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Inside Star Citizen: Sound of Sirens | Winter 2020

23 January 202000:08:11193 linesWatch on YouTube ↗

Transcript — every row opens the video at that moment

  1. 00:00:06

    it was William Shakespeare who wrote do not swear by the moon where she changes constantly with the push towards completing the stand system in 2020 so artists can then move on to pirate the pu environment art team is facing one of the most daunting tasks to date to go from concept all the way to completion on microtext three moons in only a single quarter and all while using no-scent technology and developing an advanced pipeline along the way on today's show we check in with Ian and Michelle for the beginning of their team's journeys check it out when I joined CIA like three years ago actually it's the 15th it's exactly three years ago we just had our first planets procedurally generated Marco and

  2. 00:00:54

    post-call were working on it and that there was his planet service in the neighborhood by super excited about that first step on the moon basically looking at how fast we've been able to do moons back then versus how fast we can do it now we've made such big steps so we want to see what possibilities we can do within our first quarter of this year as we showed it citizencon end of last year's we we showed that first sneak peek at to what pyro could be so as myself and as a team we're all quite excited about starting that process but before then we want to close out these last three moons in Stanton so at that time is a factor because I'm getting pushed by my boss grace to start on this

  3. 00:01:44

    new system I think the biggest challenges for these moons which is also an exciting one is that out of the three two of them rely heavily on our ocean and frozen ocean which of all the planetary bodies we've done so far we've only used the ocean once on Hurston and the frozen ocean ones on market tech so this process starts by first getting the briefing from law so a lot of the stanton system was mapped out so we checked that reference and that gives us our starting point for what these moons are going to be about this could be anything from key distinguishing landmarks twenty-eight kind of cool gameplay requirements going in and this is important because within an entire star system we want the pilot to be consistent we don't want to be gone from

  4. 00:02:34

    one moon or one planet to the next kind of reinventing ourselves we knew that we had a lot of pre-established geology PacSun and biomes and i kind of wanted to utilize v4 as almost like our first exploration ground for taken the concept direction that we've already established and give the team a little bit of creative freedom to see what they can do so we didn't go to detail with the concept I was a little bit of a blank canvas there one of the key initiatives with the Vortech is kind of empowering the artist to get quicker at doing the job so they can focus on the quality and the quantity aspects they don't necessarily to need to worry about too much so what we did do is I did some

  5. 00:03:23

    mood boards and what this is what this does is it makes sure again we're keeping within a certain palette so these mood boards just reference them you know existing biomes or geology formations that we'd want to recreate you know Chris is a very visual guy so he likes to see it before any real production started just to see if he's happy with the direction once Chris is happy and then we can kind of take it fruit to the next stage we're doing three moons in one quarter I have a pretty good feeling about the success rate for it we've thrown an additional challenge in the mix with making a very reliant on the ocean technology and that will probably cause some additional struggle but I feel quite confident that

  6. 00:04:11

    we can do it now from the tasks ahead to those just about to be completed the Cutlass red is making its long-awaited fly ready debut and alpha 381 and bringing with it not just a really stylish red paint job but also new mechanics that aim to change the way we treat life and death in the persistent universe so for that reason we decided to take John Michael and Josh and stick them in a call together to discuss its development see what happened take a look so we're gonna talk about the class red today we've got Michael designer Josh the artist straight off the bat what does the Cutlass red mean to you kind of traits introduction into medical gameplay and just this very fun exciting ship where players can kind of fly

  7. 00:04:59

    around and keep groups together rescue other players it's it's my it's my child and star citizen the black was the first ship I did from the beginning so getting to finish the red I've been waiting a long time for this and the red is bringing a whole new element to star citizen it's the first run on the ladder of the medical gameplay career so it adds a whole new set of gameplay options that no other ship in the game currently does so we wanted for the Cutlass red instead of the open slide like assault doors is what I like to call them on the Cutlass black for this one we needed more of like a protected environment as the main cabin area is now a medical treatment facility we have to secure the patients and the workers inside the people who are being treated in in

  8. 00:05:47

    danger yeah I think the other thing that people always ask a lot is when can I get my flashy lights on a ship that was something I was very adamant about it the very start of this process is that it had to have the kind of EMS light fuel the colors red brings two new features into the star citizen universe so let's talk about the first one healing healing yourself if you're injured you just go inside the Cutlass lay down on this bed there'll be a little prom for you to heal we have this really cool little scanner that goes through with a nice little like tone lighting effect kind of show that you're being healed and then the second is respawning which you sort of access in a very similar way you you lie down on the bed you set the medical beds to be your respawn point and then at that point if you die and the ship is still in relative vicinity you can respawn back

  9. 00:06:37

    to the ship which is a big feature okay so we're just about out of time final thoughts on the Cutlass Road and I think I'm looking forward to is keel players try to get them going a little bit better than the can right now I can't wait for players flying around with their with their lights and shining the searchlights and people's faces I think for me it's just the extension of group play because we know there's a group at the moment as soon as one of you makes a mistake and dies they're essentially out of the group for a long period of time once they get back and this feels like a pin and it just allows those groups to play on for longer so what are we learning this week we learned that the pressure is on to complete micro decks three moons in a single quarter that the environment our team has the people the process and the plan in place to get it done and that while Drake may not care for ejection

  10. 00:07:25

    seats they're still gonna be the first out the door with ship healing and responding mechanics with the Cutlass red yes just when you think you have all the answers Drake goes and changes the questions Roddy Piper anyway thanks for watching everybody and we'll see you next week Roddy's favorite company would definitely be drink [Music] you

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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