Star Citizen Live: Chasing Racing
Transcript — every row opens the video at that moment
- 00:00:05
hi everybody welcome to another episode of Star Citizen live uh what are we calling this one chasing racing I just made that up I'm your host Jared Huckabee and if you've never seen Star Citizen live before it's where we take about an hour at the end of our week and we hang out with uh our developers our team members uh the folks who make Star Citizen and Squadron 42 possible uh joining us on the show this week we have a a a cavalcade a a a lovely bouquet of of different developers in different fields but we'll get to that in a in just a minute uh earlier in the week uh if you haven't checked it out inside Star Citizen dropped yesterday with a look at some of the embedded QA team members and their work on some of the locations that are currently in testing
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and being developed for Star Citizen including the updated uh new Babbage Convention Center which has a name that I can't think about coming in the upcoming Alpha 317-4 as part of next week's Intergalactic Aerospace Expo uh the whopping new 35 uh derelict outposts that are being scattered throughout the Stanton system in the upcoming Alpha 318 scheduled for this December and then of course a brief look at the outlaw space stations uh that have been a big part of the upcoming journey to 4.0 uh that we hope to have in your hands uh next year we also introduced uh the idea of adding a whole bunch of community racetracks to Alpha 318. um outfit the the delay for Alpha 318 due mostly to the ongoing work with
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Precision entity streaming and getting an entirely New Foundation to the Precision Universe done in one patch because hey uh has allowed certain teams certain content teams uh the opportunity to take short Sprints and add additional content wherever possible and members of our friends at turbulence as well as the EU sandbox one team here in Montreal have taken the opportunity to add six uh or at least six so I don't we'll find out if that's the total amount uh brand new racetracks to the persistent Universe all based on or at least some based in part on tracks that have been created by members of the community uh so we can check that out we showcased three of them on inside Stars citizen yesterday there was the yellow racetrack uh through the asteroid fields around
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grimax there was the uterpy a racetrack down on the surface of that Moon and and I think I'm saying that correctly we had quite an internal debate on how to say uterpy when we were filming and I saw one person in the comments ask if I intentionally say it different than any of the other developers just to mess with people and the answer is yes and then the third racetrack on Area 18 on the planet art court on today's show we are going to explore three additional race tracks that are coming to Alpha 318 made by our friends at turbulent and joining us on the show to help discuss that today is uh namanja from turbulent namaj are you there yes I am here how's it going good
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welcome welcome to being our very first remote guest on the new format uh stars in live you can see and hear me okay yeah everything's perfect on my side how many fingers am I holding up uh well I'm not watching twitch right now so I don't see how many things oh you can't see how we didn't do that that was my bad that was my bad it it was three um all right so uh namanja uh joining us on the show this week that we also have uh two members of our esteemed audio team who are going to fill in the back half but since they were there and rather than have them sit quietly we're going to let them join in the conversation we've got Graham and Corrington from the Manchester audio team how you guys doing we're doing good yeah at the end of the week yeah are you excited to see some Community race tracks absolutely yeah now mind you you can you can see and
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hear them correctly I can see and hear them and if they have any questions feedback regarding their race tracks they're welcome to throw it in okay this is a heck of a uh a technical feeding a big shout out to uh Tom and Peter behind the scenes for making this possible today um all right so let's just start off with with some some simple stuff some setting the stage why add six new race tracks to the persistent Universe in 318. uh that's a good question we should ask that one to Todd because he took us by surprise too when he asked us to do that but uh our goal is always uh to add more gameplay uh that's fun and quickly for the players uh this was a good
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onboarding task also for one of our new level designers it was a good first step toward implementing more racing into the universe it's definitely a step in the right direction so uh I mean I'm excited to see what's going to be coming in the future for racing but for now six race tracks it was uh I think this was a pretty easy win for all the teams that worked on this and um yeah it was just fun to make and hopefully it's going to be fun to play cool so again for folks who maybe haven't seen yesterday's inside sources and you're going to want to check that out uh to see a pretty detailed look at the racetracks on yila uh uterpy and artcorp uh today we're going to take a look at three new race tracks and we're just gonna jump uh right into it here are the first race track that we're going to look at and discuss is on Damar
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so uh Tom why don't we go ahead and start the Daymar a cine clip and uh let's just talk it through let's let's let's let's let's take our first look at the new Damar race track so Nemanja what are we looking at here so this is going to be a brand new race track so this is not one of the community race tracks that we picked off um this is a new one it's right next to the the Garden on Demar they have a pretty cool range of mountains and canyons that are like one next to another and we decided to make a race track there for multiple reasons one because it's close to a QT point two because we already have these natural Canyon formations for players to race in it's also it reminds us a lot of
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the snake bit race track so in that regards it's going to be very familiar to the players uh there's a very similar turns and curves the atmosphere is the same um so yeah it's gonna be familiar for the racers but there's also some new parts that are like closer to mountains where we added a little bit of verticality we added those uh underpasses under the Rocks which are very memorable so we just took snake bit and basically brought it to the next level so this is like the evolution of racing um it looks better it feels better it uh it's beautiful we had a lot of artists work on this uh Louis Max he did a great job art wise and it really shows like in
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the Minor Details when you get closer to the ground on the human scale there's a lot more detail uh we have better landmarks it's just a great fun track to reason wow when you say uh this is the upgrade to snake big snake bite still exists this isn't well we've actually added the missions on snake a bit too so uh the the time trials are going to be available on snake bit we had to update the visuals of snake bit a little bit also to accommodate for the for the checkpoints but the the golden path of snake bit is still the same we just had to add some visuals for a few extra checkpoints to make sure that people can skip above the Canyons gotcha so uh we added snake pit I don't even remember which patch it was now
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317.2 one yeah okay so that when we added that it didn't have formal uh uh in-game check marks Did It checkpoints no it didn't so this is brand new so mft team worked on those and they're actually a lot better than I expected so yeah kudos to them all right so walk me through the loop here uh players are going to open up their Moby glass there's going to be a a mission available to them how does this work uh yeah so there's going to be they're going to have to grind some reputation in order to unlock all the tracks uh obviously uh the first tracks are supposed to be a little bit easier so the player is going to open up the Moby glass there's gonna be a new racing career and they're going to be able to to pay an entry fee to raise and uh if they we have multiple brackets I I don't wanna
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not too familiar with how many brackets we have but we definitely have like uh bronze silver gold platinum and then depending on where the the player uh how fast the player finishes the race he's going to get a time and uh some credits depending on where he ranked on the bracket and there's also going to be like a a world record to beat that's going to be uh based on the Whoever has the fastest record on that track he or she don't know don't forget the don't forget the female racers I I had my butt kicked by enough of them internally uh we do have an overhead uh a shot kind of a top-down uh to see the the size of the story strike don't we let's let's take a look at that so how big is this how big are we talking here uh it's very similar to the snake bit so
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I think this one's about 10 kilometers uh more or less we have other ones that are bigger um that are about 30 kilometers uh this one goes in a loop so we're gonna try to have in the future races that are Loops some that are linear so we're going to play with that okay and then we have some footage we actually actually have some test footage uh one of our cinematic artists uh Dave who who is one of the the two people who capture all the wonderful b-roll for inside Star Citizen every week uh took some time off and went and run ran the races for us so let's play Dave's uh a race on the Daymar here and take a look at the actual race in action uh so so again you take the you take the mission and then there are actual checkpoints that you
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have to race through and they tick off exactly so we have visual checkpoints markers right now like we see one right there so once you go through it's going to show you the next checkpoint that you need to go to uh these are going to be very helpful I would suggest that players the first few times there they do the races they do them slowly just to be sure that they not crash uh learn the race and then after a few turns on the race you'll be able after a few Laps on the race you'll be able to do them pretty easily I think um and I currently hold the world record on this race uh it's one minute 22 seconds so it will be the world record until everybody else in the Pu gets in
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there and just destroys me so now the world record you are like one of only two people that have actually run this racet though a world record is a world record I mean uh Dominic Toretto said it in Fast Furious it doesn't matter matter by how much you win and what matters is winning so yeah while it was just like Vin Diesel was here in the room with us yeah that's just like that uh Graham Corton you're you're seeing much of this for the for the first time here what are your thoughts here yeah well I mean we'll talk a little bit later about how quarantine is going to be looking at the flights experience from an audio perspective and this is another angle on that and we you know we have to make the ships work in a way that sounds good in all circumstances and this is a very unique circumstance but it looks absolutely beautiful and I think um certainly I can't wait till we
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go hands on in start uh tuning the audio experience to it as well I do agree yes can be a really cool piece of work to work on out the Dave's showing off there with the barrel roll yeah it's a most in this track what's important to mention also is these tracks are also going to be uh you'll be able to raise them at night also so like we have amazing lighting artists that that are that did some amazing work on these tracks so whether you're racing uh daytime or night time uh there's the diff the experience is going to be different but I love to see these tracks how the way they're light up at night especially the landmark on this one with the fire on top it looks great one other thing to know is we did hide some Easter eggs which are going to be some are going to be easy to find
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other are going to be harder to find because the tracks are so big we did place a few podiums around the tracks in key locations where we have some nice uh shots for uh for print screens so it's gonna be up to the players to find those podiums there's a between one and three podiums hidden per track so good luck finding them any uh any suitable places for Tuscan Raiders to take shots pot shots at the racers yeah it's taken every ounce of willpower that I I I I have not to say the line not to say the thing because I really wanted to uh Graham is vibrating yes you guys can't see ground but Graham is vibrating like he definitely wants to say it I'm not saying anything
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all right uh so yeah so that's that's the Damar uh a race track um this is coming online in Alpha 318 uh it'll have a mission it'll have uh checkpoints um I I saw some folks in the chat uh folks were asking about uh the possibility of adding like grandstands or or other observation decks uh to these things to these things are there is there anything like that already at the Del Mar racetrack or is this something this one has I think I'm not sure if I remember correct ethic and some medium Landing Pad where where we saw the The Landmark location with the fire on top there is a landing pad there but I'm not sure the size of the landing pad and I think we would need to put in a large one so that like maybe a caterpillar can
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land there with a couple of Spectators so uh we do want to have nice places where people can land and watch the race it's hard I've got the sound guys here so I'm going to ask them You Know audio is usually very Downstream for a lot of so so like we're sitting here and we're showing the stuff in the and and our audio guys like they're seeing it for the first time right now that's our Downstream they are uh any chance of of emulating or mimicking the classic Pole Position yeah it almost feels as though it will be rude not to at this point so now that you've mentioned it yeah sometimes I use my Podium to to enact policy yeah we'll see see how it happens uh the next uh race we're going to take a look at uh
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moving from uh Damar uh to loreville uh let's go ahead and play the Louisville uh video and take a look at at this at this upcoming racetrack here so the loreville racetrack is actually a community community race track I know they had like uh some racing school stuff going on in there which I joined to learn how to race a little bit better um this one this racetrack was worked on by a new level designer named Dane so this was his uh onboarding task we thought it would be good for him to to learn the ropes on how to use the the layers submit how to use spur force and work with lighting artists and level artists so it was a good stepping stone for him it was uh pretty simple because
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the racetrack was already made by the community I think we only changed some minor things um the artists here they did an amazing job adding a more structures uh we can also raise this one at night so at night there's a lot more visible lights blinking lights um yeah it's just one of those uh iconic racetracks that the community has been Racing for a while and that now they'll be able to race it and earn a little bit of credit so doing so you mentioned something I'd like to call out uh there's a there's a user in the twitch chat I think it was a mathox it's like if I were the project manager racing is the last thing I'd be working on but you make a good point about you know this was a starter task for a brand
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new member of the team it's it's not everybody that works on Star Citizen is at the same level of involvement is it the same level of experience is that the same level of of commitment and a lot of these times when you when you see these outward things like oh why are they on this and also this and also this it's because you're looking for tasks uh to fit schedules you're looking for a tasks to fit openings in availabilities you're looking for tasks to that are suitable for the uh uh a talent and capability of folks that you're trying out and it's like this so you'll get all kinds of things you'll get the major things and you'll get the medium things and you'll get the little tiny uh fun fluffy things and all the stuff in between especially when you're a project that's five
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Studios wide and 800 some odd people strong so but the Montreal team I think we're a five or six level designers right now and out of the five or six level designers only two worked on those uh on those tracks of myself and Dane so we have other level designers working constantly on other things which are not racing specific but yeah everybody has their own opinion on what we should be working yes uh let's take a look at the overhead uh for for for this track here so comparatively speaking how how big are we talking oh man that would be a question for Dane I don't know the size the exact size of this track but we're also hovering I think around the 2018 to 20 checkpoints
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so it's a these are I'd say are small to medium sized tracks we're going to explore larger tracks when we have more uh Power from Level art we're gonna Dibble into a larger tracks here okay and of course our uh uh eraser internal Dave uh here made a made a pass at uh racing the Louisville track let's take a look at that while we continue to talk here so so where does this start did you know where this starts uh well whoever raced the Louisville gateways track before which was renamed into lowerville outskirts now uh it's the same exact start position so it's behind the CPD building we can see it right there so okay
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the the start point is right behind the CBD building it's a very straightforward track there's a there's a few turns and then there's a couple of straight lines it looks good it feels good checkpoints help a lot we're right now so we're at the phase where we're just polishing the checkpoints where we want the the checkpoints to lead the players a little bit better into the turns and um you you you touch on something it's a good point to make now uh these racetracks are going to be very new uh to to to most people uh but for folks who have been part of uh like the xgr racing scene or whatever who may have raced these tracks historically they may be used to them uh by a very specific
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route or are used to them by a very specific name when we incorporate these into the persistent universe and bring them in there will often be changes that are made to the the the route or the the way you process through that's why we have level designers that go through like you know trying to make trying to improve it where they can but keep the same Essence and feeling uh the same the same will also happen with the names so some of the race tracks will maintain the same name that some folks may already be familiar with some of the race tracks will be renamed in in line with certain fictions that the narrative team are designing around the racetrack to better incorporate them with aspect with pre-existing aspects of the lore or aspects of the lore that you guys may
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not be aware of just yet so exactly just just a heads up so there's no surprising so there's no surprise yeah I can't I can't touch up a little bit more on that the reason why we changed the name for lowerville gateways to lordville the outskirts is because loreville does have gateways around the city so we just wanted to be sure that for new players they don't think that this is a race around the gateways of loreville so those are the kind of things we look at I think there was our narrative guys that looked at when they were finding names we do try to keep the names uh consistent and we also in terms of gameplay that's what's kind of hard on this project is we're working on these tracks in secret but we also need to figure out a way on uh how we can keep the essence of the gameplay that was
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intended by the community when they created these tracks how do we keep that intact so like I mentioned before uh the there is like a racing school on Discord and then I had to join that racing school and pretend like I didn't know I had questions to ask and I was like oh so how do you how would you rank this track is it hard medium and then I'd ask them a couple of questions about different tracks just to see where they would place them in terms of difficulty and we have to find like sneaky ways to like infiltrate their discords and ask questions without them knowing exactly what we're working on so that's one of the ways we went about to like figure out the difficulties of each of the the tracks and where we should rank them and when they should unlock Shady Nino going undercover in the discords
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you never know you know people just go into a Discord that you never know who's going to be lurking in there the things we do for the games we love it this is such a cool this is such a cool track it is it's uh one of my favorite tracks yadavali the new one is my new favorite track but this one's uh up there hmm um all right so uh with that let's take a look at the third track now the the third track we don't have a we don't have a top-down of you because it just looked like a bunch of clouds but the third track uh comes to a crusader and outside uh uh Oregon on the platforms and stuff so let's take a look at that and see what we're working with here
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sounds good so uh this one was named the Kaplan stadium before which I'm not sure where I was named Stadium because it's not a stadium uh we changed the name to Kaplan circuit this one was definitely a learning experience for us we had a lot of trouble uh it was a community track too and we had a lot of trouble adapting the community track to the needs of the time trial races uh the main problems there there was a a big turn uh Midway through the track where the players needed to do like a four 180 turns very close by one after another in a fall then um we had issues because of the new player experience how do we show
- 00:24:31
to the player that they actually need to do this very complicated flying maneuver we also each one of our checkpoints needed to have some kind of uh physical uh asset to represent the checkpoints so we just had a lot of trouble it's a floating city it's uh already existing it already has a purpose which is to be a shipping Lane so we needed to figure out a way on how we could incorporate official an official race track into an existing shipping platform which was definitely a challenge and how do we do it without breaking the immersion of the shipping platform but also suggesting that there is like this uh
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double uh life that it's lived there by Racers and shipping and that it's somewhat organized so this one was a hard one to to bring to life it's definitely a learning experience for us yeah it was fun it was definitely a challenge it was fun to work on so we had to change things from the community track that was there before but um hopefully we did a good job let's take let's take a look at Dave's final uh time trial here uh I I had to look at it earlier and he definitely seems a little more timid in his racing on this track compared to on the Louisville and uh uh uh Damar tracks it just it's Dave's not here to defend
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himself right now but I know he watches but we actually had this track be the first one to unlock um I'm not sure if that's going to be the case because it does have a higher level of complexity especially here where you need to do these uh slaloms in between these uh posts so um I'm not sure where we're going to rank this track um for the release but we're still trying to determine the the difficulties and the order in which they need to unlock and of course wherever they rank get released doesn't mean that we won't adjust it or change it you know later oh yeah in the future all these will change yeah because we're also testing our reputation system right now so the tracks that we the way we've set them up now is also to test the repetition system it's definitely not gonna going to be like this in the Union
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what what flight mode is he in here I can't it's too small I can't see definitely not uncoupled Come On Dave oh my god um but yeah it's it's been great because uh when I did the sneak bit it was uh I had to do a lot of the the art placement myself so for these tracks we had a lot of help from artists that did an amazing job the the guide to player better uh there's definitely a big step up from sneak pit to the new race tracks um we had a level artists lighting artists we had some people from VFX look at these um I'm really happy with the job they've done I know I'm the one that's presenting the tracks for the whole team but there's a lot more people that
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worked on these and I think everybody did a great job it was also great working with the EU team because they initially did the the Kaplan not the captain the The Horizon City our first iteration of the track I think we completely butchered their intentions of the Silhouettes and uh how Horizon is so it was great also to have their their feedback and see what they're saying and then let us go through with this and see how we could uh bring it to the next level and taking their feedback into consideration so it's been really fun to work with the mft the artists the people from eupu it's been a blast to make these and we've actually made these tracks pretty fast they only came
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we started working on them not too long ago so I mean it's a nice added little bonus to 318. I'm having some serious Episode One racer flashbacks right now like this looks so cool I think for me to see this kind of thing yeah because when we're working today to day we find ourselves working on these little micro experiences and fixing things in you know very small areas of the game and just to see something more holistic like this and see how beautiful it is and you know how the lighting all affects it and it really is it reminds us what we're working on sometimes because sometimes we can get our heads so deep into the the nitty-gritty detail of what we're doing yeah it's it's one of the uh you know one of the common
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misconceptions or not even missing but one of the assumptions rather is that ISC and scl is just made for the community but one of the most common messages I get you know almost every day other day is from developers who learn about you know some features some development that's going on in this very large product from the show because I get messages like hey who is the guy who was talking about this thing because they want to message him because that person is working on something that might be able to help them with their work and stuff like this so it's a it's SEL and ISE is also a terrific internal tool for for helping the the teams just know who else is working on what uh yeah so uh Nemanja uh thank you so much for uh taking the time to share
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some of the community race tracks any any final words anything you want to leave the community before we uh let you go and get on with the audio folks uh no I'm just very happy with how these turned out I'm happy I had the chance to work with uh some new teams I'm happy that uh I had the chance to work with the racing Community itself I just wanted to bring one point up before we go we realized that most of these tracks are uh from the xgr community but we're definitely open to working with other people like I've I know it's been on my list to talk to the people from scr.gg more and get their feedback on the racetracks and everything uh I just want people to know that we're open to talking with the community I'm on Discord so if anybody wants to you know come chat with me share ideas
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we're open to collaborate with a lot of people that's all spoken like a true bought and paid for developer namanja thanks all right so yeah that's it for uh Community race tracks uh we're gonna take a short break and take a look at a community video that was this year's first place winner in the day of the Vara contest uh I know it's like what it is November 11th now but we didn't get a chance to play it when we uh when we missed last week's show so take a look at this year's first place winner in the day of the Vara contest and when we come back we'll have Graham and Corrington we'll talk all things audio here so stay tuned we'll be right back foreign
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starts in an hour you know I know I know this won't take long spooky seven just happened to be nice to her are they still around no scans didn't show anything so what are we doing here anything of value has been stripped ages ago it's not about that I want to see the remains of major Washburn with my own eyes it's one of those bucket list things you know you mean the pilot who went insane and crashed the Sheep killing everyone on board he's in front of here more like mortgage curiosity up there and there's more to the story Washburn didn't just settle killing the
- 00:32:41
crew oh no he stabbed his crewmates in their sleep so what happened to the remains Wildlife who knows okay so the truth was insane you know where ghost Hollow was returning from Salvage operation Hades come on you can't seriously expect me to believe you believe what you want Mr Washburn I presume well he isn't going anywhere yeah well this one is thick for me we
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should head back to the ship [Music] places trick or treat yourself as Lucas you're wearing this
- 00:34:19
the whole time it was his hand s on the inside his new pants happy day of the Vara [Laughter] and that was the first place winner of this year's Vara trick-or-treat contest from Star Citizen B water who is totally normal and adjusted and not crying out for help at all uh remember that uh the new Star Citizen live uh loves and desperately needs your
- 00:35:11
video content uh to help us with the scene changes between the first and the second half so you can submit your videos uh for possible potential inclusion and stars Star Citizen live uh up on the community Hub uh we're looking for commercials we're looking for short form narrative Adventures uh we're looking for anything that might provide just a little bit of a respite a little and a little bit of insight into the Star Citizen Community and the things that you find interesting or funny or um scary as the case may be so yeah Community Hub check that out robertspacesindustries.com Community hub joining us on the second half of the
- 00:36:00
show people who are here on the first half of the show Graham Corrington welcome back hello hello so it has been a while since we've had anybody from the from the audio team on uh Graham of course uh you you've you've moved up with the corporate ladder a little bit since the last time we've had young uh what is it that you do for Star Citizen now so I'm now director of audio technology so I try to well yeah I mean just the the name director feels an odd thing to me but yeah I'm doing what I've always done basically try to make the right decisions for the technology for the audio technology in the game and uh now I get to do it from a slightly fancier place so you you you do have a our offices are actually right next to it well your office I'm on the paper you're right next to each other so you have a very nice office with a lovely view now
- 00:36:48
Mr director fancy person and uh quarantine what is it that you do for Star Citizen so I'm a technical sound designer so basically I'm taking care of or the interaction between the sound and the game so basically making things that already sound cool sound even cooler in the game reacting to the environment and the player's action for example and Graham mentioned earlier that one of the things that you're working on is fight experience stuff yes talk to me about that work so we realized that we had all these ships and the game is quite old now so first ships were using like some sort of older technology that all the other systems that we were developing at that time and the further we went on this is this system's evolved as well
- 00:37:37
and the requirements and the needs for the game changes as well so now we my work would be to take the state of all the ships seeing what works best and what what doesn't work and basically just make it all sound consistent and great and giving players the wow effects that sometimes I think we kind of lack and ship light the game is quite old now send your letters to Torrington uh care of six Manchester Goods yard Manchester m34 I don't know what the ZIP code is so yeah so uh when you're looking at the stuff like the races and stuff what how would your work potentially intersect with what we what we were just looking at yeah really great step to races but so what what I think now is
- 00:38:28
we have different uh different places players can be in different uh um missing ones now contacts thank you yeah context plan can be and races uh will be a big context and it needs to have that little thing in addition to the normal flight maybe to really make it cinematic more cinematic like really giving the player the feel of speed and danger maybe because you can crash of course so yeah that's um really something I have to consider when when working on that different context player can be in yeah for a game as huge as Star Citizen we we have a lot of context to deal with and we try to come up with as many systemic Solutions so that things just work and people can throw features into the game and we don't even know about them and they're just working
- 00:39:16
from an audio perspective but something like racing is a unique thing where um your what you're interested in is all happening very much in the cockpit and in that narrow path ahead of you and systemic Solutions don't really sort of focus on that quite so much so giving currents in some tools and his team some tools to allow us to yeah I'm thinking about thinking about those racing movies that I grew up with and stuff and you you would often hear the you know as you're hit and turn after turn after her and the you know the the the the the creaking of the whole all the ship or the car in the case of these movies but you know the little rattling of of nuts and bolts that are that are uh steadily loosening as the race goes on and stuff I think there's a lot of opportunity uh
- 00:40:05
if you can if you can identify that okay the ship is racing now you know that you know to add a systemic solution that that can make it seem orally different from any other activity that you're doing that's exactly actually that's exactly what I'm working on right now like um some sort of new vibration system that would reflect these kind of this kind of things these uh really stress on on the ship these uh or sometimes no stress at all and depending on the brand as well so yeah this is all going to be into the huge rework that we're doing so it's gonna be really amazing and also I'm just thinking now races can also be for an external perspective so we need to also take care of like flybys and pass by and what if you are in a crowd just watching the race what's the song going to be like so
- 00:40:52
that's also one thing we have to consider uh now we talk we're talking about systemic sound and procedural sound so it doesn't I have to bring up the last time we really had you uh had you on for any kind of extended talk we were talking about Claudius uh at last at last year's citizen Khan um we haven't heard anything we haven't we haven't gone back and touched on uh touched on this so uh because we know the only constant in game development has changed I'm just gonna I'm just gonna flat out ass and I I don't know the answer when I'm asking this uh is Claudia still a thing it is we abandoned it for for Oedipus and moved on to whatever like certainly hope no um no no Claudius is definitely Claudius is definitely still a thing
- 00:41:41
um it's it's a hugely ambitious thing to do we have over 20 000 audio triggers triggered by our game they all come from different places they'll come from different tools and uh Claudius is an attempt to bring all that stuff together so it can all interact in ways that are natural but obviously when we're talking about taking 20 000 audio triggers and all the code that drives how they play and we're shifting it all into a new tool without exception everything is moving into this thing it is ambitious I knew it was ambitious when we started it I'm only now realizing that it was more ambitious than I even realized at the time but it wouldn't be Star Citizen if it wasn't ambitious and yes we are definitely progressing really well on it um all the sound designers who see it are very excited about what it does and
- 00:42:29
it's just we're just trying to get over that Hill you know we're we're looking under all the rugs and finding all the cases that it doesn't quite suit just yet and figuring out ways around those and once we're over all those little humps we'll be yeah we'll be much closer so are there you know we we talk about these new tools and you know they're in various stages of development like at the same uh citizen we debuted rastar which is a tool that you know the designers and the level designers are using to to plus up they are now out actively using rastar to begin to to place up it's still very work in progress the interface is still uh I believe the exact word I was I was told was Jank uh but they're using they're using it now to place the 35 uh outposts that are going to 318 and start placing
- 00:43:17
outposts throughout the Pyro system now um is Claudius even though it's still in development and still working progress is it actively in use anywhere is there is there anything we're currently creating with it it's not yet because um the way we've approached it is we want to First Port over a lot of the stuff that already exists because introducing a new system we ideally don't want to be running the old system in parallel now there may be cases where that has to be done in order for us to get releases out and start fixing issues and things like that but one thing we can't afford with that approach is anything janky especially at runtime so we need our solution our new solution to at least match everything that's already there before we allow it out into the the wild because we don't want to degrade the experience we only want to improve it it's interesting you see because we can't afford anything
- 00:44:06
you know we're going to just this is going to be the word for today there's there's an interesting uh dichotomy between the visual in the audio people will people will watch a movie in 4k in 2K in 1080P broadcast television is 720p DVD which used to be you know blow all our minds it's 480p brought you know old school broadcast television we started on was like 240 and sometimes you know once it's I mean at least black and white TV messing with the rabbit ears trying to get a signal uh you know watching semi-scrambled channels When We're Young
- 00:44:54
anyway uh people will suffer through and accept all manner of visual quality but when it comes to audio quality the second something sounds wrong the second something sounds off the second something becomes remotely uncomfortable like they're out they're gone yeah absolutely there are two things that make people notice the audio one is that it's completely awesome like a huge huge uh Singularity explodes you know something like that and the other thing is when something's not quite right and that is the the big problem that we're up against when you know like I say we've got to make sure that everything we do doesn't break anything that isn't already broken and yeah you're absolutely right if things don't sound right the brain is very quick to notice whereas visually if things don't quite
- 00:45:41
look right there are definitely it's not just noticed though it's a level of Tolerance yeah though it's it's if the I mean the the flipping Pisces the back door on the Pisces had a texture problem and the door was made white and then sometimes it shows up green and it's not it's not supposed the back door on the Pisces are not supposed to be white it hasn't supposed to been white whatever it's it's a visual problem but you know it goes on the bug list and people tolerate it and people still fly the pipes around it's also getting fixed it's fixed in the next patch by the way but it's again it's easy to tolerate but if the Pisces was making a weird noise that just hit it this grading frequency it's like I I can't spend more than 10
- 00:46:30
seconds anywhere near it it's just that weird I mean on your programmer and your designer maybe maybe this is way over but do we does this phenomenon have a name do we know what this is that this why this difference is we absolutely won't tolerate Pete do you know people notice part of you people notice the Audio I just I I realized we had the audio guy that I could just ask him but I guess if you want a visual analogy it's kind of like The Uncanny Valley it's that sense of discomfort you feel when something's almost as it should be but not quite and you start to feel a little nauseous because it's not quite right and I think that that Sensation that you get from audio I think much more easily and uh yes as Chad has figured out when I was talking about The Scrambled cable channels I was talking about bionuke specifically
- 00:47:18
shout out to Bionics so right now in addition to class something you guys are uh uh teams all throughout the uh Manchester teams are moving into are moving into the new building um your your guys area is a bit different than everybody else's you you guys got this crazy uh you can't show pictures yet we'll show pictures and video when it's already we want to present the whole thing like but uh you guys got these great sound design rooms there's six eight eight of them ten of them 12. just 12 of them there's 12 of them and they're they're they're huge by comparison to the last studio now you can do surround sound so I've talked about the the new facility here so the new facility uh from our perspective
- 00:48:05
isn't complete because uh building an audio room is not the same as building a huge high-rise office building and um we had to we have to get a different set of contractors in to build those rooms out properly but you're absolutely right the the rules we've got now are they're usable they're huge in comparison to the old ones and that size there's a real sense of claustrophobia I think in in the old rooms and and that's gone away and there's a sense of space and and with that sense of space you can have a real surround setup that is comfortable and and makes sense for the kind of work that we're trying to do that was a big thing I know because when every time we do an audio show people ask about surround sound about you about the game being mixed for surround sound and stuff like this and it's always been we have limited facilities because they were so small but now this is going to
- 00:48:53
make make a big big change for that yeah absolutely and uh myself personally having a slightly fancier office now I'm going to say slightly you know that's not true um but it's it's not just about you know uh having a nice room for myself I've actually got room to test in surround now which is something I didn't have before out on the floor uh Paul 54734 shout out to the username says is this actually live uh yes but next week's is not in addition to the new facilities and I think the reason I mentioned is because uh there's there's a major expansion for the audio team underway here I have seen more new faces you know come through in the last couple weeks and I've I think I've seen at any point talk to me about
- 00:49:41
this expansion what are you guys doing uh well you know we're working towards painting all of the audio onto Squadron 42 there's plenty in there already but there's a heck of a lot of work to be done and we need to continue to maintain Star Citizen while that's ongoing um and we've recently been through a lot of planning and we that gave us a clear understanding of just how much work there is um and you know we've gone to the execs and we've been given the green light to grow our team uh you know potentially quadruple our team from where it was like a year ago and and that's something that you know we've kind of asked for in the past but just by doing the analysis on it and realizing just how small we are compared to the company as a whole you know we've been able to open up a lot of positions you know we're looking for sound designers at all levels we're
- 00:50:29
looking for a couple of audio programmers we're looking for technical sound designers we have a new position called audio rigor which is someone who goes in and takes sounds and implements them in the game so they're kind of like an implementer role without so much of the design side but we have yeah we have vacancies across the board and that's mostly just because we're trying to see out these projects yeah it's it's anybody who's followed the project for a while and the the audio upsets uh they know that audio is General is a very Downstream team and a downstream team uh for lack of a better explanation means that almost everybody else has to do their work before the downstream teams can do theirs uh it's just it's when you're trying to create a sound that has
- 00:51:17
to match a mood that has to match you know the size of a thing they can't be changing the size they can't be changing the mood you know visually it's like all these things need to be in place before but but before you paint is the way I like to use that word before you do that final painting uh with sound at the end so uh to hear that we're now scaling the audio team up in order so that they can start their work you know really painting you know the in the Squadron 42. um I'm not saying the thing I'm gonna I'm just going to reiterate the things that you're saying and let people make their own determinations from that ah so yeah what else do we got we're just about out of time we've talked we've talked Claudius we've talked uh as the you know this the sound design for
- 00:52:05
the flight experience we talked the new office we talked we did the shout out for for hiring because your team is growing by nearly four times uh is there anything else we need to we need to cover I mean what you want to know we got uh we're not just on Claudius we've got uh from from a tech perspective we've got a propagation system which I've talked about again in the past and it is so close to being ready so we'll be uh we'll be presenting that at some point very soon I think people can see what that's doing for us and again that's with a view to trying to close out some work um it's about streamlining the the sound designers experience so a lot of the tech that we're coming up with uh within both audio code and Tech sound design is is really focused on allowing the sound designers to be pure sound designers and not spend all the time implementing and
- 00:52:53
not spend that all the time you know working on level markup and things like this so yeah we have a lot of tech that we've been working on for a long time I hold my hands up but we are so so close to getting these things out now and I think they're going to really sort of free up a lot of sound designer time it it wouldn't be a show with the audio team if I didn't ask about VoIP anything you could tell us about the future of white were we happy with it does it need work is there any work on the horizon we can talk about it needs work and there is work in the backlog um currently unscheduled but there is work to uh we want to make the voipa experience a bit more rounded so we want uh remote players to not just hear the voice of the player that they're hearing what we want them to hear as if there
- 00:53:41
was a mic in the location of that person so we're going to pick up more of the surrounding sound if somebody opens a VoIP call and doesn't say anything you're going to hear the ships going past them you're going to hear the ambience of grim hex if that's where they're stored and things like this so yeah we want to work on that definitely we want to work on the way the voices sound as well you know that we need to do a little bit more tuning on the whole experience is growing we're getting more AIS in a lot of locations and things like that and that's it affecting the mix and we need to think about the VoIP mix as well because it's really important that you can hear the people talking to you but not lose all the ambience around you at the same time so yes there's work on the way for VoIP well anybody that's worked in the LA Studio would can attest to how your lives are about to change now
- 00:54:30
that I'm here and whatnot it's it's you won't be able to escape me nearly as much as possible so I know and we've said you know on the backlog and currently unscheduled but it's uh maybe if I ask enough times maybe we can we can we can get that schedule it might be if we grow the team maybe after we grow the team times four yeah exactly if we go to the team times four maybe we get that backlog stuff scheduled uh so yeah uh that's it for this episode of Star Citizen live uh thank you everybody for hanging out with us uh for another hour at the end of our week uh remember if you haven't checked it out inside Star Citizen yesterday had a great look at uh the upcoming Convention Center for this year's Intergalactic Aerospace Expo uh the 35 new derelict Outpost being added with Alpha 318 and another look at the outlaw
- 00:55:21
uh uh space stations coming in the upcoming 4.0 as well as three other race tracks that we didn't talk about today coming to Area 18 uturpee and Gila so between that show and this show we got six brand new race tracks coming out uh in the next big patch in December so you want to check that out um and then of course uh next week uh we sort of just touched on it uh The Intergalactic Aerospace Expo 2952 uh the biggest in-game event of of the year it's the chance where it's a chance to see and experience almost I have to say almost every single ship and vehicle in the Star Citizen Universe there are some
- 00:56:09
weird outliers that that aren't involved in it and if you want uh hit up this uh we'll see if I can't get the Star Citizen Twitter to maybe ask the question see if people can figure out which ships aren't involved because it's a lot shorter a lot easier to earn harder rather to list the ones that aren't than the ones that are uh but yeah that that begins next Friday um at a date that I can't think of right now maybe the 18th or 19th that sounds about seven-ish days from now uh and uh come on back to inside Star Citizen uh next week it's the first of two weeks of Intergalactic Aerospace Expo uh shows where we'll be talking about uh the 600i rework um a neat introduction to a drake
- 00:56:57
interplanetary for folks who may not uh know our sponsors of this year's event and the introduction of a new uh spacecraft uh that I'm not going to spoil right now uh because I get in enough trouble and then come on back here next Friday for a brand new Star Citizen live Intergalactic Aerospace Expo spectacular round table with members from the vehicle content teams the vehicle experience teams the vehicle feature teams the vehicle uh uh uh uh design teams uh we got a big old thing coming that'll be next Friday right here for Star Citizen live in a new format with a new thing and I'm really been the end of a long week so for Star
- 00:57:47
Citizen live uh that's Graham and that's Corrington and we already said goodbye to namanja thank you so much for hanging out with us this week and we'll see you next week take care oh wait back come on I forgot somebody in the chat was asking hey these racetracks they look cool at like during the day and everything but what about at night what about how cool they are night well enjoy this look at the three tracks at night and then we'll see you next week bye everybody thank you
- 01:01:08
never told me
Transcript from YouTube’s automatic captions — punctuation and Star Citizen jargon are approximate. The video itself is hosted by CIG on the official channel.

