I think this last one was was great Josh Coons and uh Chris Smith were leading the way on the constellation it looks gorgeous um we did a lot of work for it out here Daniel kinsky did all all that you know weeks and weeks of UVS that that we needed yeah he did a great job and it made a really cool looking ship so I think we learned even more on this one round that is going into the pipeline docu document that's massive and I think may even been shared out at this point it's just it's a huge process um and then will iterations be made this this we're making a game this is creative world of course iterations will we made
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right like we're going to limit those iterations so that we can keep making other content but yeah I mean you always want to go back and improve things and make things better right right because I mean when we started and you know I was around when they were making the original constellation you know it's the first time that you build something I mean that's almost your prototype right it's the first time you figure out how everything works and then you kind of go through and then you start improving it and figuring out well this doesn't work but this works well and you start figuring out what your actual Quality Bar is and then you start getting all these assets and start figuring out in the game engine what your actual limitations are or how far you can actually push it and then that's how you can really start defining your actual Pipeline and defining okay this is the quality that we can actually do this is the amount of time frame that we actually need to do this in and how could we improve the process to make sure that it fits a production schedule
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and so the remodel the constellation to me is almost like the first first time that it was actually done once we figured out how we wanted to build ships yeah and Tech I think the other part of is Tech changes the first so you prototype that first one Tech was a certain way and may things may not have changed too much because the foundation's there but you improve you the same thing happens on the tech side as it does on the art side so when the tech changes then the art need change how that works and it's a constant back and forth so yeah and you know to answer the question uh you know bought a tur bar in the middle of screen I mean we learned a lot of things uh flying those ships we learned you know it's it's really easy to make a looking cockpit but then all of a sudden you know you don't have that field of view that you want you know you people one thing that we realized um kind of right after those those first uh set of ships is people want to be able to see space in their cockpit and the bigger the cockpit glass
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area the better and that's one thing that was unanimous about fans so U we were able to like start removing things from the middle of the screen and start giving yourself a better view yeah I to speak F forwardly from the constellation when we were doing the uh concept for the Crucible mhm they we talked about it cuzz it had that bar across the middle and we're like hey we've already done this you know let's find a better way to sits down and you're like that bar is Right y I think Tony Zer called that out we were all like you're right and it's just those constant reminders of improving so um and then how long uh you know process to build out constellation variants so one thing about our variances uh and building the ships is we realized we wanted to keep things very modular and reuse things and so instead of building one giant mesh we build lots of little meshes that we p together and then we have these kits that we could pull from so if you have a
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weapon rack it's not just a custom weapon Rack in a ship it's a separate asset that was made and then it's placed into the ship so our ships were starting to build much more like modular levels which we found was a huge Advantage so uh when we will do you know constellation variants um we ask ourselves okay how much of this ship is actually custom and what part of the ship is actually custom and what parts are already available so because it's made by the same manufacturer we'll be able to use kits that we've already made for these variants so it won't be 8 to 9 months to build a variant right because we're going to have the majority of it already built and then now that it's modular we would to be all right here's the head of the ship or here's the cockpit of the ship let's swap that out um which we've already seen with some of our other ships that we've been doing and then um have these different areas so our variants will actually just be different modular pieces that are
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swapping in and out so the the time's much faster totally as far as exact time frames we necessarily can't tell you for each ship what the time frames are for each of those but it does dramatically get lower on variants um especially if there's less changes obviously right the less changes the faster we can get it done um but they they generally the more custom the more we have to do to it exactly um so generally generally faster but not always the case so yeah with the with the Phoenix and with those we definitely want to get those out as fast as we can and I think we we learned a lot in the con and we can take that on to the next variance for show okay I'll do number three metal drum core we got the coolest names are great with the new constellation ad drom model in game how long do you think it will take to remodel the uh Kila phoenixus this question could also apply to any ship in
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line such as freelancer that are getting the reor so the reason we throw this one there is it is similar to the other one but this talks a little bit about the freelancer and that's kind of what I wanted to talk about a little bit on this one this ship has quite a a past right we've learned a lot from that freelancer from when it was here and the UK was working on it um I I would love to I I wanted this one kind of for Force because he has a lot of history with the freelancer to talk about so how does that change now what we've learned from the cons on something like the freelancer so it's it's one thing to say a variant of the same ship it's another thing to say a completely different ship it's big what are the things the freelancer was interesting because um it had a new set of design requirements which was um specifically in cargo and so as we're building these ships uh they started getting flushed out then all of a sudden the cargo system comes online and it's like wait a minute how does this ship actually work with a cargo right and so there's a major overhaul
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that needed to be done with the freelancer not just from the visual side but for actually you know getting the gameplay mechanics and requirements down um so the UK took it over and uh I don't I don't know if we've shown it yet but they did an awesome job yeah I believe we showed it on the screen absolutely fantastic so now not only does it look a lot better they made it actually work with our specifications from the design side um so which which is great and and as design improves their processes art improves its processes because again they're all they're just hand inand design and art I mean they're all hand inand but um design has a a pretty big laundry list of things they're working on and so we're on the production side slating it in figure out which one goes where it's a it's an Ever ending task of putting all those things together and then so as something comes as as forp I thought it was really interesting to say that as cargo came online right because it wasn't really established when they
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started making it but once it came online then we had to go back and we had to change some things out so you'd think wait well let's do it in order that's obviously not in order that's very true but there are certain situations where we just got to start making these things and then we it's it's a it's a cheaper to make the changes later than it is to wait to get things online sometimes cuz we always got to keep moving forward you it you got it and and we definitely always try to do things in line for I was just talking about few days ago it's very very important to do things in right order and and sometimes we forget and we do it wrong but we're learning and I think it's uh I think things like for the Freelancers starting they benefited from it from the things we learned yeah absolutely and you know it's it's it's great too because we start having more style guides come online and our Direction starts really factoring in the way these ships work sot when you create your first ship the first time you know you're still trying to figure out what exactly is this going to look like and then uh so we can when we revisit the ships it gives us a great
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opportunity to be be like okay well this is the way the interior should feel you know these are the way the beam should look these are the way the screw should look these are the way that the floor panels look and so when you start getting into these ships they start looking consistent if it's a MK you know freelancer or whatever right so um it's it is fun to go back and make sure that they're right because from the art side it also benefits because things start looking consistent and from you know that's what you really want all around that's one thing I'm excited about in this game is you just mentioned bolts and panels and you know things that you would never be able to put that level of detail into a game and we're doing it I'm super excited like every time I walk around on a ship I see that kind of stuff and it's just like I'm home baby oh it's great all right question number four uh Superfly 2 again we got another question from him how hard is it to implement the new damage Tech in oh or her excuse me we don't know who you are but we'd like to meet you how hard it is
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to implement the new damage Tech into old ships like Hornet SLS Super Hornet this is a question I had for you okay damage new damage Tech this is obviously a a big item because it was much like the ships Evolution damage has evolved as well right our expectations for it our ability to do it our Tech behind it has all evolved yeah and I I think we could take a step back in that is you know why upgrade the damage Tech right again it's it's a balance of uh time functionality and quality right your your basic project management uh steps that actually Define this that triangle right where you're and so uh one thing that uh we found very early with the damaged stuff was it was very labor intensive and the results were very expensive in in game um so that was a big Challenge and we have amazing Graphics programmers like Alie and OK
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and other people that just can create Tech that is more Shader driven that limits the amount of manual labor that artists need to do right so they can concentrate on making it look good and while the system drives itself and then we have consistent frame rates because it's so uh code driven uh by the people that are controlling the frame rates and that are requesting what the frame rates are for us to deliver uh quality was so the uh damage Tech required us to um write a new shador that allowed you to as we've probably all seen penetrate the ship so it kind of exposes the insides which I've learned are called gobbin so the gobbin is exposing the inside and we do instead of building a ridiculous amount of debris pieces that come off uh we more concentrate on building an inner frame rake framework
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of the ship so when it exposes it you can kind of see what the inside of the ship kind of looks like before it penetrates all the way through into the actual interior um which is kind of neat and it allows us to build uh kits that are these frames so like as we build new ships and we put these gobin inside the other ships we have a gobin's library that we can pull from and so we don't build you know a custom frame for every ship we build these like pieces and then we reuse them constantly so uh the previous system required every aspect of the ship to be custom damage modeled uh now it's Shader driven so it um renders through the mesh and then we have GE inside of it that's reusable uh constantly so that's fantastic that's great um so it's it's it's incredibly hard no I mean it's hard it's hard to implement it but it's it's so very technical we've got some very talented people here working on it Y and then we
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have new effects and everything that obviously happened all that that's great cool next question I have a question about characters we saw from Perry hope oh excuse me Harry hope asks I have some questions about characters we saw in the last ATV an interview with our community manager disco Lando and our persistent Universe director Tony zeric about ncks uh also we saw the cool Rob uh reneger uh talking about that as well my question now is are you guys also involved with creating some of the characters or crime people we heard if yes which one and what is all involved to get an NPC to us the backers is it like the ship Pipeline with Concept backstory gray box white box Etc how
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long do you guys need uh for one character um apologize for sing a few questions which is fine because uh them and I pulled this question specifically at Forest and I were talking about it because Forest is focusing a lot on characters right now in the developing and creation of characters and we may not be able to answer specifically about what's going on Nicks or or those ingredients but we can talk just in general about characters and I think this is a great he asked basically what's the pipeline step and one thing I was going to speak to after that is he asked how long a character takes and you know eight weeks ago in our eight weeks ago four months ago in our Tech I we couldn't have answered that question but now we can and it's going to keep going faster so what are what are the steps for a character so the way that we do characters and I've kind of mentioned this a couple times but now it's really sstone and we're actually implementing it right which is great so um we build
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characters very differently than uh most games we don't build full characters um we build clothing accessories yes and then we have our scanned heads and then our B bodies so when we build a character uh we don't need a character artist to go in and build a character from scratch we can have designers go in and start plugging in different types of clothing um and then that creates your MPC so the NPCs use the same system that the players use to customize themselves right so uh we build wardrobes and we have these you know manufacturers and all this stuff and so we also have this Dynamic wear system for clothing to make it feel newer or older so uh when it comes to creating characters crime people right you want to create some Hooligans or something right you know it's it's you know really depends I mean
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it's you you take the clothing that you want to stereotype I guess as what would be crime but really what it's about is crime in that Universe what was dictated by our writers and our designers right but you're really going to have it's going to be more in the areas that we place these characters you know and maybe we have uh certain characters and we place them in more darker Alleyways you know and maybe we wear their clothes a little more so they're not quite so pristine um and then that's what may gives you the illusion that these characters could potentially be you know be committing crimes right so um it gives our designers the ability to create these characters without needing our character ARS actually uh to do it it's cool and it's a very unique idea of of saying if I put these five pieces on a on a character it means they're from this class system they're from this planet they're they're at this place in
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their life there's all these cool things that go into instead of saying I'm going to make the the crime person here that's the only one you can use it's like if I go up or down maybe the crime's a little less and more you know which even talked about like on the star map so it's kind of all blending into that same idea and you can have crime that you know people that look nicer and you can have people that are quite wealthy blue color crime white color crime and you can have people that are quite wealthy in the game that decide to look like your average show and you don't really know which is kind of cool cuz it's kind of like real life right totally um totally and then what is all involved to get into the NPCs uh back to us so creating all the clo um creating uh the system in the game that allows you to pick the different clothes um and then that allows us to have the designers be able to pick the different clothes for the NPCs that are in the game so it's one system we do it once and then everybody
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kind of has what they need um and then how long uh do you need for one character again it's really based on the article of clothing it's not about one character so each clothing accessory we've learned takes about you know um a week and a half something like that so uh you know for a shirt or for a pair of pants maybe a week uh and then multiply that up how many combinations you want or how we want to do and in each of those pieces have a certain set amount of deliveries and those deliveries have different review spec specifications and depends on if we're doing an inhouse or if we're working with an out outsourcer there's all different factors that go into play with that um but as quick as we can that's the goal we're trying to make these things quickly so we can get more variations and uh you know is it like the ship pipeline concept backstory gray box white box yeah it's very much like all of our Pipelines really run a similar um they they they really run in
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parallel with each other so you have the concept for the clothes and then uh we uh some you know you have your first actually you'll read in order first you have your backstory so the lore and the uh the writers kind of decide what all the different types of clothing that you would have in the game and then we have Concepts or concept artists draw the actual clothing to fit the lore and then we have uh the white box stage which we kind of block it out and get it in there and then we have our gray box stage you know which is you know we make it look nicer we start making sure the tech works with everything and then we do our polish stage which is our final pass y that's why this is a good question I felt for Forest cuz he right when I started here we were we just got developing it yeah it's a good it's a it's a it's a very interesting the the the Fidelity to get certain levels of characters you've really got to hit all these pieces cuz they all have different reasons I want to get this version of the character cuz I want the designer to
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start using it and actually feeling the flow of the game then I keep going and I make it look really cool and there's just all different elements that go to play so cool all right now next question this was mine Earth fire how is the art p and I this one also was kind of a followup to that one but how is the art pipeline different from the minor NPC characters compared to the more important ones and will the NPC characters that we see in the bazaars around town be getting real individual uh attention or be more stock characters this I I really wanted to bring this one up immediately after that question because um you know just even on Force just mentioned scanned heads and I'm I want you to talk about this definitely for for sure uh but we talked about having tears for our heads right right so your Gary oldman's and your the people that are are are our main cast that's kind of what we call them our main cast but and each of them get a certain level of attention depending on
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how important they are to the story or how much you're going to interact with them so yeah absolutely it's I I don't think we're necessarily stock character is the word for it they're all getting a certain different amount of love and amount of attention and it's really just based on what makes your experience better right yeah um yeah anything else to add of that no I think you pretty much answered that we have our tier zeros which are our um you know most expensive heads and highest quality heads and you know kind of our uh main actors I guess extended this one then sorry I interrupt so if it was a tier zero how many more elements go into that head so like 12 more layers go in compared to the tier the the tiers kind of represent we have higher poly counts we have more bones and stuff like that in the face uh so a little higher Fidelity though those are mostly reserved for like the cutscenes right and then we have our tier one which is the next level which is you know it just
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the quality drops down a little bit though even our lowest quality is quite High um so all the characters even what would consider a stock character is that high though there's not really such thing as a stock character per se because we have um we've scanned you know 120 heads or whatever so they're all quite high quality and then we need to figure out different ways to take your um 120 heads and customize them in different ways so there's um we did a pretty good job of creating what normally would require stock characters and still having them very custom and unique and high quality and uh stuff like totally yeah all right number seven question number seven we know ships and weapons wolen cry oh I apologize sorry wol cry we love you wolven cry we know ships and weapons
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have style guides but can we expect style guides for clothing manufacturers as well will they have the same depth of backstory marketing as the ship weapon manufacturers any idea on how many different clothing brands you're hoping for to have for release PS this game's artwork is definitely setting the bar high for future games to artists all the artists working on this keep up the amazing work I agree all the artists working on this are doing an absolutely amazing job across the board I mean from characters to ships we have the most amazing artists they're absolutely incredible um so I can answer that question I could absolutely answer that question we do have uh style guides for clothing manufacturers that is absolutely a thing um did you put that are you wolen C no I just knew I just knew this was a great question it's I
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mean it's applicable to exactly what we're working on now a great it's a great question it's perfect time so our writers went through and they did create uh clothing manufacturers uh so that's uh something that allowed us to we have 19 planetary kind of stereotypical locations um you know uh Earth Tera um and so on and so forth and then within that we kind of have these subcategories which is like the blue col the white collar um then kind of the more rebellious ones right um then we have you know Frontier and we have all these different categories and then under that we have specific clothing line manufacturers now so it works exactly like the ships um but the writer is all established with all back story and explain what they were and it helped Inspire the look of them where they come from and so you're going to be able to
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play the game and find manufacturers that you enjoy because we have style guides that are associated with each manufacturer of clothing lines and you're going to find like in real life there's certain clothing lines that you like and you're going to want to collect all the clothing totally and there's going to be different stores across the galaxies that kind of fit the lore of why those stores would be there so it's it's kind of a fun mini game mini game like you know wear these clothes and go explore and find new clothes it'll be exciting to be like oh I just found a new shirt from that manufacturer I like you know stuff like that so it's it it is pretty fun um and we have right now we have 36 manufacturers mhm um uh right now for clothing so that's what we have right now which which will I'm sure grow cuz it's a whole galaxy outs there whole the thing is we've got to discover the other planets to figure out what their manufacturers are so we'll get more as they come online yeah exactly I you have to discover these manufacturers as well
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we give them all to you right yeah and we just got our logos made for all the new manufacturers so we'll have signs and all this stuff so it's it's it's fun it's a lotun good stuff cool all right next question that's me all right uh from Goku this is to me E Davis at s look at that that is to me okay Forest please step off no just in fact I put this on here because I wanted forced to answer it all right how many different character customization options do you envision both of the character's physical appearance hair eyes face body shape and the clothing option as well will there be more or less or about the same options for male or female characters so we've kind of touched on this a little bit on the other sections um but this is something that we're actively thinking about right a lot quite a bit actually customization is a big part of a good precis Universe right mhm um and I don't think I don't think
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really as as we get more things online and we get more uh clothing styles going um I don't know if there's been a determination for more or less based on gender I think there's just going to be the same yeah it's how about equality the same about same amount of female clothes is what we both sure well then how about aliens that's that inequality that's another fun yeah sure of course all all equal um so yeah they're thinking about all that stuff you know exactly I eye shape and and all those things based on characters that you're going to get and you can select that yeah yeah so that's something that's still in the r R and D phases how to customize characters uh in regards to the actual um hair eyes face body shape currently what we're doing is we do have multiple hairstyles that you're going to be able to start swapping through um we have a Shader um that actually allows you to change the eye color dynamically
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so uh instead of us having to make new texture maps and it's a lot of labor for the eye color currently we made um nine different eye colors that are all Shader driven um that you can kind of cycle through even though it's not going to be online um in the very near future will be um and then it also allows us to uh create even more without um too much effort other than uh making sure that we visually want it totally um and and good before said is R&D phase that means we're not only developing ourselves but feedback we always want feedback what do you like what do you want to see what do you appreciate sure of course send it our way we love that stuff Y Cool all right next question what ever happened to from sess I was just going to do that every time no I'm going to do that every time all right all right all right um from soless obscuri yeah that's good what ever happened to the Retaliator
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commercial I remember that was supposed to be finished months ago but we haven't seen anything good question no uh so the retali commercial so you know um you guys saw some commercials early on you even saw back in the kickstarter campaign it was showing off some of our stuff you know the goal of those was to bring to light exactly what we're working on and what we've got we're doing um but you know we've kind of shifted the way we do that now right we do these we show you in live streams we've got all kinds of ways to show you the content we're working on so the Retaliator as it came to make more sense to go into um the uh multi Crew release that would be when we'd show it off so we don't necess need a commercial for that and you know that's part of a big part of production is we're always evaluating um what the needs of the business are what the needs of what we're delivery guard what marketing is
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requesting from us um we're still developing a lot of this stuff so they I know they're always working on this you know s is always working with her team and with development and they're always kind of going back and forth what makes sense and what would help you guys see the content we're working on um so things change all the time and and specifically like commercials which I was working on when I first got here uh it was kind of getting the scope of what we really wanted to show and what resources we' need for it you know CU we want to keep it minimal we just want to show you the cool stuff with keeping minimal resources um so that one um it it it it did not happen well I think but it's because we showed rality to you in another way yeah and I and I think the the thing is also um our commercials are pretty awesome right I mean I love them and they take really talented people to make those commercials and a lot of the time we were able to use those commercials to also make the art required for like squash 42 and stuff
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like that so right now we're so heavily invested in Squadron 42 as far as our resources are concerned and we're like just nose deep like grinding on that thing that a lot of our talent you know especially our cinematic team who are absolutely awesome um they are uh currently concentrating on cinematics for squadron 42 MH so it's also you know a resource thing cuz it's not like you hit a switch or just like here's you know some money go make it happen you know it actually requires uh certain totally talents of people totally so good question thanks for that was a good poll that's from a while ago y all right the last and final question from elbro dark uh how it goes with non-humans in the game haven't heard anything about vandu animals or other species in a while we opened with talking about aliens we might as well close with it uh this is a fantastic question and um it's
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something we're always working on alongside the characters this is what we just talked about before how are they going for us oh they're going they're going great right I mean it's awesome uh the vanuel we're like in the final phases right right now we're actually you know we have the way it moves mostly figured out um we have the way that it looks pretty much figured out we're right now working on the actual skin and the way that like we mentioned earlier how that reacts to the light what it actually looks like what kind of texture we're giving it um and all the lur is figured out for the characters uh the Vel and their different classes um Meanwhile we're also building out the other species as well um you don't hear about it as much because it's kind of Under Wraps because we like showing you the things in the very near future and stuff like that and so and we're concentrating on the uh getting the humans right you know what I
- 00:31:17
mean before we really you know we have our we still have them going on but we're really concentrating our efforts and let's get the Pu characters in let's get all the clothing and all the tech figured out and then once we have that figured out we could start bringing in the alien races in because again comes back to the linear aspect we want to do things in order when we can because it's more cost efficient for absolutely absolutely and Forest loves it as well we both love it all right we did it I think we did it that's it all right well you know thanks everybody so much again for the questions and again we couldn't do this without you subscribers you make all this content possible I had a great time I always love getting up here with Forest Wonder cool again again I'm Eric forest and we we'll see you next time hey guys thanks for watching um
- 00:32:10
temp for the chairman uh if you guys would like to uh see more episodes go here if you guys would like to subscribe to our YouTube channel and always keep up to date with all our video content go here and uh if you guys would like to watch episodes around the verse go here please and I will see you in the verse this video made possible by the ICC Stellar surveyors and subscribers like you for
Transcript from YouTube’s automatic captions — punctuation and Star Citizen jargon are approximate. The video itself is hosted by CIG on the official channel.

