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Star Citizen Live: IAE 2952 Supertalk

18 November 202201:19:132,130 linesWatch on YouTube ↗

Transcript — every row opens the video at that moment

  1. 00:00:02

    very exciting it says everything's good you sounded really isn't that white like it's supposed to be right let it let it keep going I'm pretty sure that white light should be ready I'm just going to double check on the big one yeah get an hour in he's like no we didn't keep it recording the one tire uh it'll be fine yeah yeah because all the others are red yeah okay I like it like it's like a red field you're not allowed this side of the uh so Tom we're not going to do a formal intro this we're gonna do kind of a cold open kind of thing so we just start with cutting and then I'll do the intro after

  2. 00:00:49

    we're done with like the first talking point so how do we defeat Superman how do we kill Superman yeah we must kill Superman the Cradle I can't always isn't it that you do that you're like talking like that and then show me the four shots real quick yeah all right I just want to make sure the Chiron was on all three that's really cool I like to see my face uh let's not start on the wide at least for this all right so what does make a good spaceship just in general what makes a good spaceship unequivocally the interior layout of the ship it's straight up it is it's the interior layout hang on though does that just discount single seat chips are they just not good species well they're Fighters

  3. 00:01:36

    they're terrible there's less to think spiders are still spaceships though that's what's the big things I think it's the questions the questions the question should be that what's the best spaceship for what you want to do that's the better question well we'll get to that question Jesus okay but in general what makes a good spacer so we have the internal layout you got to be able to absolutely got to be able to find your way through it it has to make sense everything has to feel like it's in the right place without being spaghetti believable I think that's the thing that sums up for me is that kind of covers like the layout the functionality the visuals believability like when it comes to it could exist yeah yeah it could exist it things feel like they're in the right place yeah yeah because we started there basically you're just describing the story

  4. 00:02:23

    everyone I still struggle to find my way around that ship like I'm the one that looks after it I still to the stair cannot get to the um crew deck so without spend like five minutes going around the wrong way so you're the one to blame president Curry yeah there's no clip straight up to it it's pretty much around the Doom most of the time yeah it's I hate it trying to get up there we've got interior layout what else makes a good spaceship gotta look good gotta look good it doesn't have to like looking Good's relative though because it's different people's opinion like objective our goal is by far the best looking manufacturer I love that big bright as a hot takes place it's just like like a manufacturer I don't know yeah that's like solid design language right there yeah it you know what you're looking at with an Argo ship yeah communication turning orange right now yeah I feel like you're a ringer here

  5. 00:03:13

    for Argo okay all right so it's Gotta look good but but can a good spaceship look bad I mean can a good looking spaceship be a bad looking space it can be like ugly in a sense right like Nostromo is not a great looking it's like prosthetically a brutal industrial right not I think that can be iconic again can be that can look good right I think it's dead by its function isn't it like if you've got something that is you know a a big Workhorse and I'll go ship you don't expect it to be like super sleek and organic whereas if you've got something that's you know a fighter or you know something that's you know like a racing ship or something you want it to look sleek and feel uh it's unbelievable do you feel like you want me to have a character like an identity that's very like obvious when you look at it I feel when when it comes to our project it's really important that our

  6. 00:04:00

    manufacturers don't merge into to one as a matter of fact our manufacturers have their identity yeah and then within that within that you've got like a subclass of yeah like what the functionality is like if we were doing a like I say an industrial ship that was made by origin you wouldn't expect it to be like an eight not me with a lazy people in front of it yeah you'd want it to still feel uh 890 should have sharks so but you would immediately want to recognize as origin stuff yes it's fine for it to be industrial civilian combat all having a very obvious direction that the visuals go but at the same time you still want all the manufacturers to immediately be recognizable so we internal layout you got to be able to find your way throughout the ship and get to where you're going efficiently uh it's got to

  7. 00:04:48

    look cool not necessarily look pretty but but but look like you know stylish iconic it's you gotta you know something that immediately resonates with you uh anything else looks getting around inside what about performance does this matter does it has a performance of a spaceship matter I mean yeah obviously but it's also like it doesn't matter to everyone because there's a certain place in my heart for like the 890 where I just like the the image of like living this luxury lifestyle that delivers what it laid out to deliver like like its sole purpose is to be a luxury ship that's true and it performs very well being a luxury ship yeah so um yeah like means different things in that context

  8. 00:05:40

    though right well performance means different things based on what the ship we're talking about is so in terms of the 90 its performance I suppose is how luxurious it feels well yeah yeah it handles like it should be up because it is a should be up but what what would you say quantifies the 890 as performing and it's delivering the luxury experience you're not talking about its combat capabilities when you're talking about performance because it's not a combat ship but if you're talking about the Gladius uh or the hammerheads you're talking about its combat capabilities and how well the Hammerhead can its turrets can screen you from Fighters or the gliders how well it can do in 1v1 dogfight in combat so like the performance is based on what the goal is to achieve with the ship so performance matters but what performance what performance matters depends on what the ship's for

  9. 00:06:29

    eign like there's that movie at Knight's Tale remember that one with Heath Ledger or anything it's not not the best movie ever made but it's perfect at doing what it want what it set out to do like for when you consider all that it's supposed to be in in its place like it is a Flawless movie from beginning shout out to Heath um all right so oh welcome everybody don't know I'm really good at this well everybody the Star Citizen live the iae 2952 uh super talk spectacular I didn't name it before we decided to film uh I'm your host Jared Huckabee and if you've never seen a Star Citizen live before it's where we take about an hour uh sometimes a little more sometimes a

  10. 00:07:17

    little less at the end of our week and we discuss some aspect of star citizens continuing development uh on the show this week to celebrate this year's Intergalactic Aerospace Expo 2952 we have got a six esteemed members from our vehicle teams uh we've got a vehicle director Mr John crew hello we've got Dave Coulson uh I don't even know what your title is these days senior programmer who's the funnel vehicle program vehicle programmer from the from the content from the feature and experience teams uh Corey from our from the ship content team you know helping to build out the art Ben art director from the from the content team Mark uh design and and and and and Henry I was doing so good last hurdle Henry what this is your this is your first

  11. 00:08:08

    time appearing on camera for anybody in Star says who are you ready to do I'm Henry I'm a vehicle artist yeah well welcome welcome to the show thank you uh Henry uh it was kind enough to be a last minute replacement uh to fill in so so so Lily thank you for we literally grabbed you about five minutes before we started filming and just pulled him in he's like um okay yeah I'll be on the phone so uh so yeah so we are in the IE just technically launched today uh uh uh and uh you know this is going on the Microtech uh Convention Center uh it's your chance to uh explore almost every single ship and vehicle that Star Citizen has to offer on inside Star Citizen yesterday we talked a bit about the 600 Ivory work and a bit about who Drake is and and and introduced the brand new uh Drake

  12. 00:08:55

    cutter next week on ISE we'll be talking about even more a spacecraft uh some that you know about like the Polaris and the inter in the in the concept rework for the interior that's going on um and then ships that you probably you not supposed to know about but maybe if you went to Reddit you already do but we're not going to spoil that here for those who are who are staying uh pristine uh so yeah so on our inside star citizens will be where we'll talk about all the new ships and give it give all the information stuff like this today here on the show today uh we want to talk more about the process of making ships what uh makes the ship good which we just talked about um uh how we go about making them the considerations that go into that and just overall a bit about the process uh the the Star Citizen project has grown

  13. 00:09:43

    by Leaps and Bounds over the last last several years we used to do a show called Ship Shape where we you know educated about the entire Pipeline and how ships move through it we haven't done been a while but since those days like we have gained a whole lot of people so uh for some of our all-time longtime viewers uh some of this might seem repetitive some of this might seem like stuff you already know uh but you know we got a lot of new folks and maybe as all things you know the only constant is change maybe the pipeline's changed a bit the process has changed a bit so we'll see if we can't educate about I see Corey not his idea so let's start there let's start there with the pipeline so every spaceship that gets made for Star Citizen goes through this thing that we call the ship pipeline uh it's got many sub sections but overall uh uh the last I looked please correct me wrong there was there

  14. 00:10:33

    were basically six major kind of sections there was there was the the initial design and and and then concept and then white box then gray box then some other stuff some other stuff new stuff let's go to junk food why am I doing this John talk us through the pipeline what's that well at the high level what's the problem what does every ship do you mentioned things changing and it is changing and it's the perfect group of people because Mark and Corey have literally the last month or so been working on updates for it so completely unprompted I'll throw it over to you too to see it's your baby that you've been up to go on Corey let's start silver I um changes are sort of more of a focus on an actual planning phase between sort of pre-production and production so

  15. 00:11:22

    we've actually sort of defined like planning as as an individual thing right so we have to go away and estimate it we've been looking at how we estimate how long it takes to do the stuff like actually getting the team more involved like we we're basically grabbing everyone doing planning poker which is kind of fun and a weird thing but it works surprisingly well like we've rolled out a couple of new what what is planning purpose it should I should have brought the cards yeah it's uh it's we could do this our citizen plan a poker cards that'd be pretty great yeah that's right there yeah like I I didn't um I used to manage the property and I've recently sort of transitioned over the ship so that's why I'm here with these people now um do some planning poker role play here do it live Yeah so basically I mean it's probably not the most legit I'm sure

  16. 00:12:09

    there are like you know Agile development experts out there who would shake their heads at how about Corey basically yeah I'm a stack of cards it's got numbers on it that represent values I tend to just do in days because art tasks is pretty easy to break down in days but if you're doing more nebulous things you can use a like point system it's kind of weird I don't really like that I like dates as a measurement I mean do you guys use story points we use points yeah which the only difference really is uh like as you said art is like pretty straightforward and easy to estimate how long something might take but engineering tasks tend to have all of this like r d and experimentation work and it's very hard to guess so we tend to quantify things in terms of the complexity rather than the time it's like a consensus on how crazy what you're asking someone to do is right and

  17. 00:12:57

    it's not necessarily saying this is six months of crazy it's saying this is 30 crazy right 30 points yeah exactly that's other crazy things we've done yeah exactly what it feels about the same Source yeah exactly so you could probably derive you know an estimate from that but it's yeah it's a bit different to carry on though anyway so that's a bit of a tangent but basically so you have these cards they've got values on them everyone has their cards face down and you say Okay so we're going to look at how long do you guys think it will take to do the white box pass for the exterior ship for example right and everyone will have a little think and then they'll get there they'll select their card and then you know you say whatever show your cards everyone presents their card and you basically look and see if everyone's got like a consensus on how long it's going to take or if there's like a massive deviance and if there is you say Henry you said

  18. 00:13:44

    it's going to take you 20 days to do this task but John said it's going to take time why why is it going to take you twice as long and then you might say well here's a bunch of things that John didn't think about and then John might go okay really slow yeah why would I say Henry pull your finger out mate come on um but basically you know the point is that you've you've got the people working on a task and you're trying to reach your consensus it does take a bit of time as well which is a bit you know I think in in the past what we tend to do is we've tended to do this on like a ship scale so we've basically looked at a ship as a whole and kind of gone okay well like we know another ship of roughly this size and this complexity with you know it's a really well-known art style or it's a completely unknown art style we've kind of broken it down that way whereas what this allows us to do is the team to kind of take on um have more input into that and also

  19. 00:14:31

    because our complexity of our ships has grown so much over the years it's no longer a case of like oh here's a small single seat uh and all small single seaters take x amount of time because you know some of them have you know One Wing boots you can just mirror around other ones have you know completely unique parts and completely unique functionality and it just allows us to like get a better understanding of how long we think things are going to take and you know yeah because of that hit our targets better yeah like we we've already compared to how we used to do it it used to be at a high level people would like leads and directors would say it's roughly going to take this long as the best guess ballpark but sometimes it's been so long since we've been actively doing some of the things that our estimates are fell short or new texts made it more complicated or easier

  20. 00:15:19

    so we just we don't have as an accurate idea of it anymore compared to the people are doing it day in day out so we've had a couple of ships go through this process now and the estimates we've got from doing this have been almost to the day correct and with some of them we underestimated the whole scope and cut back what we were going to do because we knew it wasn't fit because of the better estimates and everything got as much attention it deserved and we now know we we just need to go back and revisit something else later but we also know how much time that's going to take so we we can plan for it better yeah we can adapt the scope of a project to the time we have basically because we have a better idea of how long each individual thing is going to take so we can say right we've got 30 days all this is going to take us 40 days then what are you willing to cut and then Ben will say

  21. 00:16:07

    well this task is 10 days we'll cut that and then you know so it better but that's that's that's one thing okay we kind of skip your original question Jared do you want the the tldr the whole yeah dude again like John and his design team come up with the idea if we want a ship to do this role and deliver this and then I think you normally send around like you picture to people don't know yeah so it is we have the very high level like one sentence I want a space Food Truck Van we use that as an example for this and that's and it has to be dragged yeah and either I've come up with that or I've got it from Chris or Todd or Tony or someone like that I give that to a designer and they flesh out to the full brief that goes back

  22. 00:16:54

    around all the design leads because there's a lot of design teams and they're all working on select different things they all may have slightly different ideas compared to uh the designer who did that vehicle brief may not be aware of say what eepu is going to be working on in nine months time which may have an effect so they they all have their feedback we update the brief goes to Chris for the final sign off and then it goes into the concept phase which is pretty much unchanged from draw a nice picture yeah yeah I mean you see it but we spend a lot more time on the concept to make sure that everything is going to work now so we do the Interiors fully fleshed out to make sure that everything that's gonna fit inside the ship actually fits inside the ship and with the extra complexity we've now got there's so much more to consider it would also be a bit uh worth adding to this point obviously I'm not

  23. 00:17:43

    the most knowledgeable about the concept of pipeline but I am aware that concept is not literally not just drawing a picture I know your mock-up the like geometry of a ship yeah General shape and everything so you have a reasonably clear idea of what it's going to look like it's much easier to make changes and to invest time when you're interested in concept than it is when you get into production because in concept you've got one artist working on it and it's fairly easy to kind of like course correct whereas by the time you're introduction you've got an art team invested in it plus all the downstream teams and design and everything it's a much slower expensive there yeah and it's you've got worry about performance and actually having it work and stuff whereas in concept it's just as it's a visual representation of it so it doesn't matter if you look at the geometry and it's really Jank because we've got a whole team of production artists too basically yeah convert a concept mesh into something that actually yeah as goes into video

  24. 00:18:30

    game and runs right and and works good and looks good so the concept's complete so Concepts complete good white box um which is basically those two things don't like finish Concepts start white box next day it's actually I like it I like sorry concept complete we then do proper planning planning phase okay scheduled I'm still learning the new new production yeah um and then into white box which is basically you know we do a um fairly quick uh breakdown of the ship and all the parts that need to be in it and get it into engine as quickly as we can just to allow us to run around it make sure that you know what we think works visually actually works from a gameplay point of view um and you know make sure it flies make sure thrust is in the right position make sure yeah just make sure you have a

  25. 00:19:18

    popular does when I open this door does it actually stay within the ship yeah inside the door oh yeah we actually have that test just to drag the ship around to make sure everything stays attached [Laughter] um yeah and then uh yeah once once you know at the end of each kind of phase we have like a review process where we sit down with everyone and get one in the room make sure we're all happy with it um but yeah white box is basically make it work we don't we don't really care what it looks like at that point it's about making sure that we know what we're doing and it's all going to work and then into gray boxes where we do most of the modeling most of the artwork um we don't care about what it looks like aesthetically but we care about what it looks like as a basic representation yeah for every aspect proportions right and everything in white box now at some point even in here you know it's not art complete but

  26. 00:20:07

    designers start working on flight characteristics I was going to start date one exactly so so while it's a great box seems like it's just an art kind of thing yeah it's you have designers and and and and programs and stuff are still in there you know flying around this ugly white brick yep that's going on right yeah it's not it's not that ugly it's like like I mean yeah it's representative of what the partnership's gonna look like I Saw The Herald and white box it we have to be involved from the beginning because certain things have massive impacts so like with the flight it certainly you have to consider from day one like from the concept accept fish because Thruster positioning location makes a here we go but you shouldn't have mention it it's fresh on my mind um it makes a huge impact the actual

  27. 00:20:55

    locations on ships so saying that we need to Thruster close towards the wing could change the way that the concept works is going to work for the entire ship so it's something that has to be considered the whole way around like there are multiple teams that give feedback during the actual concept is to make sure it's going to work because if we put all like the concept outputs all the thrusters down the center spine of the ship it's never going to work it just won't so we'll go really fast in one direction yeah but you won't be able to turn that's fine I mean if you want Harold sure yeah but like where did we change the herald to go back to being asymmetrical well we just put giant sticks coming off the side of it and attach the thrusters to it I feel just make another shape

  28. 00:21:44

    it's not that bad um all right so white box gray box what comes after that lot zero so it used to be final art would be the next beers that we've moved on to but we found that the amount of things that got put into final art from an art perspective was so vast that we having it all as one fears meant a lot of things bled over into each other and I had a knock on for other Downstream teams like the the audio team the VFX team okay as well because theoretically they could get involved in doing their work earlier but they didn't know when certain criteria had been met so we we drew a new line down final art and split it into blood zero and final so that basically the end of blood zeros when the other teams can then start getting involved and do more

  29. 00:22:32

    of their work and it just means they have they don't have to get involved immediately it's a very polite way of basically these two making sure that I don't make changes yeah it makes us sign the ship off at the earliest possible opportunity so that it can unlock other people from doing their work and I can't commit at the last minute be like ah do you know what just to stop that art director toilet again yeah yeah just a little bit and yeah and for folks who again uh for many people this is gonna be their first conversation discussion of the ship pipeline Lord LOD level of details basically like you take your geometry so your you know 3D

  30. 00:23:19

    model for the ship duplicate it and then smush it down like optimize it more you do that a few times and basically going to really like complexity right yeah the further away you get from from it in space it will transition to the next LOD right so it's basically a way of optimizing a mesh as it gets further away from the camera yeah not zero is the highest quality one so yeah if you've got your face up against it exactly you see everything you step two meters back and these ridges in the table won't be modeled anymore they'll be flat yeah and also if for example we do lots on something and then we get feedback about it it kind of makes those lots of redundant right so you really want like then be like Ben we're not doing any changes to it after we've done all zero right yeah like that's it that's that's your last chance to say change this because we're going to move

  31. 00:24:06

    on to basically all these like destructive processes that mean you can't really go back from that point it's definitely an intervention it looks like bear in mind right Corey joins a team within about two weeks is like right we need to talk about the pipeline okay these changes and yeah it's much better it's much better for team Health much better for scheduling and everything else so we're trying stuff it's this is all sort of this is all stuff when we're noodling with it's not like this is the way like I'm not coming in like I'm just being like the way you know so these are suggestions of things to try the situations the situation you could get into is that you make like four different versions of the ship geometry and then myself or Mark come along and be like that thrusters in the wrong place yeah and you now need to redo the that area of geometry for four different routes yeah like some things

  32. 00:24:56

    yeah are easy like because again as you go down through the log chain you're making the ship less and less detailed and so you know if if by the time you get to like lot four and five like moving things around a little bit doesn't really matter sometimes you play with the scale of them so that you reduce the amount of Pop you get as these things kind of change um but you know the Lots is like it's the icing on the cake in terms of like where it is in the the production pipeline but it's also like the least fun and the most tedious part of the production yeah you're not your favorite part yeah and make it look worse and and make it look worse than that yeah yeah and it's you know it's quite therapeutic sometimes um but I do all the odds then no uh Henry was kind of sent me off yeah you're around you're the newest member

  33. 00:25:44

    of the team here and it's like this uh so this pipeline has been developed is pretty much the only pipeline you've worked in here anyway right yeah what are your opinions on it so far do you do this is a safe space it's a safe space uh I'm between your story what do you think of the pipeline so far uh I think well I was working on props before and had somewhat similar pipeline uh there's a lot more technical aspects that go into it uh on the vehicle side and it seems like it works and there's a lot of uh what's it called um room for conversations about stuff during the pipeline which I think is very good honestly I don't know what's so bad about it I'm

  34. 00:26:34

    learning about it and it seems that you know it does its job that's for sure have we have we completed a ship in this new pipeline yet yes yeah right I don't think we did the planning we'd love to talk about that the cutter yes not everyone I know well but we've said it like the one that's gonna get blipped that other one that other one gets it gets formally revealed next week okay yeah yes we we've done a variant of the um variant Mark right not variant it's a variant isn't it it's not a spiritual yes yeah I can't talk about that one yeah don't worry about that but yeah so basically like this is this is just kind of suggest like things that I learned because I was on the I was managing the props team for you know a while and had

  35. 00:27:22

    an opportunity to sort of push the pipeline forward there and it's just kind of stuff that I found worked for that team you know trying that kind of stuff out on on the vehicle team basically X I left the props team you remade the pipeline sorry you then come to this I must have been doing something wrong no it's just Cory's following I'm just I'm standing on the shoulders of giants yeah like and fixing their mistakes beating them down with a hammer so David you're here as representative of the former vehicle experience the current vehicle feature team we live a bit outside of this content pipeline I was going to say that like actually like like where do you yeah come in and out of this pipeline year we actually are largely independent of the pipeline because it shows uh we

  36. 00:28:13

    well there's a few like the first reason is that we we tend to uh try our best to not have to do code work for every single ship just because there's loads of ships and it would be unfeasible to do so um so we sort of live adjacent to the pipeline doing things to support it every so often so that could be making tools to help designers or you know a new piece of tech that you can integrate to the ship to make the doors open differently I don't know or something like that right and so we interact with them they break for us exactly we interact with the pipeline in the sense that we um we're trying to support it functioning right most recently for example um we made this tool that shows the designers why certain thrusters are being used in a certain way which was

  37. 00:29:03

    received pretty positively if that was good so for example um the way the flight system works is it'll like take the positioning of the thrusters that the artists have done and it'll try and automatically put them into groups to use them for certain things so when you like fly left it has a list of thrusters where it's like oh I need to fire these thrusters when you when you go left and that process is automatic and the designers very often found that the thrusters were in order groups and they didn't know why so now there's a tool that shows them these thrusters are in this group and these are the reasons and it's usually because well you've rotated this thing in the in the in the model incorrectly or something like that so it thinks it's in the right direction correct yeah yeah I mean it's true faster facing it I mean it was a nightmare having to go through the entirety of the XML and find out

  38. 00:29:52

    where we'd ask accidentally randomly put X or Y or a minus instead of a positive and there was no real good feedback for it so we'd have to just comb through the whole thing and try and figure out what wasn't firing or why it was thousands of lines and as far as the game knew you intentionally put it that way because you're telling it that because yeah you said fire down the x-axis it didn't know that you wanted it down the Y instead so it's like so you can't overwrite it in this file but um if you know what you're doing yeah I mean I'm not going to do it well if it's if it's pointing in the wrong direction like physically put in the wrong direction it won't fire if you the implementation file has it in the opposite direction because there's a degree of functionality with it as well for how how it can point but then that was the other problem so if we were one degree too far

  39. 00:30:41

    on the fixed roster or something it then wouldn't fire despite the fact that it was put correct positive X of Y because the angle wasn't the right angle that's it it wouldn't fire it we wouldn't know so now there's a tool that tells you uh since we're legendarily renowned for being really good at naming things does this tool have a name it is called the Thruster group debugger it's very it's very Posh we didn't call it something like I don't know Jackson or yeah it's just just functional name right so uh while we're talking about thrusters here it's uh there's always one of the things that Chris has been known to say from time to time we repeat often is you take it to the point of realism and then you bring it back to the point of fun how how real is real when it comes to these

  40. 00:31:29

    spaceships so I I I how how obsessed or concerned are we with making sure everything is as accurate uh scientifically or physically or as possible and how much do we just like rule a cool some stuff and be like no I just like the way that looks so you're just hand waving them and make it work it depends on the ship really right it depends who you ask as well Ben's a very rule of cool person and you can I just can't do that that's what I want it's Jeffrey's tubes tubes sorry I'm not getting into this conversation again not not on live recording I'll speak for an hour about Jeffrey's tubes now if you look at the wait we could have Jeffrey's shoes so we could talk no no no Jeffrey's if you look at the Hornet that's a really good example of

  41. 00:32:16

    Thruster layout for what a real spaceship would be in the it's got a big Thruster at the back it's got two retros that are in line with it and then the maneuvering thrusters are all equally spaced around it so it's basically just very functional it's a cube with a spaceship dressing on it so that's that's like real spaceship but if we want every spaceship to be like that that's that's sort of the perfect layout which means every ship's Thruster layout has to be like that just on a scale which means you the Gladius here is good I don't know this one hopefully everyone knows what Gladys looks like um those thrusters aren't in line like they are on the hornet they're spread out because of the shape of the wings so technically that's less perfect less real but it looks in my opinion cooler than a hornet

  42. 00:33:04

    and it's it's like that on every ship um we always try and make sure and I'm pretty sure we have in every instance but I'm not gonna 100 confirm that but every ship has the enough thrusters to believably do what it's supposed to do and they may not be in the scientifically correct place um like if you look at the 400i that's first is there to move it but they could be in a better place but that would mean changing like the toothbrush nose of it so it's this now um and that's that's where the rule of call compromise comes in and that's different for every chip the uh the decisions that were made in the design of the the flight system is such that we tend to forgive in imperfections with regard to the balance of things so you know the

  43. 00:33:52

    thrusters their their positions do matter as you know Mark has made it clear um but if you for example have a slight imbalance versus the front and the back of the ship the system will ignore the imbalance um but you do kind of need to be sensible because there is a point where you can do something kind of dumb and it won't fly I think like it it's very good at uh mirroring real life in in that way anyway because like I think you know with our advantages and that probably technology is a race like we could probably come up with the perfect automobile right we could probably come up with the car that is the most efficient can drive the first whatever but if you look at cars on the road like everyone's most of them are different um and yeah I think there's always a

  44. 00:34:39

    point in real life variety yeah a decision has been made to be like okay like we could do it like that but this way just just feels better this way it's nicer we as a collective we prefer it like this and and you know our systems allow us to kind of have that Freedom as well pretty much I want to also give shout out to the uh the realism with regard to the way ships animate and move a lot of like you mentioned earlier the way doors move and Anime is all of it is not faked it it all this is like physical space to how everything moves yeah it's really cool which is nothing disappears into yeah what you were mentioning earlier which is yo like you start white boxing and you know you're kind of walking through the ship and it's oh yeah yeah I've done the doors and everything you're like cool just put it in like the outside camera and open the doors like we can hide stuff well if we wanted to

  45. 00:35:32

    we just don't draw it when it goes into the wall but we want to make sure like I want to sell it yeah we want to sell the dream and yeah those are the sorts of details that that you can notice a lot of the time and especially when you've got lots of things that are like breaking the laws of physics in subtle ways the more they build up the more it sort of breaks that sense of this is a real place I could be right and it was a real struggling Block in the past where a lot of our concept artists who have worked on other projects and they were used to it's just a movie set or it's just a TV set so I don't care where that door goes once it's opened yeah yeah it's gone and now we're like no I need to account for this I had lots of conversations with uh uh gurmark with uh Jim Martin uh uh with with Dave hobbins it's like you know people who have made spaceships for Star Wars for Star Trek you know the defiant the you know the

  46. 00:36:22

    the Falcon stuff like this and then they come here and it's like wait the inside has to fit in the outside yeah and it's like this is it seems like such an obvious thing but it's not a consideration it exists anywhere else not just in other video games but in any of sci-fi but it feels great when it does though because everything makes sense as you're walking around the ship why is it so thicky oh well that's the bulkhead door goes well this wall is bigger than this one yeah because that's and it's I don't and it it sells the realism of the ship mole which is so important that it feels like it could be a thing yeah I I will tell a story without naming any names but but literally it was my my second week here back in 2015 and I'm watching somebody work on a on a ship and I won't say the ship because it'll tell it'll reveal but

  47. 00:37:12

    they needed to put a door in they put they put a door in and the door stuck out through the exterior of the ship and the neck and I looked at him and I was like I was just you know brand new and I watched him go he goes oh and they just grabbed the door and he rescaled the door down and I moved on and I was like I I I'm not new here but that doesn't seem like that's going to be a viable solution down the road and it did become a problem years later when it came time to actually build that ship so yeah it's it's it's a it's a unique challenge for concept artists even some of the great concept artists that come from these other and we have a tremendous array of concept artists who have worked on this game um but yeah is that the biggest challenge of making

  48. 00:38:03

    spaceships for Star Citizen if you had to say what what is the hardest part of making ships for Star Citizen I imagine you you probably got different stories I'm curious to hear what your different answers would be what is what is the what is the pain the butt the thing that you the part of the process forms the technicality though isn't it yeah tell us what that is yeah yeah what I write forms I don't know you tell me you guys keep giving us them uh basically on an animated piece of geometry every bone has like a position stalled on it and if you haven't oriented it correctly that position is kind of stored in the you know in the file and it can like skew things so like you might have a you know a helper pointing the wrong way so when something attaches to it it's in the

  49. 00:38:50

    wrong orientation or it might offset when it trans goes to its Lodge so something just flies out into space when it goes into a lot of stuff like that basically and it stacks on yeah nested objects so you can have them all like you have a big Corridor section that's made of like 50 child objects yeah and there's a X4 mission on somewhere it'll kind of compound everything belief that yeah just like if it's if it transforms it like one meter off for the first child then the next one is like two meters off three years and so you just get this weird like Cascade and it looks fine in the maps file yeah export yeah it goes in engine very bad it's like oh but you can't just look at the entity and go oh well this is the parent of it all so that's what's wrong because the entire thing breaks so you've got painstakingly go through bit by bit

  50. 00:39:39

    potentially fix more because there's no way to see if it actually fixed it in Max because yeah it doesn't show in Max I think the biggest challenge is sort of for me at least it's just the sort of the scope of a ship as a whole right it's so many different moving parts so many different bits and Bobs right complicated yeah it's just very like they're just very complicated and because of their complexity you know you have to be very attentive and you have to make sure that you don't miss any like details right um and it's very easy to break stuff sometimes you know and then it's it's a case of everyone getting their heads together and being like okay why is this broken and you need you know someone from design looking to be like and then someone else listening to Mark Gibson right there um and yeah I think it's just you know

  51. 00:40:27

    you'd have to track down what the issue is it's basically like they're very complicated I'd say that's it I got an answer that is sort of unique probably to the programmers experience of these ships right is some of the ships most of the ships probably uh I don't come directly through my hands because the tools that we've made for the designer not teams work and the ship is created and they're having their time and it's all good it's all fun from my perspective it's all good and then there are some ships that have special unique functionality and these are the ones these are the ones that come through my plate because the RS designers will come to me and be like this thing that we want to do with the ship does not work because there's no Tech to do it or the tech doesn't support this and those are the ships that are difficult to do turret starts on top and then it rotates around to the

  52. 00:41:15

    bottom the Scorpius is an example of this another one is the Holley Big Fish team we're in the kickoff no objections were raised they were just like yeah fine no problem the animating section on the holiday is another great example of this a very difficult thing to do which cases from that yeah another thing uh is the the Thruster like folding things from the Redeemer is that the right shift yeah yeah those folding thrusters they have special case code to deal with those um all of those weird edge cases of the the things that make the ships like unique and special yeah you know the difference is the flexible system basically yes yeah we do yeah the Redeemer is the one with the engines that do like this the reclaimer is the one they can't take off from the surface

  53. 00:42:02

    of a planet yes that's an old old cut yeah so he remembers I remember I feel the pain right so uh any other answers for the hardest part John oh as the vehicle over Seer uh that there's a lot of challenge just because of the size of the team and like the global nature of it like I I imagine a lot of people so anyone that's done management of like more than 20 people knows the pain of just keeping everything a well-ord machine and I think vehicle vehicle pillar wise were included of like vehicle feature um that artists and designers in the US tech artists and the VFX and audio it knocks on for like 80 to 90 people

  54. 00:42:50

    trying to get everyone all working together on could be like six or seven Vehicles simultaneously in various stages just getting that all harmoniously working and being able to tell the people at the top like yep 12 months from now this is what's going to come out there and hit those dates and that's sort of where the plain poker has helped a lot in the the previous version was just like yeah we give a t-shirt sizes of like small medium large extra large and we just block book those in and the teams would always do their best to hit those dates sometimes they slip sometimes they were ahead um but yeah just that management side of it is a is a difficult a difficulty but that's that's part of the role but relating to the actual ships themselves I think for me it's we have a lot of ships in

  55. 00:43:40

    the game and it's every time we bring a new one in getting a real believable justification for it because it's the first question you always ask me when we do the filming of why why their ship and we don't want to just make them just because they're cool looking chips they need to have a role and purpose and not tread on another one's role and it'll all just work together nicely and John has done enough ship segments for me at this point at realizing that my my mannerisms and and habits are well known like literally he said thanks you ready yeah ready to start all right start recording why why this why not something else where's my jalopy um so from the from from the most difficult part or the least favorite part what's what's the best part about

  56. 00:44:27

    making spaceships and and Henry you gotta talk on this one but we're going to make you go first what's your favorite part about making spaceships uh I think making everything work putting it all together at the end at the end I think it come together yeah that's the some of it three parts exactly yeah yeah it is exciting when it's I I think it works yeah like see it works yes we need the equivalent of like smashing the Champagne Ball against the side of the ship it's like yeah it's a big red release but yeah yeah I think one of my favorite bits is when we get to the point where we hand

  57. 00:45:13

    the ship over to other people to deal with what I mean is like like yeah for the marketing team and like you've spent like the last six months staring at this ship and you know you you've lived through the frustrations of all the the you know the annoyances that you've had to deal with to get it to where it is and then you head over to the marketing team and they go away and they do the thing and they come back like through which they're like oh yeah can you just uh approve these shots though and you'll not be like cool click whoa oh I like that and click oh I like that and and you know uh you've got a bit of time to kind of step away from it you come back to me and look at it and actually being like proud of what the team's delivered is super rewarding and like I say yeah with our ships they are super complicated they break a lot during development and there's a lot of

  58. 00:46:00

    you know one of the hardest things I think is is for me is is managing expectations and that's not like managing like the exact expectations or like that stuff it's managing like my expectations and the team's expectations of what we can deliver for these ships and you kind of sometimes get lost if they're like oh it sucked that we couldn't couldn't quite do this because we didn't have the tag we couldn't quite do that but then enough time to do that yeah yeah and yeah you're kind of like making compromises but then when you see it all come together at the end and you know you get these beautiful screenshots that have been made or or b-roll or Traders or whatever it is and you're like yeah you know what I can have a whiskey tonight and I can feel proud that you know we did good and I think that you know that's the rewarding part for me similar like when the backers first get their hands on them when they first get to spawn it at the airsoft terminal

  59. 00:46:49

    they'll run over to the ship and you just start seeing it all the Spectrum all over Reddit all over twitch where people start to play with them and use them and how exciting and happy they are to actually get the ship that they've been waiting for and use it it's fantastic seeing them actually get their hands on it I think mine is similar to seeing seeing the reception to it especially at Live Events so uh the last citizen con we did in Manchester where we were sat in the dark in the sofa at the front of the stage whilst the Carrick trailer came on and that the noise and like the physical everyone was clapping pounding their feet and you could feel it in your chest from I don't know how many people have like a thousand people in that room in that room and just the noise and the

  60. 00:47:36

    pressure of that hitting you on stage was amazing well we were in the other theater like that all the staff when the other thing we could hear people but other side of the building absolutely exploding about it was fantastic I was terrified for the record because that was my ship and I was absolutely breaking it but it was amazing to see so we've talked a lot about Pipeline and process and stuff and I'm sure that for the for the folks who've got to make the uh the uh the the summary videos the the recap videos they're like just no actual new information in this show it's like it's like they've turned an hour into 40 seconds uh uh let's talk a little bit about what's actually in the pipeline right now so uh folks who follow the

  61. 00:48:26

    project know that there's there's the only constant is change let's just let's just get that out the door uh we say we want to we're working on this and then we want to do this next and we want to do that next but then some priority changes or some tech takes longer to to come online and we thought we were going to do this next but then the underlying Tech isn't ready so we can't do that next um there's staff departures you know people move in and out through the industry whatever and we thought we were going to do that next but now with the people that we have it's it's more appropriate that we do this instead of that um Let's do let's talk about what's in the pipeline right now um not any of the secret stuff the the stuff that's unannounced but as far as as far as the stuff that the community already knows about what is currently actively in development

  62. 00:49:16

    I'm going to look at John very carefully get the Beeper ready yeah because honestly like I get the red eyes I know I've done something wrong the whole thing is yeah uh do this so we'll start with you know you kind of like led into it quite well there the merchantment that's like the big elephant in the room for me the big expectations it is on my mind it's a very very beautiful elephant um but it's very large um I think that's the one that uh yes uh that that's the one for me that um is got the most unknowns around it um we're still kind of actively working on it due to basically people chasing new adventures um and just in slight priority changes we've kind of got a skeleton team that are currently working on the exterior and the exterior is progressing along well

  63. 00:50:03

    um it's kind of you know it's gone through emotions modeling we're starting to do kind of material breakups and that sort of stuff and really you know defining the the overall exterior shape um but we do need to look at that and decide whether or not it's you know now's the right time for it with the current team we've got um or whether or not we you know focus on on other ships um so it's still in progress at the moment uh when it's going to actually come out it's completely yeah we're a sort of like Crossroads with it where we've done a lot of like the interior is white box yeah the exterior is further along and we're at a point where we continue down the path and we absorb that amount of time that the ship of that size is going to take or we production phrase put a pin in it and uh move on to something else which

  64. 00:50:52

    is going to be a better use of our time so I can hear all the merchantment owners screaming now um but like there is a big capital ship maybe there are smaller ships that would come sooner that add better value to the game it's got to be one of the most complicated ones yes and it's for being a Banning ship the art Direction style is so much more than anything we've ever done like even with the 890 we had some origin stuff to go from with the 600 yes the the style completely evolved over the course of the 890 but the merchantment's just it's not just the capital ship it it's an alien Banning merchantment pretty much every ship every other capital ship in the game is human and is modular to some extent

  65. 00:51:42

    like you make one Corridor piece you've made 90 of the corridors in the ship and with much men that's not true like so much it it needs that that time and that I have that expectation like I said about managing expectations we could make it more modular it wouldn't be what we want is cool yeah and so there's there's a fine balance and you know with every ship we you know we try and reuse stuff and we try and take the most sensible approach to it but the merchman has like very little to pull from um but anyway much man done right um wait no no not much have been done it's done sorry Jared yeah sorry sorry um yeah uh talk about merchman let's

  66. 00:52:30

    move on okay so um other end of the scale um we've got uh we've just obviously we kind of just wrapped up the all right I mean I'll talk about this minute yes we've just wrapped up the cutter and we just wrapped up the chord oh that's fine um so those those kind of resources are free back up um in terms of the people that are on the Corsair um they're moving on to doing some gold standard work on some Squadron ships um that will eventually lead to uh that work coming into pu later date um and then we've got uh the the other people that were working on the cutter um they moved on to working on to the spirit so you know the spirit is in early white box um we've uh you know we're tackling the interior um it's all coming along pretty

  67. 00:53:18

    well we're focusing mainly on the bomber variant right now um but we are making sure we white box the VIP variant because the VIP one is the one that's going to cause the most headaches uh it's got multiple flaws in yeah small space got an escape pod well Escape I think I don't know yet oh now we we have to work out the middle section being the skip rash yeah yep Yeah the secret bit um so yeah there's a few there's a few uh Technical and and visual hurdles we need to tackle with that so we're working through that at the moment um we're working on the links links thank you um the links uh that's also in white box again early days um we've watched most of the interior

  68. 00:54:05

    and kind of going through the exterior at the moment and although it's based on the air so kind of like chassis um I think the only real bit that's being reused is probably the cockpit and even that will get some love um but yeah there's uh like visually it's gonna you know fill it's part of the same family but will be a different a different vehicle altogether um we've got the SRV um which is going super good um it's uh kind of you know final Trucking along for Argo it's going through final art um it's I say about two-thirds of the exterior is final up complete um in terms of modeling and material breakup and that side of things oh sorry Lord zero complete oh yeah a lot zero complete um and then on the interior um yeah the the cockpit the kind of like

  69. 00:54:54

    engineering section are both kind of dressing through lot zero and it's just habitation area that's still kind of in gray box what else uh the vulture is going to be pretty much done vulture yeah sorry okay yeah so vulture is pretty much ready to go and we're just really waiting on uh the The Savage feature to be kind of completely ready for it it has meant we've had to go back and make some adjustments to the interior but they're like minor things nothing nothing major so that's going good the whole c um is kind of with tech art it's kind of uh we're mostly are complete on it um but we are we need tech art to go in and do their kind of pass to get it all like the holiday get it all moving and and once that's done we can go through and do a final lighting pass and fix up

  70. 00:55:41

    any bugs and you know and I know there's there's discussions going on right now about you know because the whole see we talked take the vulture with Salvage there are things that there are knock-ons that affect ships that aren't necessarily exclusively ship related yeah like set the Salvage gameplay is done by an entirely by gameplay team and then gets kind of integrated yeah into the ship with the whole C uh it's big external kind of thing is the economy yeah and and basically it's like you can't just dump it out there and then you know without all this other work being done with for the economy being done with the cargo refactor and all this stuff that that has to that has to feed into it so I know there are a lot of conversations going on right now to make sure that you know when it when it does drop it

  71. 00:56:30

    doesn't just destroy yeah yeah absolutely and that's it there's things that's like like say like pipeline internal and then there's things that are game wide and the whole series one of those things that juggles both unfortunately or career straight through both they're always the tricky ones as well yeah sometimes we're ahead of those gameplay teams um sometimes we're behind and we always get the damned if we do damned if we don't like the ship could be ready and in the past we've just released it without the gameplay Stuff error but now we tried not do that but then it's the case of well hey the ship's disappeared off the roadmap now it must be done so it's coming in the next patch and it's like yeah and yeah things like the whole CEO that requires it's it's like you know it's highly on

  72. 00:57:18

    steroids isn't it basically because that reassection table isn't it yeah that rear section has um you know you can walk around it which you can do on The Holly And that that problem lifts in moving anyway um that separates and becomes yeah and three and three yeah like the the like say the like the collar the pipe yeah we want that to I have quite high expectations I feel and so that unfortunately requires some additional work from the different routines because they're looking right and feeling right okay and then we've got um like talking of Salvage that's one of those things that uh is somebody else's baby and and feature uh has a massive impact on our all of our ships yeah um so yeah the the team have been kind

  73. 00:58:06

    of Henry's been kind of like spearheading some of this stuff has been working exceptionally hard in looking at all of our current ships that are in game uh all of their um damage and underlying damage messages were created for a damage feature um that yeah it was was worked on many years ago and now we're like well that works for Salvage um but the you know some of it works great some of it didn't and so so we're going through and for um you know I love supporting new features uh for us to kind of take all of the damage meshes and sound and the uv2s on ships and everything and do them to a gold standard is years of work and I don't want to be the person that's holding back a feature that could be really good fun for the sake of me being like Oh yes you can kind of see through that bit and kind of see through this bit Yeah so we're going in getting all

  74. 00:58:55

    the ships ready getting all the uv2s updated um we're improving damages as we can and go through it's talking about liars the other day and Lars was telling me uh uh how much work he did on the cutter it was specifically the damage Maps yeah he really pushed it forward it was like the Clutter is going to look really good when it's destroyed selling point yeah I think and and that's what I mean by impacts are our pipelines and yeah it's basically um and I mean that's the natural part of of being in a in a project that's creating new features right is you know the ships we made several years ago they're not necessarily going to be fully compatible with these new features we drop so you know that is Tech debt and and that's sort of a part of of development right um and basically we just had to triage the ships and be like these ones that

  75. 00:59:43

    happens with everything it's just not every game happens to be running a live yeah yeah so it's not seen when it happens at every area and we're just kind of like yeah it is usually you have to pay off the tech debt before a game comes up yeah exactly usually and there's there's good kinds of tech dirt and then there's kinds of tech deck that you can avoid right but I mean things like Salvage like you know we need the we want the damage to look good anyway so it's surpassed it yeah the Salvage work that necessitated all this was built off the damage system which we introduced with the Gladius and that system hasn't really changed since then and it it looked good for damage like when you're shooting another ship with a spaceship 100 meters away and you see the bird and the glow and everything come on and when we looked at Salvage it was like yeah we've got a

  76. 01:00:31

    system it works yeah but then when you press your face up against the screen yeah yeah it's like oh actually this technically works yeah but it's not to the standard we want so I think as well like as as we've you know over the years just you know you call it rot or just changes and stuff like you know damage Maybe hasn't been scrutinized as much because it hasn't needed to and then when a feature like Salvage is coming up you know then we sort of need to take stock of where everything is now and review it again and be like you know these ones probably want want a bit of love right and then there's some that you're like ah that'll work you know but it's not all going to be perfect for for two zero Salvage with whole scraping but it will it will work you know as a future and you know it will look better yeah I know it'll look at it here Corey Bamford it'll all work for the most it doesn't work you can

  77. 01:01:20

    send your letters to Corey okay the ship damage will hold on chip damage you mean the visual the visual I keep having to graph this the visual damage the visual damage will Almost Do It let's work um yeah and the shade has had a bit of love um and we've created some new textures for it as well so there's a little bit of visual polish that will benefit damage as well yeah that's tin foil because that's tin foil damage just now kind of it yeah um on the plate yeah that Dan's done a great job on the team of kind of yeah we've got issues that were ship specific which means we have to touch every ship and then we've got um improvements we can make for like shift wide and and the new shaders and the texture improvements and stuff that we've done kind of like affects all ships in one go so that's a nice good okay when

  78. 01:02:08

    um it's the yeah like I say there is going to be cases where you establish partnership and and you might see a bit poking through and it's like well yeah it's still fun yeah we did our best yeah um and then I guess the uh we've done some work on Resource Management um and that's kind of like yeah we're in like prototyping phases and kind of getting stuff in and working and it relates to their yeah yeah but we we haven't we're not at the point yet where um that's like uh actively rolled out across ships I mean I've done a big pass and stuff we're kind of like um early guys with that stuff the Zone's done their pass on it yes yeah sorry on the r side yeah uh I think I think if I missed any I think that's all the ones we can talk about okay and of course the ones that uh we can't

  79. 01:02:56

    talk about you'll learn more about uh next week on ISC and towards the end of the year and uh in the early next year there's some cool stuff um we're just about out of time at this we've talked a lot about spaceships the process of making spaceships what we like about it what we don't like about us like this why now I want to go back to what's normally the first question here um it's an existential question I want you guys to talk personal though you're not not as representatives of cig or your teams but but as you personally why do you make spaceships well this game there's a lot to this game it's not just spaceships but why what Drew you to

  80. 01:03:46

    spaceships why do you States but why did you leave props to go to spaceships why don't you leave spaceships to go make something else like like why spaceships they're so complex that but for me personally they're all so complex every single one feels like it's a puzzle that needs to be solved and solving that puzzle for me is really satisfying publicly so full of thanks I know that's a good answer it's why I like doing the layouts of ship so much it's doesn't make sense to put a corridor there why does it not make sense to put Jeffrey's tube in anything why does this ship need to rework um for me uh it started a very long time

  81. 01:04:38

    ago at my former job reform company and I was sat there one day and the colleague reached out to me I was like I'm working on this project with with someone I can't talk about and he's trying to put a one kilometer long spaceship in our engine with a full interior that's impossible there's no way that could work it's like well here you go here it is I was like oh it is possible cool this seems like a a fun thing and then some months passed and then I ended up here I am only one kilometer at that as an old backer of the game long before I worked here um for me it it's it goes back to just the like sense of adventure of of going to space like that's a very fundamental driving feeling behind being interested

  82. 01:05:27

    in spaceships and then the second level which makes Star Citizen particularly like interesting to me is that I'm also a physics nerd and the like realism and physicality of the game and how things work is just unbelievably satisfying so you get this like double hit of sense of adventure uh and like Wonder of going to space with this feeling that it's like oh this can actually work and that's just it's just so satisfying it just feels really good yeah um I mean I've I'm a I've been a long time fan of sci-fi and you know Space games and space stuff and you know coming to this company was a really exciting opportunity for me and I had a really great time working on props and

  83. 01:06:15

    weapons to be honest I'd been on the props team for a very long time and I kind of fancied the change in this opportunity presented itself to me and I've always really admired visually the spaceships in the game and how they work functionally I find it just amazing so for me it was you know a chance to sort of renew my passion in a way you know what I mean like when you've been in a when you've been doing the same thing for quite a long time you're like don't get me wrong I love I love props and and that team is was so fun to work with but I think starting something new again it kind of it's exciting you know like I feel like I've I've got a lot of challenges and things I need to learn again which is a feeling I I sort of haven't felt for a while if does that make sense so you know getting very wholesome here aren't we I love how I get a little comment but uh Corey doesn't fit his heart to heart I was I

  84. 01:07:03

    was at the gym man all right uh how about you oh they're just the best looking thing in the game aren't they I mean I'm pretty simple in that way going in with the Bold statements straight at the back so I think it's a personal opinion environment teams waiting outside yeah Ian he's on the eighth floor yeah I know upstairs uh I think I think for me yeah I I grew up let's say like watching Red Dwarf on VHS like over and over and then you know watching Star Star Trek and Star Wars and I think um like you say that sense of adventure is is a big role for the project like when I first kind of saw what Star Citizen was um yeah I was making like racing games and and that side of things and you know the

  85. 01:07:51

    the vehicle art was inspiring is one there's one thing but I think I am not lucky enough that I think I will make it into space so this is the kind of places I can get like my kids they might like if they're lucky um but I don't think I'm quite there unfortunately so yeah get getting that kind of that statism for me is a game that I really want to play and I want to have that exploration and you know playing Star Wars Galaxies and that those sort of other games that big MMOs and exploration and that to me is just a huge driving Factor the exploration of gun name um yeah and also I told my sister that I was going to go and make spaceships and she thought I was gonna go and make spaceships real ones and I'm like no Sammy I make video games I do not go

  86. 01:08:40

    from making cars in racing games to actual real life spaceships you shouldn't have corrected Earth real life spaceships the amount of people that contact me on LinkedIn thinking the amount of emails I get from LinkedIn people saying hey you should make you go would you like help making marketing videos for your product and I'm like what do you think I do yeah all right so last question here um uh we always ask this at these things if if you could add one spaceship to Star Citizen that that spatial that we haven't yet added yet uh uh that you want personally for the game oh okay I was gonna say this is your chance to pitch John crew right now on camera uh what would it be Corey we'll start with

  87. 01:09:28

    you oh why'd you start with me I haven't decided yet imagine a countdown clock going down no pressure why were you doing this to me just like me I don't know because I didn't get to jump down your throat like I did Mark so this is yeah fair enough um I guess I guess is it spaceship or vehicle spaceship or a vehicle okay I quite like non-combat ships so I think just like I really like the idea of the colonizing ships like the um yes Pioneer um something like that I think would be pretty sweet how'd you mark hmm I want to make well I'm Gonna Keep pitching to John the idea

  88. 01:10:16

    of us making a giant ground vehicle base that's what I want to see in game so I'm going to keep asking jobs is this a movable base yeah a giant ground vehicle moving base yeah so like I think like a giant tank that has three floors on like a total Mad Max kind of yeah you know like a whole facility call it the Rolling Thunder yeah what was that film came out recently that was the um machines like Mortal machine style giant that's cool base like that's what I want it's cooler than mine I think yeah I got outpost on Wheels yeah okay how was you Dave uh so I don't know how the artists might enjoy working on a ship like this however I love the idea that exists in some sci-fi worlds of organic ships that are organic creatures and moving weird

  89. 01:11:07

    strange ways um and are animated very fluidly and like smoothly um the sense of like Wonder and strange newness from that is just appeals to me and I'd like to see something like that out there for there's definitely space for more alien yeah ships in our in our universe yeah the living organic like the Cobra law you know for an old GI Joe movies the original movie the good one yeah um I think uh R2 or anyone she's a traditional space rocket just because I think it would just be cool right like proper circles on the side of it big

  90. 01:11:54

    thrusters takes off vertically be cool um but I uh I've been seeing space sweepers and like they're junkerships like for me that's what our universe is missing the ability to like it's not a manufacturer and I've been talking about how important manufacturer identities are within it's not a manufacturer it is it is people that you know do live in the kind of like the duct tape yeah there he is yeah yeah like you do get a duct tape and challenge style Scrappy challenge style you know and and um I think yeah like a ship that people passed down through generations has been coupled together with whatever they can find and it you know it might see a station you know once every 10 years and it's and it's really sort of um yeah someone's unique and homely and yeah it has has a personality of itself that's cool

  91. 01:12:43

    Henry Wallace and Grandma ship of me yeah you sat quietly for an hour just waiting you mean like the classic yeah okay yeah from Wallace yeah okay I'm sure if you have Spaceman you can draw your concept for it it's like the kind of ship that a seven-year-old would draw if you're like that's a strong white shapes yeah yeah yeah yeah yeah Oh Me Oh no yeah but one that's not on the backlog John already knows this it it's I want uh the thing that I that I want is I want I want the old space jalopy I want a ship that isn't sold you can't buy it

  92. 01:13:33

    in a store you can't you you can't pledge for it nothing it's it's it's at the old Hulk that you have to find and that you have to repair yeah yeah basically you have to go on a 28 point Mission you know through through 13 different planets and locations and find the find the parts and basically reassemble this thing and what you've got is not the fastest and not the most capable or anything it's an old 200 300 year old spaceship but when you're done like it's a it's it's a status symbol it's a thing it's like like I put in the work I put in the time and it's a collector's item and and and it's it's a restored it's like an old classic car you're like wow it's the body Paradise huh you ever played World of Warcraft it's divided part of Drake you've been there you've seen everything you've done all the experiences and at the end of it

  93. 01:14:21

    this is what you've got sure okay you want people to know you spent 800 hours doing questions to get this less than optimal ship yeah but but then you know because it's you know because when people do this yeah they're all Restorations are always different like every 57 Chevy is not exactly alike and stuff so then there would be some some variations like you know it's it's like you got the blue door and you got the you know and stuff like that like I I that's what I would like a quest line ship something is that something that you have to something that you have to pursue and develop for me it's sort of like Ben's like I I want to do uh either the original Zeus

  94. 01:15:10

    or like an Xperia every question which if people don't know it's the first RSI ship that could do a Quantum jump had a Quantum Drive um I think they were notoriously unreliable so there's a lot of them just scattered around the universe I was like we could we could combine the ideas what if we combine the ideas but it's just a really cool visual like it's like the old space plane yeah so whatever it's restoring or obviously I think I'm on this game now that sounds better than mine yeah you have to go down to a desert Planet find just like a random panel yeah yeah using all the different gamepl it can be a thing that ties everything

  95. 01:16:08

    else together and that's about it uh thank you for hanging out with us uh uh for for for for for the for the time being uh uh Star Citizen live the iae 2952 all ship spectacular I don't remember what name I came up with at the beginning I should start this stuff earlier uh remember if you haven't uh checked out check out inside Star Citizen yesterday uh where we revealed the the Drake cutter the newest starter ship and the first from uh Drake interplanetary sponsors of this year's Intergalactic Aerospace Expo which uh should be going on right about now or if it hasn't launched yet it probably launched by the time the show is over what not I don't have anybody to talk to right now to find out and then

  96. 01:16:57

    remember IE goes on all this week and into next week we'll be back with Insight Star Citizen next week uh talking about uh some new ships there coming to the persistent Universe uh through this year's IE so you want to check that out uh for Star Citizen live uh that was John and that was Dave and that was Corey and that was Ben and that was Mark and that was Henry and if you know me at all that was an amazing thing once without an ounce of hesitation uh take care everybody see you next week so what the Jeffrey's tubes what's going on for Jeffrey soups right so that that's an ongoing bit the problem is they take a huge amount of space up oh they don't because they do that there is plenty of space in our ships

  97. 01:17:46

    dependent chips there is plenty of space the star lifter they're talking about Jeffrey's tubes engineering tubes engineering tunnels I thought this was some reference to Jeff the designer no no this is what just happened you've seen Star Trek right when they're crawling around in a little tunnels yeah it's like the underbelly yeah I see the star runner we implemented them it wasn't the best use yeah something down there to do yeah and we can fit them in bigger ships you're going to put all the components in these tubes foreign

Transcript from YouTube’s automatic captions — punctuation and Star Citizen jargon are approximate. The video itself is hosted by CIG on the official channel.

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