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Around the Verse

Star Citizen: Around The Verse 3.4 - DE

25 August 201600:21:59499 linesWatch on YouTube ↗

Transcript — every row opens the video at that moment

  1. 00:00:13

    [Music] welcome to round the verse season 3 episode 4 I am Brian Chambers development director of Foundry 42 Frankfurt and I'm Dan troughing I'm the lead system designer of the Frankfurt office as many of you know last week was games come it was a very very very busy week um it's always one of our biggest events of the year yeah outside of Citizen con of course yes that is also very busy um members of the dev team from all around the world work tirelessly to pull together to give you the sneak peek of uh what we showed on the show floor and also at the event yeah we we got to meet a lot of the of the old guys the old backers and also a lot of new guys that we've never seen before it's always always nice to meet

  2. 00:01:00

    these guys there was a lot of new people on the show floor that were playing yeah and a lot of them were like in full cosplay with all the gear all the weapons and well not the actual weapons cuz the the security would take them away but all the protection all the helmets all the gear amazing amazing stuff yeah I agreed I met a lot of new new people for the first time ran into some old fans old backers it was it was really really cool highlight of week had to be the live event at the glorida theater uh that's where Chris Roberts was able to show off SC Alpha 2.5 and 2.6 uh it's going to include the release of star Marine which I know is anticipated um biggest of all was the game play we showed for 3.0 um if you didn't get a chance to see it we've cut

  3. 00:01:47

    together some bits so take a look awesome as you can see one of the newest

  4. 00:03:04

    elements that was introduced in that demo was Cen a quest Giver for the very first time yeah definitely while we've been uh working on integrating uh MPCs in the in the baby puu uh a mission Giver is a completely different level of complexity in in this game uh let's have a look at how that came along so with Star Citizen we want to create a living and breathing universe and a big part maybe even the biggest part is to populate our universe with compelling characters that feel real and you saw your first glimpse of that with Miles eard like the Shady ambiguous backro dealer guy that we showed in the leski demo for Gamescom and we want to show you a little bit of how he came to be from casting um and then actually shooting on the Imaginarium stage and then going into the technical side with

  5. 00:03:53

    Mike nagasaka and Jason Cole showing you how he actually came to be as an AI in the demo have fun hey how are you miles eart a friend over Crusader said you've been building quite a rep Chris runs through everything and edits all the scenes how he wants them to look or how the acting to work once that's done that could come from say three or four different takes but with an editor he'll use the editor's time code basically to make that create that scene and what he wants then from there that data that quadcam data and that time code gets sent out and then get solved I'm always on the lookout for capable people who don't rattle if you're interested in picking up some extra work we should talk I'll send my details and then once that data

  6. 00:04:41

    solved it comes back to us but it comes back in pieces per takes and what we do is we take that data and merge it together to make that one scene work together while that's getting processed I prev visualize the sequence by using pre-existing animation in the editor uh to get the overall feel and once I get the motion capture data back the facial and body I put everything together and see how everything looks hey how are you miles eart friend over Crusader said you've been building quite a rep I run a modest security outfit and I'm always on the lookout for capable people who don't rattle so the first initial implementation is probably the most important part because this is the first time everything becomes together and we can assess any kind of issues that

  7. 00:05:29

    happens and resolving kind of motion capture facial data environment or or basically anything that needs to be adjusted so after the everything's been polished I do a light lighting pass um fortunately we have a good lighters um embar lighter so didn't have to do too much lighting but I still added some few lights from the Mobi glass um as well as a little bit of a shadow uh fill light on the side to give a more of a moody feeling to eart so after that's been rendered and um edited export the animation into the editor um which I handed over to the level designer or the UI artist to get a trigger at the right place at the right time hey how are you miles zart

  8. 00:06:30

    friend over a crusader said you've been building quite a rep I run a mod of security outfit and I'm always on the lookout for capable people who don't send my details so in the Gamescom demo both miles eard and the guy that gives you Landing permissions on leski they were both pre-rendered as Flash videos and then those were triggered inside the engine that's a process that works but it's kind of old school and we want to actually change that in the future to a process where we actually render picture and picture life in the engine that's scaling way better with an online universe that has hundreds of these characters during the Gamescom live demo Chris Roberts mentioned the engineering difficulties like bringing a ship from

  9. 00:07:17

    space to Hangar transitioning from Zone to zone or having NPCs navigating environments that can move relative to each other regarding that last point we want to show you how we improve the existing multi-layer navigation measur system to match our requirements for bringing the Star Citizen Universe alive in Gamescom we can see several examples of the navigation mesh so this is uh an example of an actual setup uh where we can see there are two main uh areas like a landing pad with some navigation area and a constellation so what we actually created is just a setup in which this character is just moving across three spots on the area and there is another character inside here here that will do something very similar it will move inside three different uh block points

  10. 00:08:05

    or locations in this area one here one on this remote computer and one here and we'll play some animations so now that we will jump in game so this is a a simple setup I created uh before with the help of some of the designers uh in which a spaceship in our case the constellation we set up before uh is spinning on top of a landing pad now we are inside we can see an NPC moving across the uh two different locations so this is the first one it plays just an animation he arrives to the spot he plays an animation and he goes to the uh computer board and he start to just interact with it um we can look around and what we can see is the uh Landing Pad uh like just uh in front of us and we can see another character that actually move across three different location and it's trying to look at us later on in will wave um what you can

  11. 00:08:54

    see is like I can enable the navigation mesh the back dra and there is there are two different different uh logal grids here and two different Zone one is our spaceship in which uh during the loading time uh the object container will inform the ey uh to which local navigation uh mesh are we are in uh which local grid we need to connect to and which zone uh we need to connect to so we can basically allow uh here you can see like navigation system idle that means nothing is actually moving for the eye so this is really optimized because we can know in advance uh based on uh the physics environment in which we are in that nothing is actually moving uh because the zone system takes care of that and the eye can just uh perform uh their own action that is pathf finding and move the characters um as you can

  12. 00:09:43

    see like I can exit the game and I can show you a bit how the setup is so if I go around now the navigation mesh will try to recheck the consistency of the different environments uh to verify that nothing has happened nothing has changed uh and here is the our constellation and on the bottom we have the landing pad with his own navigation mesh and if we just look at the back dra we can see here a volume that is the volume set up in this specific map but we cannot see any volume on the constellation because this belongs to its own object container and cannot be edited by any level designer that just used the spaceship uh but to edit that one you need exactly to modify the template of the spaceship so each navigation mesh more or less um highlights a specific environment in which which they C

  13. 00:10:30

    this thanks guys thanks to Intel we also had a booth at Hall n in the show floor where people had the opportunity to come up and play the game for the first second third fourth time yeah and we were also joined by the Star Citizen uh twitch Community who were live streaming a sneak peek of the upcoming 2.5 release let's have a quick look at how that went on the show floor so experience hanging out in the uh on the show floor it was awesome the amount of um backers that I met for the first time that I've talked to socially the amount of uh new people that came into play people were excited at one point I think the queue was up to 3-hour wait and our queue was going outside our booth around the corner and starting to block access to our

  14. 00:11:18

    neighbors so a wonderful challenge to have because it just shows the interest in the game the energy was there people were digging it we were having fun I was part of the floor crew uh we man the booth and make sure everyone has everything they need to enjoy the game we they wanted to meet uh the developers so yeah me and Todd papy were were all there on site to answer any questions that we the that the backers had for us this was my first time at Gamescom and just the sheer amount of people that are there compared to E3 is astounding and and we're handing out merchandise left right and sander where we're explaining our game to every passer by and backers in the community

  15. 00:12:06

    that would come by um not even wanting to play the game just wanting to see our presence and and feel part of uh what was going on good to show people the work that we've been pulling off all throughout this we've got uh disco Lando we've got Captain Richard DJ Knight twerk 17 bad news Baron all streaming live and having fun on the set it meant that the whole atmosphere was was live and festive and a lot of people having fun and enjoying themselves a lot of people have not seen Star Citizen yet here at Gamescom so uh or even live so yeah we've been uh we've been trying to Showcase what Star Citizen has to offer amazing to see the amount of backers or the amount of new people coming to see Star Citizen uh as there have been then just to see the amount of supporters that are already

  16. 00:12:55

    here that are anxious to see us uh just feels awesome just a fantastic community and I'm glad to be a part of it uh I've been a backer since April 2013 and I've been streaming for a little over 2 years so I've met so many people that I've been talking with for years now so it's been really cool it's a lot of people have come out and said hey I wanted to stop by the Star Citizen Booth say hello I'm a a big fan of your stream the people who work at cig have been the most passionate people I've ever come across they really believe in what they're doing and that's the most inspiring thing for me as a backer uh and then all of the volunteers that worked at the booth all of those guys were backers work those long hours and and how much uh how much time and effort they spent actually supporting the team as well as the game was was fantastic great guys always fully ready to talk

  17. 00:13:45

    about the game great team and uh we couldn't have done it without them they're the ones that are really truly allowing us to be able to create this game to create this this world this universe and during the floor I was more watching their reactions and so as something was shown that was kind of blowing them away I'd look over and they were looking at me and kind of nodding their head and giving me a thumbs up you know it was a kind of a direct recognition a oneon-one of like wow what we saw is pretty cool uh fans weren't the only ones that got in the action at the show uh we also had a press Booth where we invited press to get a sneak peek at some of the stuff we've been working on um here's an inside look of kind of behind the scenes of our behind the scenes press Booth we come to Gamescom because it's the largest game conference in the whole

  18. 00:14:33

    world and so that's probably number one number two we have a lot of fans here who can attend the conference and number three we get to talk directly to the press h hey good to see you how you from Red Bull we spend a lot of time with them usually whatever we ar going to show to our backers we also show to the press behind closed doors the way that works and what that's for is to give the Press sort of that up close kind of personal one-on-one sort of attention with Chris Roberts and so Chris sits down we set up appointments we'll go through the demo uh the Press gets a chance to ask him questions whatever they want can you explain how your procedural Planet Tech works and what it is they like it when they can get that face-to-face contact especially with someone like Chris we're going to show like a preview of what we're going to show at our event uh which is sort of

  19. 00:15:21

    the first integration of the uh big procedural planets that were putting in Star Citizen that the procedural Planet technology is one of the main things one of the main messages that we're trying to get out but also getting a chance to show them this this slice of being able to do all the different things getting out of your ship running around a planet space station getting back in flying off to another planet nearby we'll just hit um Quantum Drive so we can get to our location now you've got the Eva stuff you can go around and you also have stuff that you can do down on the ground the FPS stuff and you can go between all of them seamlessly so it's sort of just like a first person Universe you can go and do what you want versus stuck to doing one thing just being able to do all that sort of you know in real time is a is going to be a real special moment for everyone to see

  20. 00:16:10

    so levski is this um I guess uh kind of free Township on this Moon that was a deserted maning area and uh so a whole bunch of people from uh the U they wanted to get away with the boot of the uee sort of set up there so it's sort of like free from the uee oppression so there you know Outlaws scum villainy and other people that want to be around there but we're going to go see it so this is Port alar which is the place that you sort of start on in the current uh live Star Citizen which is one of the space stations but in 3.0 you'll be able to spawn at these multiple uh starting locations in the star system what we are showing in the B2B room in The Press Room is what we'll be showing to the backers uh tonight and so they're seeing the same thing we have good

  21. 00:16:59

    relationships with the Press we trust them they trust us and we all try to you know hold hands and uh and all go in it together so it it usually works out just fine there have been a number of Articles being published in the last few days about the event and the reaction of the press has been really great it really honestly has uh we put together some links in the description below if you want to check them out for yourself and the ATV would not be complete without hearing from the community manager Tyler Witkin with this week's Community updates and MVP hey everyone Tyler whiten Community manager in the Austin Texas Studio here to bring you this week's Community update the Anvil terapin sale continues which includes another ship brochure

  22. 00:17:47

    that is definitely worth checking out alongside the sale is the usual Q&A sessions you saw part one on our website released yesterday and part two will be posted Tomorrow there's a lot of good information in these about the terapin this month's jump point is now available to our subscribers this time we take a look at the making of grim heex station and the ongoing character head development subscribers also received two Vault Updates this week that showcased a selection of procedurally generated Planet shots and an early look at the Anvil terapin Gamescom is now behind us we had an absolute blast we encourage you to share the Gamescom demo with your friends and family and let them see just how cool Star Citizen really is remember Word of Mouth from you our amazing backers is what makes this project possible we want to thank twerk 17 DJ Knight bad news Baron and Captain Richard for entertaining us all

  23. 00:18:37

    live from the show floor booth at Gamescom in addition thank you to all of the volunteers who helped us run this event and make sure that things went as smooth as possible we could not have done it without you lastly it's time for our MVP award a huge congratulations to algar Red Brett W and gentle Jaz for holding this year's krux cup for those of you who are not familiar this is an annual in-game racing tournament organized and hosted by the community loaded with epic prizes so congratulations again you all are this week's MVPs back to you guys thanks Tyler uh maybe next time you and

  24. 00:19:40

    I can join the race what do you think you'll have to step up your game I'll see what I can do anyways uh that's it for this week uh now the gamescs ended the team is back in the trenches to get SC Alpha 25 out the door also working towards 3.0 also working on Squadron 42 uh we' like to thank all of her subscribers that allow us to bring this extra content to you on a regular basis um please go to robertsspaceindustries.com you can get info on future news future events that we have uh you can also purchase merchandise there I've heard I don't know exactly when yet but I've heard soon we will have the Squadron 42 hoodies up there and those are pretty cool we also like to give a shout out to our Star Citizen Community will be

  25. 00:20:28

    attending uh insomnia at the NEC in Birmingham this Saturday uh some of our team from the UK office will be meeting board gamer at 400 p.m. in the bar the first 58 attendees will also get a special surprise I wonder what it is well it's a surprise that's what surprises are for yeah exactly uh please feel free to join us this Friday at 400 p.m. local German time uh for reverse the verse where we will be taking questions live uh myself and a few others based off of this week's episode and as always we will see you next time around the verse thank you for watching so if you want to

  26. 00:21:38

    keep up with the latest and greatest and staff citizen of Squadron 42 development please follow us on our social media channels see you soon

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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