CitizenCon 2015: Full Presentation (Enhanced)
Transcript — every row opens the video at that moment
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[Music] w [Applause] good evening everybody Welcome everybody who's here and welcome to everybody online I'm Sandy Gardner just in case you didn't know so I had actually written a small letter that I was going to write to the whole Community um however Ben and the rest of our team suggested that I should read it out to everybody on the stream
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tonight so that is what I'm going to do and it's in English yes English confirmed so in 2012 I planned star citizens crowdfunding campaign and I've been running the projects Marketing in its entirety up until now I remember staying up all night with Ben Les Nick almost exactly three years ago to rewrite the very first presentation for Star Citizen and thankfully I did not do that last night the Kudos goes to The Foundry 42 team and our other teams I've been surprised on a lot of fronts um having done this project as it is my first entry into the gaming
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industry and I can say with full conviction that this is the most challenging yet rewarding project that I have ever worked on for from being the target of an anonymous hate campaign to Flowers and gifts and many compliments from a lot of our fans so thank you to all of you who wrote me a a nice customer service ticket it really makes my heart and soul and spirit very happy to know that I'm doing something that means so much to so many people Star Citizen is and always will be more than a triaa game so much more Star Citizen speaks to the pure essence
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of humanity and the purpose of human beings and I firmly believe that this is why there are so many passionate people on both sides of the fence please raise your hand if you have made at least one heartfelt connection with another human being while being part of this project and in any shape or form please give up a smile for one memory on Star Citizen that has absolutely made your day and and recount an experience you have had that has made you believe in the power of being some of being part of something truly special and creating something great from nothing as part of
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a growing Community with common interests we are represented by 243 unique countries 31,2 18 organizations on the forums the fans have created 26,990 threads with 5,593 512 replies 1622 Comm links published since October 2012, 146 citizen spotlights 222 deep space Radars 232 live streams on the community Hub since we've launched our whole team gives everything to deliver the best experience possible
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and in return we are both humbled and grateful to all of your our passionate fans who respond how they feel that they want to some of you tell a friend some of you give give us fan gifts uh give us compliments and fan mail and many other forms of reciprocation speaking for myself I have cried on many occasions hearing fans recount to me how much I have helped change their lives for the better it makes me really happy and makes the countless arrows and sacrifice to the work worthwhile in conclusion I would like to thank from the bottom of my heart our whole team and all of our fans for sharing this opportunity and experience to see our
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shared dreams come true thank you thank you um but in in truth just a little oh oh my gosh thank you thank
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you Sand's group um wanted to uh surprise her with these so um they basically just uh told me I need to interrupt but we kind of uh in the middle of the whole thing but anyway here you go thank you thank you it's not like I'm not taking the flowers I just wanted to um end with that that I I um signed on to this project because I truly believed in Chris's vision and I really wanted to help him make this Vision come true and being his wife as you all know it's not a secret um and so without further Ado the man who creates all of this Chris
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Roberts going to play a video about we here than you all right okay uh welcome to Citizen Khan uh this is the third anniversary of us actually starting the crowdfunding campaign um it's amazing to to be standing here and uh have such an amazing community and such an amazing uh Team behind me and in the other offices around the world uh so we thought it would be appropriate to
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start citizen K we normally do with a sort of uh introspection of the past three years so I'm going to play this watch this and we'll carry on please welcome to the stage Chris Roberts good morning everyone so I'm going to build a universe I'm going to do a PC game like the old winland as I did which was if you got a great PC this is really going to show it up you're not going to be
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able to get this experience anywhere else I'm hoping that a lot of you want to be in this universe cuz I do and I want to play this game by the way the one a main cight still counting cheers um so obviously we don't we don't have
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many people in it right now but over the next so in here is my office and the idea is to try and have an open work environment so everyone can communicate and talk to each other and then so this is the B TR you beat me it's Commander Roberts B
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command B 42 come in spe hello everyone so this is the inaugural uh t for the
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chairman congratulations guys your deserved winners hi everybody Welcome to around the verse this is our very first show which we're very excited about well welcome to new office
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um we are really excited to be here uh settling in and what I want to do now is introduce you to some of the guys go yeah current office space that we're in here
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in Frankfurt this one uh current office space welcome to the office welcome to eling studios in London England and we're doing amazing things with both star Cs and Squadron 42 it's not financed by some big Corporation it's not financed by some big investor it's financed by all you out there and I'm looking forward to showing you stuff uh from Squadron 42 and Star Citizen as we develop it and so uh today we got
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991,50 dedicated staff and if you actually take a look at the numbers there you'll sort of see how we've gone from about eight people in December of 2012 to 200 and well actually 270 now and you can see how we're increasing hopefully we're not going to carry on exponentially increasing all the time uh but we've been ramping up to deliver the game that you guys have backed for backed that we want to make that you guys want to play uh and so I know there's been some noise recently but uh as you can see we have more people today than we did a few months ago and even with some of the changes that we've made uh we're actually have more people working on the project than we have ever before and that's all down to you guys because we wouldn't be able to do it without your guys support so we really really appreciate that because everybody
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that's on the team whether it's here in the UK we have 130 people here in the Manchester office which is pretty amazing if you saw in the video just 18 months ago they were moving in and uh I don't know Erin how many did you have when you moved in here maybe like 10 people or 15 uh six when we started six when you started so and what we're going to show tonight A lot has been done by the incredibly talented team here in the UK lot's been done by the new uh Team we have in Frankfurt and also the team we have in Austin and the team we have in LA and we couldn't do it without the incredibly uh just talented group of individuals we have that you know there's I've been working with these guys the last few weeks here on getting some of the stuff done here and I I there isn't a more
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dedicated bunch of uh folks we there every night till pretty late in fact I think some of the stuff we'll show later on uh Dean who's one of our um designers uh I think was up for about 24 hours uh putting together um but U not to not not to say not to say that everyone should be up for 24 hours working on stuff but when you're when you're going to show it to the whole Community sometimes you want to make sure you show something really great so um and we really wanted I mean this is a game that's a game of our dreams and I think it's a game of your guys dreams so there's not a single person on this team that doesn't feel that way and if there honestly was someone that didn't feel that way on our team they shouldn't be part of the team because everyone here is dedicated to making the best possible game and it's not just a game it's a it's a universe you want to build so
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there you go all right so uh we're sort of going to talk about the upcoming plans the first thing that we're going to release which is uh um going into sort of The Wider test next week is St ala 1.3 uh and then it should be shortly in the hands of you guys uh there afterwards um so it's a an incremental Step Beyond what we currently have uh so we' got a couple of new weapons we haven't actually had any new weapons in the game since the end of last year so uh you know we've got a couple of fun ones there's huge ballistic cannon that's about size four and a mass driver that's about size two that's really good for sort of long-distance sniping um more emotes um character Loadout selector uh a bunch of extra stuff in arore um things like improved elevator and chat and
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AR come on uh buggies are actually now going to be down in our uh respawn because if you kill yourself in the Boogie you're going to have to respawn uh uh we're increasing multiplayer so we're aiming to um try to get uh significantly more than I think the 25 we have now uh more close to 40 if we possibly can um so the testing is looking good for that uh updated hanger lighting which I think we've shown a bit um better sort of networking dead reckoning uh and a whole bunch of sort of little polish touches so that will be in your guys hands very very shortly and then the the bigger thing is what we're calling Star Citizen
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Alpha 2.0 and this is going to be the beginning of the full star citiz universe so we've sort of made a decision to put so instead of multi crew and instead of it being Arena Commander we're putting you in the beginning of what is the Star Citizen universe so at the start it's just going to be around uh Crusader which is a huge gas chat it's in the stanson system uh and in SC Alpha 2.0 everything's going to be in so you're going to have the space flight the Eva the you know the first person combat shooting social and we actually have missions so you'll there's lots of different areas to visit there's something like currently 38 different missions you can sort of do uh around it so you'll be able to fight against AI or fight against other players or cooperate
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with other players so it's going to be sort of a big sandbox for people to play around uh in and uh you know it's sort of enabled by the large World technology so just give you an idea the playable area on the large world map um that we're currently using is 1 million kilomet by 1 million kilm by 200 kilm high so that's well if you just want to talk about square area it's about a trillion kilometers and if you want to actually talk about the overall volume what was it 200 quadrillion 200 quadrillion kilometers so to give you an idea I think we were trying to figure out other games the biggest game uh that's you know that we could find online that was said was the Elder Scrolls 2 which is meant to have 161,000
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kilm square map and then there was Lord of the Rings which I think 71,000 km Square map and sky Rim is actually smaller than those so uh in terms of layout and area that's why we have the large world is so we can put huge areas in them and play solar systems I do realize that a full solar system is much bigger than million kilometers wide although on some level we'll do some compression of play spaces because you don't want to be even at0 2 speed of light you don't want to be sitting for 3 hours like in Quantum travel uh but we're definitely I mean it's a huge play area I mean no one's no one's going to feel pressed here and that's what we're putting you in the actual area around Crusader that we're going to put you in is uh a portion of that um but still very very big uh you know obviously we've got the multi crew technology in
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SC Alpha 2.0 so all the ships have local grids not just the big ones um so the 300i the Aurora you can walk around in them as you fly around um you know we have the Zone streaming system and uh let's go on to the next one I guess there we go so what you're going to find there so um Crusader is one of the planets in the Stanton system it's the hom Crusader Industries uh and around it there are the three moons sellin yellow and dear and we're we've got those three moons in there we have three large uh space stations that you can visit and play so Port alisar is this where you start um and you saw an early version of that in the gamec demo it's being fleshed out and uh we'll have uh a little more small polish uh By the time
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this is finished which is not very far from now uh then there's going to be the security post career which um is sort of what we designated as our FPS area to have combat in and uh so we'll show some of that uh and uh we have the co CX shipping hub where you can go and get uh you can go there check out maybe find some some some items or uh Clues uh data logs and uh potentially some missions you can do so it's going to be a whole play area um here we go come on so uh we have quite a few offline communication arrays I think there's about six of them in the map is that right eight I see eight uh so and you can go and uh part of the part of the setup actually in the Crusader setup is
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Pirates have been attacking the area and turning the communication satellites offline and so the communications have been spotty and you have to actually go and turn some of them back on and that will help open up some destinations you can go visit uh as well as uh um you know New Missions you can do um so there's research satellites that you can use to look for new Jump points and uh we also have a bunch of service platforms that will allow you to rearm refuel and repair so we have fuel in the game uh and also repair and rearming and stuff so there's a lot to do and I think I'm actually kind of looking forward to seeing what people do in in SC Alpha 2.0 in terms of you know posted videos on YouTube and twitch and live stream I think that'll be pretty cool um one other big change there we go all
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right the other big change is uh I think we've talked about this before but we're um adding a lot more modes the uh ifcs the intelligent flight control system so uh we basically have modes Precision maneuvering which is sort of the low speed maneuvering takeoff Landing or for instance if you're L like close to a space station or you were mining or doing stuff that you would need to be precise movements and and uh you know uh control it so you don't run into things um SCM space combat maneuvering which is the mode that right now that you uh play in Arena Commander uh which is set up for sort of space combat um in terms of speeds gfor stresses and then super Cruise which is somewhere between Quantum which is really fast and super
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cruise is significantly faster than what you do SCM is about potentially about th000 kilometers uh per second or th000 meters per second not th000 kilm per second um and uh when you're when you're at Super Cruise it's good for sort of running away but you can't maneuver nearly as fast obviously because the GeForce are are heavy and then of course there's Quantum travel which we showed at the gamescon demo and you'll see tonight and so those are sort of the four levels of travel um certain levels of them like Quantum require fuel uh some things like super Cruise will require fuel so um you can um you know there's just there's a lot more you can do and we need those different uh variations of speeds in the ifcs because you've got a much bigger play area there's much more things you can do and we're slowly starting to bring in the elements that we want in the final
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game so having said that we're now going to show you uh a demo of working in SC Alpa 2.0 uh all live like we did last time um so uh let's play a little bit and sort of uh kind of see all the things that we've talked about being all together all right take it away Andy and I'll talk you through okay so here we are there's 64 different uh places you can spawn in it's sort of your habitats or not your habitats your little sort of cabin so when you join the large world/ Alpha um there's various different rooms you there your own particular rooms so here we got four of our folks
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here and we're on Port alar so I think we're going to head to the atrium okay and so when you when you spawn on
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the space station you can go to these different Terminals and call up one of your ships to be on one of the landing pads so um we're going to pull up a constellation so we're all cuz you know and so it tells us what Landing Pad uh Landing Pad how many landing pads do we have on Port Alis are 10 I think there's 10 landing pads so you spawn you have your ship spawn and they'll stay on that landing pad for a period of time if you don't claim it after a while they'll be put back in the hanger basically so um so we'll get let's get our merry Band of Brothers together and head to the constellation and the whole the Space
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Station's built out with access to all the four land all the 10 landing pads and stuff so it's a it's built out in a much larger scale than we did on the games con demo did we go to the wrong door to get to The Landing padet you later going one one of our one of our players is taking a hornet so we're taking a hornet and the other three are going to be on the uh so I guess this was on Landing Pad 2 and then the other guys are on four which you can see over here
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and if we look over here we can see the guys walking out on the landing pad over there all right okay let's get up into the constellation the constellation is almost done it'll be done when we uh ship this it's missing a few little bits but if you take a look it's quite beautiful so as we said before the constellation's had a complete overhaul it's built up to the Quality that the
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Retaliator is now whole extra level of detail envil Aerospace all systems online scanning Landing view raised autopilot disengaged where should come back into the uh constellation how about a view from
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inside too would be kind of cool huh okay now we're we're going to head to this uh communication satellite to turn it back on which has been sort of sabotaged by Pirates there's likely there'll be Pirates spanning yep so we're in hyper J so we move you move around here a little bit so so it's kind of pretty cool to drive deact right so here we are coming up to the
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communication satellite scanning boie oh looks like there's some uh Pirates around here so we probably should go fight him so surprise I know it's the surprise it's a trap yeah so this is part of the um the SC ala 2.0 so there's various areas so like these are AI pirates that would spawn around the communication satellite they're disabled oh see the Hornet just go past uh there we go should we get in the one someone get in the uh turret scanning loing Shields charging Shields charging
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Target destroyed Boogie scanning Lo right we're going to stop here and we'll
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show other feature which is allow you go in and out of Eva in any vehicle including single seat Fighters so so we'll head in here to uh you can see him eving right there so let Eva into the uh communication okay all
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right all right okay so we've uh put the com satellite back online and we'll have some new nav coordinates now so we just get out as you can see the uh there some damage was taken on the um constellation that we're going to go and when we get in our ship we'll go ahead and repair it so let's go into the hornet Quantum Drive activated
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Quantum Drive deactivated and so this is one of the many uh refuel repair and rearm stations that will be uh in the uh SC Alpha 2.0 scanning mie Bo
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we go that's one of the refuel Reon paths landing gear deployed Landing complete and here come the here come the drones and we're going to have a more involved
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repair mechanic for players and also for the NPCs when we uh uh as as the persistent Universe progresses but short term this is the uh the first iteration uh which longer term when you've got a uh you can earn UE and persistence which will be one of our next Milestones Beyond this um you could earn money doing missions and then it would cost you money to repair rearm refuel all right okay raised Auto disengaged so now um we're going to go to uh Security Port Korea and uh check that
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out was this is sort of the uh kind of dedicated uh FPS area that we have and longer longer term as we carry on building this out we're going to have areas that you will uh have not just AI ships but AI uh you know individuals on foot that you will also have fights with in combat and meet them and talk to them and do all the rest of stuff so as I said the what we're doing here is absolutely the foundation of everything that um Star Citizen is going to be activated Drive
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deactivated scanning Quantum Drive deactivated Boogie all right and this is the area that will be in the first release that will have sort of uh weapon drops and stuff so if you come here you'll be able to grab weapons and stuff that you wouldn't normally have and then use those to shoot other people if you want or defend yourself either one of the two thingss here we go yeah it's a big ship you got
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to be careful with it right yeah I think this is uh one of our merry band that was in The Hornet and uh you come around here we'll see the rest of the folks at some point coming out here we go down we go here they come
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it's can I believe there's a there's a data
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center in the Start Center of here that you can reactivate which I think is where we go in and it's sort of like a command and control point so if you come and you control this area um you'll get missions and stuff and so the idea is when we have this running people will hopefully come here and try and control and fight over the area so well there we go here we have some people do it right now so we have four four Outlaws that have been playing by the four guys over on this side um and uh there's also some weapon drops around here so hopefully uh we can find a few of them and there's some recharge stations for
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energy weapons there and there's some ammo drops and various weapon drops around here right okay these are the Outlaws Outlaw Outlaw hey did you guys kill all the Marines I guess they're going to I guess they're going to steal the uh constellation now so we don't actually rehearse this
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sometimes the Marines L win sometimes the outlaw guys win I think this was pretty much a white wash I guess is all your bases belong to us or all your constellation belongs to us move feels
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good so use dance here we go and these are the various destinations you can see so it's going to be a huge amount of just even in the first drop there's going to be a massive amount of places to visit in the large world and play so uh so we're pretty excited by that
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we've been sort of playing this uh the last week or so um here in the UK and it's actually kind of fun people going shooting each other in the face uh and flying around and doing stuff uh so uh you know one of I think the big things from this is to let you you guys know that we sort of decided that you know FPS is really integral to um the whole experience and so we're just we you know our focus is we're going to give you st alha 2.0 with all that um that's actually going to be um I don't want to give you dates because everyone gives me for giving you dates uh so let me say it's in the near future we're we're not very far away from being uh content and function complete in that
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so I'm pretty confident that that will be in your guys hands in the near future and in the near future I mean inside soon um so uh there's been a lot of hard work to get all the stuff in there there's going to be a little bit more hard work for it but I think it's going to be a great experience and and uh I'm really looking forward to seeing everyone uh fly around and adventure and kind of make their own little story up and then we're going to slowly uh build out from there um so uh a universe so the other thing that we have here is since we're just going a little corner of the universe it's kind of interesting because we want to show you because we are actually going to build out from that spot and build out the whole Star
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Citizen Universe uh we have the arcar map uh which we've talked about for a while uh and it's going to start out on our web platform although it doesn't look like anything you would ever see on a web platform and the same setup database view shaders all the rest will also be what's inside your inside the game for your Skyline on your Mobi glass your nav computer your Hollow nav table of course those will have additional navigation and plotting features uh but I thought it would be great to have David hadock come up and talk you through it so we have David ad our lead writer uh who David and his team uh and turbulant and um gamerson who are been working with
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Turan in Montreal have been building this star map and they've been doing an amazing job so I'm going to put it over to Dave he's going to walk you through it I think you're going to like what you see yes hello Manchester uh so Jeff here is going to assist us is this working is this on sorry is this on is it working we're good okay uh so so yeah I mean you know we've we've sort of talked in lore a lot about a lot of the systems and a lot of the planets that you're going to be visiting but we've always been a little Cy about how they all connect together and um exactly what they are so this is basically going to be your first look at the Star Citizen Universe uh so let's take a look all right so this is exactly where you guys just left this is
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Crusader uh one of the planets in Stanton uh and if you pan around you will see that we actually have representations of some of the locations that you were just at so again you know basically what we've been doing is this is part of thing we actually mentioned um I believe on one of the 10 for the writers about talking with uh astrophysicists and stuff like that to try and make it as real as possible and and use kind of scientific data and stuff like that uh to make it as believable and yet still awesome and cool and stuff like that so uh so this is a planet but we're not just doing a planet in this game so why don't we take a step back do you want me to uh start by showing off the information wheel or we go to some the systems all right so each planet will have basically each kind of location
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will have um basically what they call the dis here which will give you uh planetary information which you can bring up right there uh and also information on some of the landing zones that you'll be able to visit uh and also uh options that we will get to in a second you can bookmark stuff obviously um basically this is just going to be a way for you guys to immerse yourself in everything it's going to be pretty outstanding and you can also have routing options which we'll get into in a second um but outside of that you can now see the rest of Stanton system so this is home to the four corporations that have bought planets basically uh and so you have hen AR Corp Crusader and microt uh also you have celestial bodies and for example and also you have jump
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points so you can see exactly you know where these jump points are in position to the planets and stuff like that and again this is all very we're still early on in this process so this stuff will shift a little bit as we kind of figure out gameplay and you know work with design and stuff like that um but a fun thing real quick I mean if we want to show sensors if you're traveling through a system it's helpful to know where to not go if uh you want to uh not get attacked so we have basically three sensors so this one shows you population density so where in the areas in the system that have uh life forms basically uh the middle one economy where do you go if you have stuff you want to sell and uh it's a sort of a universal number so it can be illegal stuff too and which I'm sure none of you are going to do uh and this is threat so crime zones um places that you might want to avoid if
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you don't want to get into a fight and stuff like that so as you can see it is absolutely beautiful um but again this is one system and we're talking about a universe so let's take one more step back so there's Stanton and that is everything so here you can see uh each one is marked we have all the F the various factions UE e Banu vuel Shion developing systems and unclaimed systems which generally get known as pirate systems uh and so yeah this is basically your map this is going to be the
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playground that ultimately is Star Citizen uh now systems are great but obviously there's you got to get to them so let's turn on some jump points y these are small ones any small ship can use these but anything large count unfortunately these are the medium ones which again medium ships like the freelancer can use and finally the large jump points and if I just switch to 2D we can see how this all joins together and also super fun uh if you Mouse over you can see what jump points are connected to whatever system uh so you can get a sense of basically traveling how do you Traverse this very very varied and danger ous and exciting
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universe so basically all of these systems have descriptions all of these systems have planets that have been locked down so basically you get to kind of wander around and see what the planets are and stuff like that should we try and plot a journey then why don't I think so yeah I mean yeah let's do it so yes in addition to this which is truly awesome they built in a system for planning out routes so we're going to basically chart a course from Crusader and Stanton to go to Earth and soul and ultimately this is going to have uh a bunch of options to it so uh right now we're sort of working with sort of Base Au distances and stuff like that but you'll be able to decide you know if you want to take a safer route
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if you want to take the most fuel efficient route or if you want to take the fastest route you can decide how you want to get to that system uh and the thing that we marked earlier with the routing options on individual planets if you've been attacked 18 times in pyro and you don't ever want to go to pyro again you can mark that system so you your your routes will avoid it so it will take you around it so you don't get attacked for a 19 all right so we've got a route we're decided all right we're going to go take some stuff from Crusader to go to Earth and let's plot it out so this is our route now you have several ways you can do it you can kind of Step through it a lot like a Google map type thing uh also we should show them a jump point Y let's take a look at Jump point then uh this
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is the Magnus to Ellis jump point and uh you can see this little Trail leading off of it and in the background you can see Ellis yeah you actually can see where it's pointing towards the system that it's pointing towards which is really cool so your next system and then we move on to kilia and again also if you look at the system map you can see there's demarcated uh the green zones and also Frost lines so we're trying to figure that stuff out so it becomes again kind of as scientifically accurate as we can make it um so this is Killian this is the naval Naval home base actually yeah should I just skip us three to earth now
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do it go for it and this takes us to Earth so with this you also like I said you can you can scan around you can see Landing zones so we have the three New York Moscow and Shanghai marked out uh and stuff like that so again I mean this is basically just going to be an initial look at everything that is the stars thatz in universe and yeah it is super amazing and a lot of fun fun to play around with and uh you know we really look forward to you guys taking a look at it and we also just got to say to Beno Ken Scott Benjamin and La Sherry Adam will and Austin Rob Jason Evan and Tony and
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everybody turbulent and everybody in cig this is bigb to this and the game is on team and the game is on team yeah they did a great job uh and this uh is available as of now on the website for people to play around with so enjoy thanks dve thank you awesome all right back to the presentation so that's fun that sort of shows kind of where you know we're starting in a little baby corner of it but we're going to start fleshing out from from there building Universe out allowing you guys to expand with us building the universe out um because we know everyone would like to be playing
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sooner than later so if you wait for us to finish every single one of those systems it will it will be a bit longer I think everyone wants to wait um all right on to our next thing here okay so one uh extra thing that we're here this is something was one of the original um pledge goals was a million mile high club um so not everyone has it but some people have this and they can invite their friends uh and uh this will um well you know you and your friends you can get any elevator in AR Corp and eventually when we have more locations they'll be uh set around the universe uh you got a Dorman uh you got a main bar area sports room uh uh dedicated bartender serves drinks uh so don't drink too many of them before you fly I think
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jukebox uh and uh you can invite organizations or individual players you have your trophies big aquarium so it's it's just like another uh location or real estate that you can do and we're going to have that by the end of this year uh for folks um so hopefully that'll be fun for everyone um and uh we're going to update you on the joysticks I'm going to bring uh Carl Jones up who's our uh Chief Operating Officer and our head of Business Development because he's been working directly with uh citech uh and he's a British uh National great pull this back here you are you want to you want to click those last three slides so you know which ones to go to there you go
- 01:02:03
okay um so hi nice to meet you all I'm KL Jones uh Chief Operating Officer and I take care of BU Business Development one of the things I've been handling very closely is our work with our partners uh one of which of course is scitec and I wanted to update you all on the work that's been going on since we showed you the first kind of Concepts at uh Gamescom so we've been working with the team scitec who I can tell you are as passionate about what they're doing as our team is about building Star Citizen these are some really talented guys there and they really want to deliver the best Star Citizen hotas and controller Suite that they can so already we've been making some changes to the early designs we've enlarged the size of the initial hotest that they're going to build we wanted to make it more stable and we wanted to have space for
- 01:02:50
more controls uh we want to be able to really have a hotas you know that you don't take your hands off um the footprint itself is also being enlarged so that you have a more stable device pull this out sorry tell me don't you show that yet sry uh as you can see on the diagram there we have some space for extra extra bones don't he uh no no Carl's tough I'm not going to cross him uh now as you know the idea of the hot test is that we can split it apart and we can combine it with other devices so if you want to play with a keyboard or if you with a throttle attached if you want to play with two joysticks this should all be possible with a suite of devices so they've been working on some specific technology to make that robust easy to take apart and put back together
- 01:03:39
um and also adding some extra stability so that throttle can stand by itself so I think that means I can show you this one okay this one terrible this way this side sorry chase this side okay so this is the new mockup we have as I explained you can see this is going to split apart and you're going to be able to attach this to a keyboard um you're going to be able to have the extra buttons on the front there as you can see we have uh track balls and various different controls that we're trying to use here for for your aiming
- 01:04:26
to make it as precise as possible so it should be as easy to control as using a mouse or any other kind of controller and then over here we have our first mockup of The Suite working together so this is with the throttle attached to just the numpad keyboard and with the joystick attached on one side of course you could attach it with the keyboard we need the camera we're going to have a a display here on the keyboard so you're going to be able to get game uh information there what we don't have here today unfortunately is a mockup of the high-end hotas which will have the o o screen there's quite a lot of questions still on setting this up and how exactly it's going to work so after citizen con we're going to be talking to you guys getting your feedback on the designs we
- 01:05:14
have a lot of questions that we want your feedback so that you can help us build the best controller for the best space simulation that's me hey there more oh yeah there there's the the picture with the the sweets so yeah it's actually really cool I just I love the idea of been having the joystick and my keyboard and everything all at the same time um thank you so thanks KL much appreciate it and I think the guys at scitec have been doing a pretty amazing job it's again I think we said uh at gamescon it was one of the reasons why uh we chose them is that they were really Keen to make something bespoke for us and you know like you can see it
- 01:06:03
with the track ball in the joystick so you get the best of flight control and sort of gimbal aiming control and putting it all together just makes sense because you're going to be flying around you're also going to be wandering around on foot um you know engaging in fps so having a full Suite I think it is cool and it looks awesome and I can't wait to have a working version on my desk all right here we go uh okay so just we're just going to talk about a couple of things cross uh chass upgrades I think went live yesterday so it just is hopefully going to let people chop and change their ships because everyone loves to do that and our poor customer service staff end up spending a lot of time helping everyone out on that so we automated it that's another really nice thing that tur turbulent done for the web platform um and hang on next thing is we have a referral program which I
- 01:06:54
think is going live to today um so it's you know you guys are you know we don't really do any marketing or advertising all our stuff is word of mouth and viral it's for you guys uh you know and a little PR but mostly it's you guys going out there telling your friends and so we'd rather sort of make it a more uh solid part of the platform um so I think we got a little video to show about the referral program so we can play that you can hear benoir benoir tell you in his own words about the referral program hi guys this is V with tur and this is your community and web update today with citizen con we are launching the Star Citizen referral program in this community worth of Mount
- 01:07:43
has always been a major force in recruiting new citizens now with this program we hope to reward players who help build this community by rering their friends the way the program works is simp simple each citizen gets a unique account code you can find your code in your RSI account under the referral program section this is a unique code for you each citizen has one you can share your code by simply copying it and posting it online or by using the social sharing buttons when your friends sign up with your code they become your prospects if they purchase the game they become your recruit earning you one recruitment point as you earn more points you will go up in what we call the recruitment ladder and earn the relevant form title badge
- 01:08:33
icons and rewards for each tier the latter does include unique items that can only be obtained in the referral program you can always track your recruits in your RSI account settings to make it interesting for your recruits too we award 5,000 ueec for anyone who signs up with a new account and a valid referral code this way everyone gets something we really want the referal program to be a way to progress without having to spend starting from a Bas aora package you can recruit friends to upgrade the higher-end ships and equipment we start with the first few tiers but we have big plans on adding more reward tiers as the item mechanics and areas become available in the game see you guys in the verse all
- 01:09:23
right so basically just recognizing what you guys do already but um you know we thought it would be it would be appropriate to recognize it and you know thank you for I mean we wouldn't be almost at a million people if it wasn't for all you here in the audience and everyone out there watching this on the live stream um okay let's go on okay so we did say we're going to have one concept ship uh so it is the ajs saber so you know we had the ajs Gladius SA another kind of sword and uh one of the things that we've been wanting to do is cuz we essentially have sort of one main dog fighting ship in the game right now which is the Hornet and pretty much as far as I can tell everyone flies Hornets or super Hornets so uh if they're doing
- 01:10:12
you know this serious side of the dog fighting so we wanted to have a ship that was in the same class that could go toe-to-toe with it uh and this is a ship that's being built over here actually in the UK it'll be something that you'll see around uh in Squadron 42 and other things as well uh and it uh is a dedicated dog fighter uh it's a bit more on the sort of stealthy fight and and Agility uh so you know Hornet sa brawler this is kind of a ninja uh so there's sort of the stats on it um it does uh have uh uh well basically four S3 guns which is uh uh pretty two gimbal S2s or you can put S3s on the wings too um and it's got missile hard
- 01:11:00
points so it's I think uh going to be pretty cool and here we go we're also going to do a military ship sale to kick that off because we're going to show you some Squadron 42 stuff so we wanted to kind of put you in the uh Squadron 42 mode uh and I and I do want to say that on all these ships selling all this the this stuff you know you don't need to buy the ship you can start with an aurora and work your way through the game really this is a way to support the development and building this incredibly ambitious game and so if you do it we're very appreciative of it because it makes the game better we put all the money back in the game which we're kind of showing you and we'll show you some stuff that we're doing as quadron 42 um so thank you if for doing that so anyway here we go on the next one military ship
- 01:11:51
sale it just wants to stay up there there you go okay and we're for 48 hours uh to celebrate what we're going to show today the Amada pack which will include the address and when you see the address a little later on I think you'll understand why the ADD and yeah it's a it's a crazy ship first of all it's twice as big we originally thought and uh anyway so you'll get to see it in a little bit um so there you go and I believe uh it's $170 for the saber just to let you guys know okay all right so now comes to the part we're going to talk about Squadron uh so we want to show uh well so we've
- 01:12:51
sort of had some news art articles on the website this week they've talked about various uh things that have happened in Vega uh and um you know the beginning of Squadron 42 uh takes place right uh where this attack is um and uh I think I'd like to show you a video um of a scene that happens in Squadron 42 in the wake of the attack so let's put the lights down let's play the video ladies and gentlemen this emergency session is called to order Admiral
- 01:13:40
Bishop you have the floor for 200 years we have battled the handle we have caught these attacks raids or skirmishes are incursions but I am here to tell you that we are at War tying horion caliban virgal once human systems are but abandoned in the face of the enemy the vanu H our
- 01:14:27
gates weapons spared while we we hide and coward retreating as they burn and decimate everything around us we cannot let the tragedy of Vega happen again we cannot give the vuel any more ground to defend this Empire we must attack and we have to be committed to that attack whatever the cost may be we have to rebuild our Fleet we have to use the power of human Innovation to reclaim these so-called red systems and strike back at the
- 01:15:21
enemy this will not be an easy fight it will cost us new resources new credits and lives well some of you may be asking why undertake such a thing and I I can tell you with one word victory for if there's one thing the bandor has taught us it's that without victory there can be no survival um so as you know I spent a fair amount
- 01:17:43
of time here in uh London shooting the performance capture uh that's uh obviously the result of part of it I have to say that it's an incredible privilege working with people like Gary Alman and the rest of the cast that we had cuz I think they're going to bring a whole another level of uh emotion and performance um to the game uh so um one thing that we thought would be interesting because we you know like everything we're trying to do here on Star Citizen we're really trying to push the technology so that scene is 100% cry engine running inside cry engine real time so we've pushed the faces you know I would say probably rise was the best real time sort of face Tech up until now and this is sort of another step um so if I go here so we're going to give we're
- 01:18:31
going to run you a little video that sort of shows the technical process of it and then I'm going to start to talk a little bit about Squadron 42 so let's run the the video for folks to kind of see what what went together to deliver that my name is Sean Tracy and I'm the content technical director for Star Citizen we've been working on our characters and more specifically the facial aspect of this project for quite some time so we're excited to finally reveal this to you here you can see Gary Oldman Admiral Bishop making his speech to the senate in terms of Technology we've built upon the already robust systems provided by The Cry engine and have taken them a step further to really push the boundaries of what's possible
- 01:19:20
in real time on PC the High Fidelity work that you're seeing on the facial skeleton rig and asset was done by three lateral and really makes all of this possible the animations you're seeing are made with an incredible attention to detail by cubic motion my name is Vladimir mastilovic and I'm leading trilateral Studio we start our process with high resolution scan data these are scans of individually activated facial muscles and basically each scan is consisted of several million triangles this is a data set that cannot go efficiently in the engine and each scan is a snapshot in time and it doesn't have any correlation with any other scan this is why we have written a tool that will analyze the surface of the skin and will'll find correspondences between each scan through this process we are finding
- 01:20:09
hundreds of thousands of Correspondence points between each scan pair and this enables us to produce blend shapes on any custom topology for these scans scans are then handled by our artists who are examining for any unwanted motion and they are putting it in context and modeling a constellation of hundreds of shapes that will then be used to produce a facial rig which is essentially a digital puppet of the character which can then be animated and transferred to a game engine as an optimized data set when it comes to photo characters everything is important not only that character itself needs to look correct in terms of its shape and its texture but it also needs to look correct when it's animated this also needs to to extend to micro level so that skin stretching and the pore
- 01:20:57
stretching the blood flow in the skin and even the tiny layer of fluid between the eyelid and the eyeball behaves correctly so that it maintains the illusion of a live character in the scene essential for doing this on a such high volume project is not only having a large theme but also having proper production tools essential also to solving this problem are our production Partners cubic motion at cubic motion we're responsible for accurately recreating the actors performance perces using the face rig design by trilateral stage one of the cubic motion facial animation process involves analyzing the actor's performance so that means tracking hundreds of points on the face covering all the main facial features such as eyes inner lips teeth and skin creases in addition to that we capture texture information from the video and
- 01:21:47
that gives us this extra level of Fidelity in the data after we have analyzed the performance we move on to stage two two in the process and this means solving the data to the CG characters face rig every rig control has its own measure within the solver and each of these measures looks at very specific regions of the face and how those regions move relative to another region we can combine multiple measures and what this means is that we can then accurately recreate realistic facial motion like when you speak or when you emote so let's take two examples of the solver in action firstly we've got a funneling mouth shape and this is this shapee is essential for facial animation and lip sync a second example would be the Nuance that we can capture so if you look in this demo video what you can see
- 01:22:37
uh are very small eye twitches that are happening under the actor's skin almost and you can see then inside of Maya that the solver has captured these and transferred the data across to the relevant control within the face rig once we have sold the data to all of the facial rig controls we can then finalize the animation and then pass that data across to Cloud Imperium and they can integrate it into the game engine the faces and Star Citizen utilize a combination of both blend shapes and Bones to combine all the techniques available to us for real-time rendering if I enable a debug overlay you'll see a color-coded wireframe that indicates how many bone influences there are pervert this is important as it gives us smoother and more realistic deoration recent updates to our technology allow us to compute this on the GPU which means better
- 01:23:25
performance and even more characters using it at the same time blend shapes are driven by the animation Bishop uses over 400 of these BLT shapes to accurately convey the actor's performance we also use these shapes to apply the tangents to the mesh meaning the shading is updated accurately as these shapes are Blended in between one more obvious addition is comprehensive support for animated diffuse also called blood flow Maps as well as animated wrinkles when used together this yields a whole new level of facial performance you can see when when I toggle the feature the change is dramatic there are even more subtle uses such as making the lips lighter when they stretch or darker when they purse where previous games on the cry engine used a single wrinkle map texture we have extended this to use one two or even three wrinkle and blood flow Maps this ends up giving us 44 different
- 01:24:13
areas on the face to blend in diffuse and normals making unique wrinkles and expressions as accurate as possible you can get an idea of the complexity of the system through this debug view where white highlights indicate the blend areas and their relative intensities we've made other subtle improvements to add a bit more life to the eyes one such Improvement is dynamic pupil adaption which causes the pupils to actually react to the changes in lighting the animation for an asset of such quality can be heavy animating 200 bones and over 400 blend shape creates an enormous amount of data we compress this on the way into the engine down from hundreds of megabytes to just a few we do this compression very carefully as cubic motion has provided highly accurate and specific animation data of the actor's
- 01:25:00
performance this performance must be retained when coming into the engine the facial pipeline within Star Citizen is well on its way and as you can see the characters push Beyond where other projects and technologies have gone before we are committed to delivering the most lifelike characters possible to enhance your immersion in the Star Citizen universe so that's just one example of the uh the level of uh Fidelity that we're pushing for I mean I think it goes without saying I wasn't thinking that I would be able to do that when I launched the crowdfunding campaign in 2012 uh but as I made a pledge quite a few years ago when I said we kept on
- 01:25:48
raising money I said I'm going to take the money we rais and I'm going to put it back into the project and we're going to make the project bigger and better which is true for squadron 42 and true for Star Citizen and so the level of the cast the technology we pushing for the characters to put you in the story and just generally everything we're doing in both sters and Squadron 42 is reflective of that um so you know just to talk a little bit about Squadron 42 um you know I would put it up next just as a standalone project next to any AAA big publisher big budget game I I'm 100% confident that it can go toe-to-toe with any of those games and uh you know come out on top if you like Space games that is
- 01:26:37
um so you know the original pitch when I when I started this cuz I didn't think we'd have the money was I was going to do something very similar to win Commander which was uh submissions flying around in space and then when you were back on your ship you would have a couple of limited options of who you would talk to and go around which was sort of the win command one and two model Wing Commander three and four had live action but essentially it was the same format um but you know since we've pushed our Citizen and the tech forward since we've raised more money the whole uh Squadron 42 design has gone beyond uh that setup so it's a combination of flight on the ground combat uh talking interacting with characters all in one seamless uh setting and environment all from uh you know first person at that
- 01:27:25
level of fidelity uh and I think it's going to be the most immersive of all the story games I've ever done so I'm you know the I'm you know Dave was the lead writer on the script uh will also in La they wrote it together uh it's a fantastic script um I think I'm going to do a I won't show that just yet Dave we when we get to the next time um but uh I I really you know I think you'll get to know the characters in the story in a way that uh you wouldn't have done in the past cuz we're letting you go anywhere you want on the ship and interact with who you want and the idea and the goal is to have performance and sort of facial Fidelity that is on the level of what we have uh with Gary Oldman um outside of that you know we
- 01:28:15
have we you know because we've got the large World we're setting Squadron 42 in a large World environment so we're making it not just linear missions it's also sort of sandboxy where you'll have optional missions you can do besides the narrative for the story so there's going to be a vast amount of gameplay I mean we're very confident they go to um be a lot more content than any of my past wi commanders and what we're originally um thinking in the beginning so just to give you an idea um you know we capture we got we're going to have about over 10 hours of final performance capture I think we did about 120 hours or so uh of the shoot but of course you edit that down it's about 10 hours of final so I give you an idea win Commander 3 had about 3 hours and 17
- 01:29:05
minutes and uh wi Commander 4 had about 4 hours and 13 minutes so we're over twice the amount of scenes and performance that you had in win Commander 4 um facial animation has all been done using the pipeline that we just showed uh I'm uh going to show you something in a little bit which is earlier much more work in progress uh but you know the Gary Oldman is the he's the sort of gold standard so all the main cast are done to his Fidelity level uh and then the secondary cast are just a slight tab below him but they have most of the same featur so they're going to have animated diffuse and all the wrinkle maps and stuff like that um so we have this sort of dynamic conversation reputation system it's also a system that we will take across and
- 01:29:52
use inside the persistant universe and we're doing some stuff for Star Citizen that leverages off this that will allow you not only to sort of do sort of missions that other people give you or other AI but also have sort of story missions and more kind of Adventure interactions in the position universe and that will kind of come out of the story uh conversation system we're doing for squadron 42 um and uh you know I think one of the big Keys was one of the reasons why we have about 10 hours uh of scenes which is obviously a lot more than you would have in any kind of movie is normally in a film you just stay with the main characters and the main action but since this is your experience we don't know what you're going to do we don't know who you're going to choose to talk to what you're going to do aboard the ship so we we went and actually spent time with every one of the secondary characters and they have their own
- 01:30:39
stories and they have you know they can tell you about their hopes and dreams and they all have arcs and so the idea from an emotional standpoint is that you hopefully as a player will sort of pick and choose who you want to interact with who you like who you'll talk with and then when things happen in the story of Squadron 42 CU obviously it's a fairly boring story if nothing happens uh and you know uh things happen to people you'll actually have more of an emotional connection than you would traditionally do in a game because we're allowing you to sort of pick and choose who you're going to interact and uh sort of spend time with so uh I think that's going to be um pretty good and you can sort of Define who you are through who you through your actions and interactions um
- 01:31:26
so so I'm going to show you a little video uh of kind of just a shoot for the behind the scenes to sort of set up what uh we will demo right after this so here we go oops go back on that so motion capture is just the body um you know like the head position but it's not the the facial not the performance
- 01:32:13
so all the stuff that we're shooting on performance capture is all the performance in Squadron 42 so the dramatic scenes you know people's dialogue and so we capture their moot and um you know what they're saying and what's happening on their face to map it all onto their sort of digital alter egos inside the the world of Squadron 42 and we'll be doing that here in the Imaginarium stage uh at eing Studios uh for the next 3 months my name is Ian Duncan and I'm I'm playing the player so everything's from my point of view and all the interactions that every character has it's um it's with my with my character kind of cool and different um I'm looking forward to the challenge I'm getting my markers on my head and my body no I'm getting markers on my body and a camera on my head yes we wear the cameras and the head gear so captures
- 01:33:02
the performance regular everyday at work we've got this helmet on our heads that actually films every little closeup I mean you can't really get much closer than this it's going to pick up every single feature of ours all those other many many cameras and gizmos capture the the physicality I don't know 50 60 or so cameras I'm just making up a number there did moap last time 5 years ago and it's already evolved think kind look pretty sexy and that's why I'm here all thanks scan down just to check that's the money shot cuz everyone looks very odd wearing like you know Allin one very uh suits that don't leave much to the imagination you feel very self-conscious but the uh trick is obviously to lose that self-consciousness and just kind of Be Yourself within the space and play
- 01:33:49
the character within the space a bit like being in a theater Workshop it's all in your mind home to the famous Squadron 42 yeah it's like make believe yeah it's like being five again yeah it's like being five again whoa mental physical training has been pretty intense um I sat and had a cup of tea this morning and then came here so you have to go through a series of 90 plus Expressions ranging from frowning smiling looking up looking down left right and uh the combination of all those things mean that they can then control the way way that you look digitally first time you do it it can feel very weird it's quite a test I love it I feel very at home here from what I gather Chris is a bit of the sort of George Lucas of this stuff really
- 01:34:39
putting you in the game in a way that we don't have right now where you have emotional connections with characters the old days when I did win Commander I felt like we sort of advanced uh sort of cinematic storytelling in Gamers back then uh and I think think you know our cast is something that you would even have you would have in the movie definitely um in a way that you don't normally see in games which is pretty cool he's kind of the Charming famous One what took you guys so long you almost missed all the f I want you to hear this sit up we had Liam Cunningham this morning uh who's playing Captain White I think Bishop's going to be a great character Gary's awesome to work with you know he's bringing a lot of nuances to it some of you may asking why
- 01:35:28
undertake such a thing I can tell you in one Victory K you better be on your way a little bit Star truck it's like an extra level of nerdy geek out Eva back to your ship luk [Laughter] Skywalk yeah we were going through a list of actresses that we thought uh would be beli able as Gary's daughter Jillian was my Top Choice we handle it exactly the way you did on the xil she's great she's tough she's awesome um she definitely holds her around we got Harry tread away he was amazing like we're getting drunk before we even start work so it's a good day at work oh this is a space whiskey it's uh 5,000 year old yeah single
- 01:36:16
mold just been a really joyous experience yeah I mean working with all the the a-listers was just amazing fact that I I got to be in every single scene was was a real real honor cast and Chris have done an unbelievably great job it's going to kick other games in the ass the message of fans would be that thank you for enabling us to do something at this level uh what we shot here was way way way way beyond what initially I thought I would be able to do so I know it's hard to wait but TR trust me it'll be something that I think you'll be glad that you support it thank you so much guys uh it's been a pleasure I'm pretty excited to see it sort of come alive got to be a cracker yeah I think Dave you want to bring up
- 01:37:06
the scripts I I thought we thought it it should be a good uh like a good prop we didn't actually print everything out cuz we don't want to waste all the paper uh but I wanted to sort of show you the difference between okay so this is out this is this actually is an Outlander script um but uh it's 116 pages so this is like a normal film script you normally shoot and then uh you know this is essentially what Wing three was Heart Of The Tiger you can see it's a lot thicker because you have obviously a lot more options and then this was Wing four which was a little longer than Wing three but not significantly I think it was about 411 Pages versus 324 and then that's what we show for squadron
- 01:37:57
and that was that was all that's all enabled by you guys so I don't know if I could do the like Bam so sorry Dave I should have picked that up um but yeah no so uh there's going to be a massive amount of game um which is obviously why it's going to take a little longer than we originally thought but I think it will be worth the wait because uh you know we've got an incredibly talented team here in the UK they are leading uh Squadron 42 uh and I know I'm I'm always Blown Away by the work and the attention to detail I
- 01:38:47
think you've seen a lot of it like in the Gladius and the Retaliator the UK team has been doing an amazing job in Squadron 4 2 is is sort of their one of their main missions they're also helping out on most of the other uh parts of the game including sort of Star Citizen SC Alpha 2.0 and the FPS side um so what we thought we would do here is we're going to do a we're going to show a uh uh a early part of Squadron 42 where you first transfer onto your first posting which is uh Idris Corvette uh a frig sorry I'm back Idris frig and know we upgraded it went from like whatever it was 100 something meters to 250 it's quite big as you'll see uh and this is actually where you first arrive on uh the ship uh this is all running in real time in the engine
- 01:39:36
there's a few performance issues also I want to call out that the character so the the what you saw with Gary Alman is where it's going to be at with the main characters and the secondary characters will be fairly close to that so what we have here is sort of some of the characters but they're not finished off they don't have all the diffuse Maps they don't have uh you know some of the love that Gary had cuz Gary was sort of our proof of concept to push it uh but it's to show you interacting moving around some of the concepts of the conversation stuff uh there will be some glitches and stuff this is this is the thing that started us a little late that we had a break with the build and so that's why we rushed here a little late and that's why we didn't exactly start on time uh but I think it will give you a good idea of what it's going to feel like uh just being part of Squadron 42
- 01:40:24
being on a ship um you know it'll be for me it'll be a whole another level beyond what you've been able to do in winand you'll be able to wander around talk make friends do what you like and the actors that you've seen that we were performance capturing you know we do the full 3d uh scan of their faces bring it into the game capture their performances and instead of watching something passively like you would have done in Wing three or Wing four you're actually there in the scene talking to them moving around them and they will react to you so uh the last bit of caveat is that you know we have a whole bunch of next stage sort of AI in terms of what we call subsumption I think we've talked about about having their own sort of schedules there's some very rudimentary beginning bits in here but it's nowhere close to where it's going to be when it's finished also in terms of uh them reacting or tracking you uh there's some
- 01:41:13
technology that we're still working on that isn't in here that will make that much better in lifelike so this is a imagine this is a sort of very first stage uh and we'll be a lot closer in terms of the Fidelity to what you saw with Gary not quite to the Gary Fidelity all the time because obviously that's a dedicated cinematic scene but the that that's kind of the quality all the tier zero characters so like Mark Hamill Mark Strong uh you know all the casts we mentioned there are what we call tier zero and they're the ones that have the 40,000 polygon faces with the three sets of wrinkle maps and diffuse maps and so that's the Gary level then the tier one characters have two sets of wrinkle maps and diffuse maps and their faces are like 10 or 12,000 poies um but they look pretty good I mean so to give you an idea the rise faces were about 10,000 faces or something and they didn't have
- 01:42:03
the extra set of wrinkle Maps or the diffuse map diffuse map is what happens when you scrunch and your face gets more red and stuff like that uh and so that actually will make a big difference for some of the stuff uh that I even show here because if you're say pale skin that makes a bigger difference than if you're dark skin having said that let's uh show the maror so you ready M back here okay here we go and I will I will warn you there are
- 01:43:12
some dialogue syn issues in a part of this but here we go let's watch it 85 to Stanton 85 to Stanton got a late transfer in a last batch of supplies requesting permission to land stand by hold for landing assignment you clear the land copy on approach this is you
- 01:44:23
oh hey you must be the new pilot jeez you really got your jammed in here huh welcome to the Stanton I'm Eugene moral chief engineer way excuse me what's the number on that one this one's ID 523 R six got it excuse me sir seriously marrow I'll tell you when we find your converters you lieutenant commander Kelly wants you to report to the briefing room jeez weip that's how you welcome someone aboard you're not even going to introduce yourself I'm petty
- 01:45:12
officer Webster Chief mechanic you should go to the briefing room you're hopeless web I'm busy I'm heading to engineering I can give you the tour we'll be fine tour sounds great great I'll only take two seconds I'll wait for you by the stairs all good so you think they going to last longer thaner anybody will last longer than heater old man hated heater question is will they last longer l well standard bet might want to Ste
- 01:46:27
oh set let's go sorry about before web's great her job uh she takes a little while to warm up I've been here a year she only asked me how I was doing for the first time last week the only person I ever see her hang out with is Kelly and I'm pretty sure all they talk about is work anyway all enturies must be immediately reported to your supervisor this is flight control and
- 01:47:18
this gentleman here is the one and only flight operator Aaron Sito hey new pilot right I'm sure you hear this all day but welcome aboard the ston I'm going to be the voice in your head while you're flying don't you worry though I'll be gentle oh did you hear about clae he's on PD what did he do no idea but apparently he really ticked off Kennedy con's not going to believe this flight hops flight hops this is av1 come back got to go av1 this is flight Toops I've got you just waiting for some traffic to clear the deck but we be get of us here next stop the main deck See's great but a bit of a gossip don't tell him anything you don't want
- 01:48:09
the whole crw you know Ruma has it that's why his ex left but he's probably better off told me she had a gambling problem before you end you've seen Luther Since you got back to bring on a cake no why why quite a yeah what he do try to figure out a new way to minimize power leaks or did he go real crazy and run simulations on the latest conduit systems he got banned from Tasha's bar start from the top prepare yourself my son this and here's the mes hole hey everyone this is a new pilot Bar's in the heads through here
- 01:48:59
too ch's pretty good never try the lamb no matter what anyone tells you your have your deorations there you are did you get the converters white wants an ETA on that relay right I might need you to grab them from where will I finish taking a new pilot to the briefing room Connie new pilot new pilot Starman Connie hazes the morrow experience tour lucky you I'll go speak to her ah you're the best Connie oh remind me to tell you about Claude later I'm sure you will the Stanton's been in service for a
- 01:49:49
while now Keeps Us Engineers busy but I guess it's a hell a lot more interesting in selling on a new ship where hardly anything needs fixing actually little known fact back when Captain White was a Starman his first assignment was on a Stanton when he got his commission later on he requested her special as you can as you can see the uh the address is quite a big ship hey Wakee you hear claes on punishment
- 01:50:43
detail again apparently Kelly Sav this his last chance what do you do I'll tell you about it later after finish giving the new pilot tour hey you two haven't formally met yet right St man Watcher sir I better get this to the dock I want to hear the rest ke's a great guy Amazon to think he was feing on W A few years ago it's running hot there's something The Junction right but for some reason it's spilling wood just sent me an update he getting this is me but if you just keep heading straight on around the band and on the left is the briefing room check your M and feel free to swing by later if you
- 01:51:32
get some time so well let's go let's show the engine room here if we can that' be kind of cool that's actually pilot I think we're going to be best friends by the way if you if you haven't figured out marrow's the gossip of the ship so so this is sort of the the level of attention to detail inside the address which also is by the way the address everyone will fly in the uh persistent universe and uh this has been uh built by Nathan dley and uh his team uh at U Squadron uh Foundry 42 not Squadron 42 um so a whole bunch of really talented vehicle artists all been
- 01:52:19
working building uh the address I think this is one of the aogs that goes to the outside there ready now Captain White likes to meet everybody who comes aboard his ship but I wanted to have a quick word first so why don't you take a seat little history
- 01:53:11
lesson sealed in 2872 the Stanton is nus Idris class frigate she served with a 351st battle group for almost six decades decades before transferring to the 87th battle group 10 years ago in our last two assignments we've gone from Rescue and disaster relief and Fen to Perimeter sweeps along the Jean front we handle all sorts of theaters all sorts of situations now some people have got Big Dreams of thrashing duel out with bishop and think aose like this isn't worth their time that this is a joke assignment so I shall every new transfer this only once we may be a small crew but the work we do
- 01:54:02
matters and if you don't respect that I'll make sure you spend your career scrubbing decks in the darkest corner of the Empire let's keep the captain waiting all right right so uh that's actually uh that's actually a very small part of the to like when you first land there's actually quite a few more uh vignettes um that happen along that tour um this is sort of the uh we use the tourers to develop all the sort of AI and uh put the characters in just to let you know uh we don't have none of
- 01:54:50
the none of the hair was Final most those faces aren't even close to final we've just we have them in to work with the stuff it's going to be a whole another level uh beyond that so for instance uh uh you know executive officer Kelly who's talking to you at the end uh played by Rona Mitra is a tier zero character so she's she will be completed to the level that you saw Gary Oldman in the The Cinematic we done uh so uh it will go much further we just did this is the stuff that we had at the stage of development because once we finished shooting and had it rigged then three lateral work on it and cubic work on it it's a very long process for them to deliver that kind of quality uh but we wanted to get it in we wanted to sort of show you guys kind of where it's going to go uh it's going to look much better there's a lot of like details of
- 01:55:39
uh how the AI works and there's some uh procedural like looking around and tracking stuff that isn't in right now that can take as you saw like when they were showing the tech video on the puppet the face puppet you can move the head around and it'll all work proper so there's some level of kind of uh AI sort of real-time rig manipulation that isn't in yet that will allow those characters to sort of track you so if you walk around them they'll turn their heads and look at you and be much more realistic and every one of the characters has a whole set of conversations they have that are not necessarily targeted to any one part of the story so if you go up you can talk to them they have personal stories and all performance captur to the level that that we've done it that's why that's why the shoot was a 66 day shoot I think I've mentioned in the past that's longer than any film that I've done that's basically big movie uh shoot length and
- 01:56:29
it was to get all that material to get it in there so I think it's going to make uh in terms of being immersed in a story it's uh going to be pretty amazing it's going to take a little longer than we'd originally thought but I think it's worth it to give uh the guys here in the UK the time to make it and do it right uh because I think it'll be very special and uh you know from my standpoint you know there's a lot of people here that played win Commander a long time ago it's 25 years ago and that's that the test of time and I really feel that the stuff that we're doing here for Star Citizen and Squadron 42 can be that and to do that you you can't you can't accept anything that's anything anything less than the best so that's what we're that's what we're
- 01:57:15
working for um we go so uh I think the last one we have the website is called live now um so game features character biography and game footage I think uh you know ultimately we sort of feel like Squadron 42 by itself is a whole full game and you're getting started as a whole full game so in the future not this year but we probably will all you guys are back at get everything now but later on down the road we may split those out because I mean you know we took something that we thought was some missions and story and made it into this huge thing alongside this other huge thing um so there you go that's uh citizen con here I think there was some discussion of oh look a big cake that I'm seeing behind me
- 01:58:04
uh might we bring the cake out let's bring the cake but no bring it light up there or should I should I finish my closing here before we do the cake I'm just saying CU all I'm going to say is everything that you guys have seen uh the you know the SC Alpha 2.0 Z stuff which we are going to give you guys in the very very near future uh plus the stuff that we've done for squadron 42 plus a whole bunch of other stuff that we're working on that you guys haven't seen yet is all enabled by you guys here out there watching this and all the backers and so we couldn't do it without your support uh and it's really really appreciated cuz uh I I'm getting to make the game I've always wanted to make and uh I think it's a game you guys want to
- 01:58:51
play I pretty sure it's the game all the folks working on the game want to play too so thank you very much and look at this wow that's pretty awesome we should do a little video of this well before we we three years old before we sing Chris if you'd like to introduce the guys from Foundry 42 and some of our Founders yes okay here we go for my uh so so so uh so we got some of the key uh you obviously you know or twin uh who's one of the found there beginning my brother Aon uh you met Carl and you met Dave I'll leave writer this is Paul Jones
- 01:59:38
who's the art director of f 42 and all that beautiful art that you've seen to do spon 42 and a lot of some of the position Universe of has been art directed by him his Nick Elms he's the creative director of of Foundry 42 um so Squadron 42 and again a lot of the other uh we have Phil M lead designer and Nick and Phil uh we all went to school many years ago here in Manchester so we grew up together I've known uh Phil and Nick I think since I've been four or five right uh and we have Derek senior who's our lead uh engineer um technical director here at Foundry 42 uh and uh so he runs how many people how many Engineers do we have here in um I think we're up to 22 23 so 22 23
- 02:00:28
Engineers here in in the UK how many designers do we have there's like 5,000 of you guys right but 22 I think you win right Paul how many artists like over 35 right and uh we also have uh customer service here so I don't know where Patrick is back there so he runs we have a whole we have a pretty we have a pretty big customer service tman here P Pro uh so I'm sure you guys interact with him and how many how many people are here we have in custom service now five now five so yeah it's this is uh the UK is our biggest Studio there's 130 people here uh we're growing um so uh I I think it's probably because it's the weather's never great here so everyone just stays inside and works uh but anyway uh it's been amazing
- 02:01:20
uh so far the three years so far I'm looking looking forward to uh many more years as we um not only finish the game but beyond that sort of keep enhancing it keep adding content and making a a virtual playground for us all to Adventure around in and I would say happy birthday Star Citizen should should we can sing should we sing Happy Birthday to Star Citizen right all right I'm really bad at singing who's got a good voice Phil no I thought you could sing do together well you you got some Welsh background two happy birthday to you happy birthday to you happy
- 02:02:08
birthday citizen happy birthday to you so I met a credit oh how big are the pieces oh blow it off sorry am I going to get all those all at okay you know will have my spit over this I'm going to be terrible at cutting it who's going to be a good
- 02:03:01
cutter wow I don't know how to cut this you cut them slices for I don't all right I give up who's who knows how to cut this properly I mean how am I going to do it maybe you go from the corner oh they're going to cut it oh sorry the the people working it will cut it sorry sorry if anyone has the badly cut bit that was me sorry uh anyway so thank you guys very much I think we still all hanging out having some drinks right uh so have fun thank you um for supporting thank you for backing thank you for coming here and I'll be happy to hang out and say hi to everyone so 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.

