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Reverse the Verse

Star Citizen: Reverse the Verse LIVE - Props! Props! Props!

6 April 201801:06:021,544 linesWatch on YouTube ↗

Transcript — every row opens the video at that moment

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    greetings citizens and welcome to another edition of reverse the verse life the only show that's procedurally generated with sliders for facial hair a servic behavior and number of references to obscure movies from the 1980s I'm your host Content Manager Jared Huckaby now on the show this week we'd originally plan to have members of our CI G audio team live from the UK but unfortunately they're unable to join us today that said we've got something just as good we've got Ben Curtis and Corey Bamford here to talk all things props and star citizen they were on the show last year and it was a lot of fun the I'm happy to have them back plus we can finally put to bed whether or not this procedural cuisine is really a thing or not so that's coming up later in the show but up first the Week in Review now last week we had Josh Herrmann gauge Hallman and mr. potato man on the show

  2. 00:01:01

    to discuss all things bringing characters and star citizen to life now I have no idea what was in the water that morning but it was a really fun show and a great chance to hang out with some of my favorite people here in the Los Angeles studio and Jeremiah if you haven't checked it out it's available now up on YouTube saturday saturday we push star citizen alpha 3.1 to our live testing environment now 3.1 brought with it a number of new features and ships including the character customizer the service beacon system and the massive reclaimer the push to our live testing environment has already yielded much in the way of feedback and internal metrics that will inform not only our next 3.1 interative patch but work on the upcoming alpha 3.2 patch as well now I know that smaller testing environments like evocati and PT you get a lot of the

  3. 00:01:48

    spotlight but we shouldn't overlook the massive returns provided by all of you star citizens out there playing our live alpha testing environment it's sometimes easy to forget that all star citizen game play environments are testing environments while we're in alpha and the work that each and every one of you do banging on the pipes as you do in live is crucial to influencing and informing our overall development so good one on you everyone keep it up and keep those videos of the reclaimer landing on everything coming that looks so cool on Sunday absolutely nothing happened we certainly didn't spend 10 hours babysitting a livestream on procedural food and forgetting to leave for Easter dinner at Mom's house in time to get any corn bread nope nothing to report here you can go about your business move along move along monday brought with it an all new episode of

  4. 00:02:38

    calling all devs this time focused on your backer submitted backer buttered questions regarding a blind quantum jumping ship cockpit customization radar and scanning and the death of golf swings and the future of ship to ship and ship the station docking now each week we take your questions and track down answers directly from the developers themselves you should watch it because it's good it makes me feel good when you do a Tuesday was Laura day and brought with it another all-new episode of Laura makers guide to the galaxy this week newly promoted writer Adam Weiser takes us through the null system with it's sitting built from the wreckage of a Bengal carrier and all of the systems I'm most looking forward to seeing the stars in the universe this is one of them I had a better joke there I forgot it and I didn't put it in the

  5. 00:03:26

    thing so it's not on the screen we're just right Thursday brought with it the latest episode of around the verse this time featuring a look at the continuing work on refining and improving the moby glass app as well as another UK studio report which featured great looks at the upcoming truckstops work on the Hammerhead and more if you want to see even more of the Hammerhead tune into next week's shipshape focused around the verse also on Thursday which was yesterday we pushed out a star citizen alpha 3-1-1 patch with hopes to fix a number of issues including ship insurance expediting fees that were just too dang high now unfortunately due to new issues that were created in the process that caused additional client crashes we had to roll back the patch but our folks here are still working on it and we hope to have a revised 3-1-1 out to you as soon as we can now as for

  6. 00:04:17

    the ship insurance claim expedite fees as discussed this week on spectrum and you should check that out if you haven't the fees for ship claims an alpha 3.1 weren't the way that we wanted to them them to at this point in time so they're being refactored a bit in line with today's star citizen alpha experience as with all things we'll continue to iterate on this system and all other game systems and star citizen over the course of our development with ship expedite fees increasing over time to match more and more of the persistent universe economy and gameplay experience as they come online a star citizen continues to develop so too will the risk and rewards for operating in the persistent universe so be prepared as usual you can provide all your feedback for each and every patch we deliver right there up on spectrum so with that we're gonna take a short break now and when we return we'll

  7. 00:05:05

    be talking props with the props team props props props props props love the prop stop it no JD laughing I did it in rehearsal so I'm just doing it again well see in a minute everybody [Music] [Applause]

  8. 00:09:44

    and that was fresh master once again in with the wub wub is reclaimer cinematic you can see it on Star Cinema which is his YouTube channel what did I say a fun fact about that though you know we'll get to you guys in a second here fun fact about that though I found that video when chris roberts sent it out in skype so good job for us master all right joining us on the show this week we got these guys a Corey Bamford and Ben Curtis from the UK props team Adam plug Thank You JJ's did you make savory Shipman well you guys how you doing hey yeah welcome back it's been a while we were talking before the show started and

  9. 00:10:35

    things been like a year and a half since we've had you on yeah yeah time flies yeah it's possible our timelines wrong it the day's blur the day's just blur I I find that I mark time based on our events like it's like it was at was that around Gamescom or was that around packs or was that around citizencon something that's the only way I can mark time this is the the big events that happen every year so welcome back to the show guys you weren't you were asking me in my ear during the video yes cornbread isn't America is an American thing it's cornbread is and everything I love my cornbread in getting this Easter okay on to the show we're top we're not done wasting time you guys on the props team now once because every show is somebody's first show why don't we take a few moments and tell everybody who you

  10. 00:11:22

    are in what you do for star citizen okay so okay first my name is Ben Curtis I'm the art director for the props team over here foundry 42 in the UK so it's my job to kind of look after make sure the props team run well it's a kind of steer them with their kind of visuals work with the other teams to make sure everyone's kind of working together and we're delivering what everyone needs and just make sure everything kind of works and sits within an universe really okay I'm kori Bamford provost I make boxes nicely but also make various tidbits for the verse and yes I think I know that so I think Corey's being a little bit yeah he does a lot more numb I do I do I do

  11. 00:12:11

    stocks it boxes are a very small part of our scope we do also do lots of other bits and bobs for the game yeah we're we're I mean we're affectionately known as teams normal that's what I was gonna say you're actually known within this within this video structures team box yeah so let's talk a little bit about what props are in general just because we're gonna take questions live from from the chat and let's help folks know what kind of things they should be asking about what is a what is a prop in Star sysm well I mean so props are kind of very all-encompassing really in that we kind of served the environment team the design team the ship art team and we're yeah we're a content creation team so yeah we make assets that you see in the universe it's it's kind of a quite a

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    kind of gray line between you know what we do and don't tackle it can be you know one day you can be making boxes and coffee cups and tables and chairs and then the next day you can be making and you know cranes and machinery and forklifts and power generators and is this kind of a very varied kind of art team here we generally kind of sum it up as if you can't fly it you can't it's not character and it's not a kind of receiving a wall or a floor then generally if it's not built it down yeah but we are yeah had something to do with it knocking doors doors a foreign team now yesterday on a TV we are we had our UK studio update which featured a bit of work that you guys that team box has

  13. 00:13:48

    been working on so I wanted to talk a little bit about what we saw in yesterday's atv and hope and see if you can expand on a little more one of the things they made was one of the things that ricky mentioned was improvements to the prop teams entity system within data Forge if I remember incorrectly yeah what would it what are we talking about there well it's a pretty big deal for us because it just basically means that it's very easy for us now to get things like material effects lighting and so on dynamic on our props so say for instance you can we can create a lamp entity and when you shoot that lamp entity it will spawn a particle effect the light will go out it will roll across the floor and it basically means we can we can get all of that done inside dataforge which a lot of people probably heard of it's an

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    in-house tool we have for creating these entities basically just allows us to make those quite quickly and quite easily yeah I would imagine it makes syncing with animations easier yeah so I think I'm like to expand on what Cory was saying it's it's our kind of in-house tool chain to bring all the different elements of the game together so you know we the kind of like the ultimate goal is from from at least from kind of my point of view you know the properties point of view is that when we make an asset we know that it can kind of dropped into the world by anyone that wants to use asset and it will have the functionality built into it so we're not having to kind of constantly repeat the same set up or we're not having to drop in one explosive barrel in one area of

  15. 00:15:24

    the game and someone else use it in there and they're like oh yes it does this much damage and then in another area this much damage and that sort of stuff and it's it's a way of us kind of containing all of that information just in the actual single asset and so is a lot of working with other teams it's a lot of kind of working with the guys that write the tool and the guys are kind of support the engine and just bringing all that information together and and you know it's kind of come on come and whatnot we talked about that last time or not I think we were just on the cusp of item 2.0 one yeah becoming a thing but we're kind of a lot more confident with the actual tool chain now so yeah we kind of have the ability to kind of set this stuff up and then also one of the things that it's really nice it allows us to do is we set up one for

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    1s there and then we can kind of child all the other similar assets that have the same sort of gameplay elements underneath it it's the same system that the guys kind use for doing a lot of the other interactive kind of you know terminals and airlocks and all that sort of stuff in engine but it means that we can iterate the visuals and still have consistent kind of gameplay you can inherit all of the features of a certain entity and then you can make changes to that you can make you can make children for that well if because it's an inheritance system and then you can make changes to those like for the art but you can still retain all that functionality as well so if you make changes to the to the parent those changes will then propagate down as well so it allows us to iterate on on has been set stuff like values it can be changed that's an important thing it seems like yeah I don't Mason like it

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    like a dry subject in whatever but being able to have building these processes that allow things to be inherited and whatnot that's the old things like that and the procedural generation up those are the only ways we're going to get to making everything that we have to make for a game of this size it's it's you have to build smarter not harder as they say so so yeah a lot of what star citizen has been doing the last couple years has been building these tools that will allow us to build the content as we go forward it's great finally being in content phase yeah I think that's best absolutely is the because we are a Content team you know everyone enjoys kind of making pretty assets and making the things that yeah they really want to show off and then you kind of get four bit and if that that kind of setup is really difficult and time-consuming and just repetitive then it's then it's it's

  18. 00:17:51

    no fun whereas you know if you have a system where you know that you can kind of get it working once and you know might be case that will make an asset we get a template set up and we send over to design they can balance it from a gameplay point of view yeah the lighting guys can light it and get there kind of default lighting setup and all that sort of stuff and we can come back and we can just take that and like say yeah we're making the university's its massive if you want to make that amount of content you need smart tools and clever ways of working it's also really exciting just be able to shoot a prop and seeing particle effects and hearing sounds and it all kind of working now like seeing and seeing that coming together is really nice nothing in the latest a TV that was saying we showed off yeah yeah the next thing that we were talking about were interactive interactive props and why we had to make changes to them to the metrics for them now let's talk a little bit about any guys before we go into

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    this we are taking questions from the live chat so submit your questions preface it with the word question in capital letters in brackets you do it either in twitch chat or in spectrum chat we are collecting them that now we'll get to your questions in a second we talked about changing the metric having to update the metrics for free for the interactive useful props Oh obviously we've been we've been development some time for some time now why are metrics changing now well what why do metrics continuously changed throughout development I think I think like metrics is you know it's a really kind of hot topic it's it's at least from the the internal side of things but the fact that and they touch so many different elements of the game yeah we have a like you say we've been in development a while we've got a whole plethora of assets and we also have you

  20. 00:19:28

    know a lot of performance capture and animation stuff but yeah we need to kind of you know retain as much of that kind of onset and kind of acting as we can and get that into game and obviously because our props you know they can be used they across lots of different environments lot of different areas of the game it's really important that everything kind of works together it's not we're not kind of going back and going oh okay you know this this metric isn't quite right anymore and it's not the other what we are doing is we're going through and kind of because we're in a position where we have this new functionality and we can feel confident that the making metric templates and actually getting kind of right as before we just had kind of screenshots on a wiki page the kind of label this stuff out and it wasn't particularly user

  21. 00:20:17

    friendly it wasn't always kind of like the clearest as to what what the kind of images were actually trying to tell you so we're kind of making an effort now to actually take that information and create proper in-engine templates that we can use that have all the functionality that we want to have all the kind of performance capture plugged in and kind of having that all tied up into kind of one thing that is in engine it's in our kind of 3dmax our kind of content creation tool and it's also kind of documented so it means that if another department that might not normally make beds and they need to come and come in and make beds so we can go you go just just drop this into your scene and all they need to worry about is kind of its rang on the AR and they know that all they're kind of like the technical side of things all the helpers will the naming conventions all the

  22. 00:21:05

    dimensions is all just going to work and it's one of those things that you do right once you're done and it works whereas you know and we're just kind of again it goes down to kind of scalability and we want to be able to kind of get through the content quicker and not have to worry about the more technical side of things now we kind of written about scalability that's that's that's the buzzword man that that's that's the only way we're going to get this down moving on from the improve from the interactive props after that and we talked about destructor destructible items then things that we destructed just things that can be destructive in the game yes it's it's early here folks let's talk about destruct destructible props now we're

  23. 00:21:55

    obviously we're not making what was that game read fact we're not making Red Faction where you can just blow through everything that you see some things are destructible some things aren't let's talk about the process of how you decide what is destructible what what will be destructible and what will what will what won't be English I mean so you know a lot of what we've done so far has been kind of gameplay stuff you and and that will always play an element so we'll get a design team coming to us and they'll be okay we want to have this new game mode and go part of it is you've got to go and find this thing and destroy it and it's the first person to destroy it or well that's all kind of like gameplay Lerman or it might be that and you know we want these particular cover assets to be able to take cover behind them but then as you're taking taking cover and

  24. 00:22:43

    taking fire they start to come apart and that sort of stuff and yeah we are making a you know high fidelity game I guess it's a right way of saying it I'm in the nose things no second yep sorry hope in the rails there I'm sorry yeah so so we generally are kind of our assets kind of fall into a few different categories we have like our kind of set piece props that would be tables chairs lockers the stuff that is - kind of like the larger stuff that you wouldn't necessarily expect to be physicalized yeah you wouldn't expect to if you bump into it it's bigger than you so you're not going to really affect it that much so that stuff tends to be kind

  25. 00:23:32

    of static we then have our kind of yet destructible kind of gameplay ones which are things that her if you shoot them things that yeah not environmental has yeah yeah so like gas canisters and their likes yep and then we have our kind of more about dressing assets which are they're kind of like generally this stuff that you would be able to pick up so yeah it's still fairly early days we've kind of been able to say oh yeah you know every single thing that you can put on one hand you can shoot and be destroyed because we don't have the the data on how much that's going to impact our performance and and all that side of things and but that's that's the kind of like you know the goal really the goal is that if it looks like you can shoot it you should be able to shoot it if yeah that's that's where we want to be anything that's not bolted down really

  26. 00:24:20

    should be physicalized for the most part I think the big bang's machine because there seems to be physicalized anyway physical I since day one right it is it is the big machine was accidentally physicalized very early early builds it was not intended there was one machine there were several big vending machines in their label but only one was physicalized and that that began the big Benny's run and then it's it's one of those things I mean happy mistake being zero GMC has an impact yeah but yeah yeah there's this like kind of yeah things that are bolted down kind of stay powered down but you Emily yeah we want to we want to have a good variety of things that you can shoot yeah and just things like a melon I feel like it's a bit of a crime in a game if you see something like a melon

  27. 00:25:09

    and you really want to shoot it but you shoot it nothing happens you get like a wood particle effect or something it's a bit it's kind of you know you want that sort of it gives it gives you that sort of texture in the universe when you know these things are actually made of the substances what they act like they're made of the substances they appear to be made out of right yes anything yeah a lot of yeah you've got like the VFX guys that you know they care about what happens when you shoot things you've got the audio team and you know they want to kind of have very they really want to support these systems with beautiful sounding sounds that are different depending on what it is you're shooting and you know within the same kind of I think that's yeah the ethos is is that you want to yeah you want stuff to act how you expect it to you want it to be about immersive experience yeah we

  28. 00:26:02

    thought someone was here yeah we could hear it like no there's like a power washer on the other side of this so he's cleaning the outside of the building alright then then we talked about sub items for pre-shift components and we've mentioned this before but it hasn't got a lot of attention obviously you've got your ship and then you've got within the ship you've got components your coolers your shield generators okay but now there are a bottoms yes and now there are bus even smaller than that the sub items talk to us about those so yeah some items and yes so these are the kind of the parts of the ship items that you would kind of theory over time there are

  29. 00:26:51

    the things that yeah they can have they can you're gonna have your different ship items and you might be to swap different grades of ship arms have different performance abilities and then these sub items again I like to kind of further tweak their abilities and this is this kind of very design ledge so you know we make them pretty they make them work and but yeah these these are the things that you are going to be able to kind of swap around depending on the the size and the quality of the ship I own the sub items yeah you might have to you might three you might have more and because again we do things from single-seat single seater fighters all the way up to big capital ships and you know these are kind of a consistent thing that will allow you to kind of tweak your your ships before most be at your shields or your power systems or they behave as

  30. 00:27:41

    that modifies basically I think but in a sort of cool dynamic way yeah and then you know that that kind of gameplay of being in a ship with your friends and something blowing and one of you has to run down and you know mid combat rip it out find the others put them in and yeah I think that's kind of gonna certainly be a product that that's kind of what I'm excited for it I think it's gonna be a big part of combat is actually dealing with failures in your ship items and sub-items and the likes you know one of the one of the things that's I've really been enjoying about playing sea of thieves lately is when you get into ship-to-ship combat yeah somebody has to go down below and start patching holes and then start bailing water out this will be our much more complex and driven yeah and you kind of firm yeah the the

  31. 00:28:30

    combinations of sub items ship items ships is huge you know the ship irons alone yeah you think every one you've got you can swap these things in them out and how you combine that stuff is going to be give you a kind of a lot of different a lot of different kind of firm functionality I guess mm-hmm finally but before we move on to your questions and we and you guys have been stellar with questions today by the way a good job on you the viewer here one final talking point from HTV before we get to the questions procedural food so so that this this this this captured the imagination of quite a few people when it aired what can you why are we doing this well what is what is procedural food but if

  32. 00:29:19

    people have people have looking at the comments people have a lot of different ideas about what procedurally generated is from no man's sky or something like that they think procedural generation is the game will make food for you you know at that point and that's not what we're talking about here not just about what procedural food is for star citizen so it's I'm you know you're not gonna be able to fry an egg and watch the the egg white kind of go from translucent to why it's the reason we're doing that is because of the software we're using to create the food because that software is procedural it allows us to get these values and expose them and change them so we can very easily iterate and alter these these assets we're creating to get

  33. 00:30:08

    to get you know rapid iteration on them and getting to look right so it's kind of a byproduct of our of the pipeline we're using to create that stuff gives it that sort of you know the procedurals the stuff that you saw in the game itself we're basically going to be baking all that information down into a texture for the most part baking baking as a good plan I didn't actually mean to do that though that phone was definitely intended in the a TV yeah all right and I really said it wasn't it was yes so we yeah yeah so basically it's not at all it's not we're not we're not putting these it's not a system in game it's basically an art tool that we're using and a byproduct of that is being able to have that extra control over it and I think like yeah and people kind of look at anything huh yeah they question

  34. 00:30:56

    sometimes like the telly we're going to and it's it's what substance designer gives us and the fact that is kind of no base and it is more procedural is that rather than having to create high Polly's of staff or photos' or stuff that probably won't stand up to quality or you know do the whole photogrammetry thing that is you know it's quiet it is it has its use cases you use it in yeah yeah but that for us kind of making this you know substance designer is a really kind of quick way especially you know in David's hands a guy he made it and you know he can kind of iterate on this stuff really really quickly and get the kind of the quantity of assets we want really quickly and also it means that if we do these make changes we're not having to like with older traditional methods going back to stage one again yeah we just can we just can we tweak that yoke a bit or can we it can we

  35. 00:31:44

    adjust things or if the writers think oh he needs to be more greasy or it needs to be more land because lamb carries a big big deal in star citizen so you know like having that ability to kind of make changes and get the look we're going for without having to kind of spend loads and loads of time creating the kind of source assets is really advantageous to us and the other thing is again you know we're making a universe and we don't we don't have real-life reference of alien cuisine so you know having the the tools that aren't tied into real-life source material is again really important and that's kind of why we take that approach saina it's basically it's non-destructive so once you've once you've created something you don't you know that's not all you're left with you

  36. 00:32:33

    also have all the stuff you used to create it and you can go back and tweak those things and then just get a different result you can you can basically you could hear a randomized button and get 20 different curries if you want one obviously certain parameters of the curry could change I'm not promising 20 curries in the game yeah yeah we saw some comes some people think that that create using you're creating procedural tools and what are some as somehow additional work and it's actually the exact opposite you've got a tool to reduce the amount of work that you have to do in reading and thus that's absolutely and you know the kind of like the substance package is is you know really kind of gaining momentum over the last couple years it's always industry standard across a lot of the kind of development studios and it is about kind of creating things smart and

  37. 00:33:20

    and taking the yeah it's not always about taking the fastest approach if you can do stuff really fast and it might not be to quality if you can do stuff fast and it improves the quality then the air no-brainer okay yes yes the best tool for us and is it we're not you know it's not a waste of time to do it that way it basically just means we get we get more reuse out of the time we we invest in it I I do want you to pass a message on to David though I helped having had to stare at the food loop for about 10 hours yeah I could help and notice that they all seem to be components of English breakfast if you want to fly and only accept them on a tour we'll make some cornbread and just say pancakes oh yeah french toast I don't know what you need to talk to the

  38. 00:34:12

    writers they're the ones that kind of set the menu I guarantee you the writers denied that English breakfast don't try that with me Dave Dave is literally just the chef here like he he just receives instructions and what to me I mean he was actually on a bit of health kick at the time and going on a bit of a diet and which I didn't know until he was kind of you know further down the line with this stuff and he was like it's killing me staring at burgers is killing me I mean so I'm David I'm gonna send David a menu from the International House of Pancakes so that you can see what breakfast is supposed to look like yep set up some samples yeah because English breakfast is a war crime I'm sorry so his retribution just disappears all right guys like I said we are taking questions from the chat you submit your

  39. 00:35:00

    questions either on Twitter chat or on spectrum please preface your question with the word question that'll help us bring it out we've got some questions collected first question right off the bat was how do you even get started with figuring out which props to create do you make a master wish master wish list how do you organize that list that likely has thousands and thousands of props on it it's a good question yeah yeah I mean we like to say I said it start is we we're a Content team that kind of serve the other teams so we kind of work the designers and work the different artists kind of in the studio and we'll get requests lists from them so they kind of give us a oh this is a particular gameplay feature we want we want something that does this and then it kind of comes to us and we then work

  40. 00:35:48

    with the concept team and you've got like a really strong kind of concept guys here and they'll well we've kind of gone through a few different phases of how we approach doing this what kind of works really well for us is that when environments are being concept the concept guys also consider what functionalities in their what gameplay is going to be in there and what props they're gonna need so if we're doing a hangar we'll talk about that for later you know what what makes sense in this environment and what will have gameplay and if we you know as we expand to different areas of the game we just kind of continually add to that list and when I first took over the props theme or create the props team probably three three years ago I guess it was I I already inherited like a few thousand

  41. 00:36:37

    props and trying to get that stuff kind of organized was was quite a quite a challenge yeah we have we have a pretty kind of strict like naming convention and folder structure and that's all stuff that does help but you you're right the this year number of assets we make this is pretty huge I think also as well yeah it's it's specific specific specific sets of assets can go a very long way as well so that's another that's another thing I suppose we do is if there's assets that are very specific that aren't needed first they'll likely go in the back at the bottom of our of our back lot you know we won't when we're not going to make things that are going to be used sparsely and are not necessarily needed for game play right now is it's kind of quite difficult

  42. 00:37:25

    balance sometimes because the stuff that you need to make a level work is kind of one thing but the stuff that you need to actually make it feel exciting yeah yeah that's that's why I've probably kind of going back a bit but like the surface outpost they were kind of a really fun thing to do because a lot of that was kind of storytelling and that that kind of extra layer of immersion and kind of history is is a really nice thing to be able to do and we also kind of work quite closely with the writer teams as well because they they will look at particular environment and yeah they've got the knowledge of the law to be able to be like oh yeah this this particular kind of back alleys where this character lives and you know his history is this a

  43. 00:38:13

    bit really cool if we could have you know be additional crops you know that sell his story or this guy's really into like taking things apart and he needs this kind of we'll workshop and in that even to the point where you you look at squadron and look at like some of their bunks and the kind of the AI characters bunks and they have it might be one or two lines but there's one or two lines like say they sell that story and so they might have yeah a particular medal from when they won a race around a moon or whatever whatever it is so yeah we kind of get things fired at us from all all different areas and yeah we just kind of prioritize them and yeah I'll tell you something about the writers though they make all that crap up like I don't know what they just make it up so yeah all

  44. 00:39:04

    right next question from the chat who makes something like a forklift is that the props team or the vehicle team we tend to make a lot of the smaller vehicles that aren't primarily for players I would suppose you'd say stuff like large mining vehicles ground-based mining vehicles that's more our kind of wheelhouse stuff that's not immediately to serve the players stuff this more to serve to serve the environment I suppose yeah yeah I know why this person is asking that why they rented that there there was a forklift in the background of some of our concept images and people like like oh the forklifts forklifts confirmed in the end there and and this question was one of those 1980s sitcom things where they're trying to they're

  45. 00:39:52

    asking a question but the answer they're looking for is if it's if they say the vehicle told us it maybe it'll be a playable vehicle yeah it's yeah I mean I can understand confirm we have forklifts yeah like we have four so it's not a secret I can't confirm anything more than that yeah I'm on you guys next question is simply bobbleheads with three exclamation marks and four question yeah I mean bobbleheads yeah bobbleheads bobbleheads yeah like if something that the I think again it's one of those really fun things and this is I absolutely want to see bobbleheads yeah there's a few bobbleheads all right that I want in my ship and you know well that doesn't mean I get to the top of

  46. 00:40:40

    the backlog it does mean that yeah it is something that is on our radar some definitely yeah what it commits doing so we are doing yeah well what I can add to that guys if you watched calling all Deb's this week this week you heard you heard Rob Rob Reiner talk a little bit about how we're moving towards cockpit customization in the future ability to place items in your ship cockpit no timeline on that at the moment but that's where we're going bobble heads were a stretch goal so put one and the other I'm not saying we're all definitely confirmed it's definitely Rob's fault yeah but you can put you can put it in together all right next question from the chat what are the most difficult hurdles involved in the process of making props I suppose for me it's you you have to anticipate what

  47. 00:41:34

    sort of features you will expect to come online in the future for instance if before we had all the destruction stuff or the entity stuff we still have to kind of think ahead for that functionality and it's also just figuring out kind of where you know what sort of situations that props going to be used in because we make these things and it's kind of hard to say where they're going to be used or what they're going to be useful sometimes so you kind of have to think about yes think about that on an individual basis yeah I think like we do have an element of kind of oh we try to have an element of realism in our game so you know if if if we're making a cargo loader and we get a beautiful concept from Constantine we're like yes ace how's it gonna work like if we go we need to make sure that it might

  48. 00:42:21

    not work straight away we have to passivate yeah this is cool I want to be a driver okay cool right and as long as we're kind of making those decisions at the star and we go okay yeah we might not necessarily be making it working off the bat but we're gonna model it and approach it in a way that it could work so that we know that eventually when we get that point okay yeah you know we've done the hard work enough to go back now none have been you know those proportions don't work we can't extend and actually pick things up and that sort of stuff you know we although we are making a you know sci-fi fantasy game is futuristic it is you know it is set in the future we've still got to kind of consider how technology will work at that time and what that functionality will be so I think that you know is a little bit of time kind of

  49. 00:43:11

    spent processing that now is really important I guess the other challenge is yeah is like like you can't just take a concept and make it it is very much you know does this have any performance capture attached to it is it going to have any forms together yeah performance capture attached to it or is somebody on the design team gonna see it and go well like that I could use that for yeah xxx and yeah and yeah you have to also be responsive to that sort of to the sort of things people want to do with them so you may have to take something back and then alter it to work with you know what they've been inspired to use it for which can sometimes be I mean quite interesting yeah I think that you know having it's a nice thing but people were like yeah that's really cool we want to

  50. 00:44:01

    use it for like that that kind of that sentence allows like oh yeah you know we're doing a good job here this is this is cool and it's the same for the lot of community as well yeah when we get kind of positive feedback from from that so it's not metal oh yeah we love this and we love that yo being able to support ideas it's kind of it's it's nice to see our assets used not just to make things look nice but actually kind of to affect the gameplay and you know bring more exciting things to the the game yeah I mean at the end of the day we're making in a game and games are interactive by their very nature just movies yeah so yeah the more the more interactiveness we can get in anything you always go for it if you can alright next question for the chat and I'm actually kind of curious about

  51. 00:44:48

    adding considered it but can you tell us what the biggest prop you've worked on is and what the smallest prop you've worked on is personally all as a team because as a team I think we have a calm style that currently hold the record for the tallest props you know those jokes Jake made around yeah Jake made that we have a crane that was made recently I think has then topped the the tallest prop yeah smallest prop I mean we have things like pills we're not making individual grains of rice here just like putting it out there but yeah we do have we do have very small props like like you know a pill it's not model this is that it's a texture but we have props that in careers like pens chopsticks chopsticks

  52. 00:45:36

    noodles yeah yeah so that's and that's the thing about a team is again it's filming to Mexico challenges the huge the huge variety in scale and in sort of what we're making it can be quite it can be quite crazy jumping from say I'm making a I'm making a shipping container and it's like okay now I have to make a set of planters or I have to make a glove or I have to make some coughs or bedding or whatever you know it's kind of you you're going from lots of different skill sets and kind of working working on various different things James did you start rocking out that cargo mover which is probably going to take the crown at the biggest one soon but it's not ready yet no soon we also had a thread the up on spectrum

  53. 00:46:25

    where we were collecting questions for folks who can't attend live a lot of the questions were for our audio team and aren't working here today but one of the questions that was from that thread I liked is there any prop that actually has an inside joke or history to it I mean there's a few things that we put in the are fun to us so yeah we might play homage to things I don't know sometimes whether or not they're too subtle maybe but yeah I mean kind of making video games is you know that's kind of one of the luxuries I guess you get to do is you get to put your spin on things sometimes obviously you know you've got to be careful if it needs to work in fiction and you don't kind of break that back in motion yeah but yeah there's definitely things

  54. 00:47:12

    that we think are you know we're making a particular set of assets and I be cool if it was this because that plays a homage back to a particular movie or particular game or any of that sort of stuff I don't want against you you mentioned you don't want things that break the immersion of the game and I couldn't help but feel like you were talking about a locker we took we're talking about the locker from another universe oh no I wasn't okay yeah everyone said no I still was in my eyes that because that's my problem I'm if I'm in the locker familiars Hawaii yes the yeah yeah see this was actually I'm gonna tell you something about the props of story back when

  55. 00:48:02

    behavior was working for us and they were they were making a lot of the hangar they were making the hearing of flare and the props they actually created a sub flare called the locker from another universe and it's yes three lockers you go through and there's things like like marks skeletons gold shirt says go jacket in there yeah but one of the things in there is a bottle is a bottle prop of it's called cloud CT Lando fever syrup yes and it was it was in there before I got hired in but it was Dave Richard from behavioral had done yeah there you go no there will not be there would not be a disco and a bobble head we do a chris Roberts bobble head but I bobble and you guys have shipshape and calling all Deb's I bobble enough i bobl enough and this show I sit

  56. 00:48:51

    here and I hold on to the desk to keep from babbling but you got plenty of disco bobble already you don't need any more let's see what else do we got from the live chats that's the Deuter then there's no question about the the fauna though somebody was asking if you guys work on plants our plants consider props Laura don't implants but generally now they're kind of handled by the team in Frankfort yeah we've got some dedicate foliage people now corner wise thus kind of faunas more character stuff I think right yes on is character stuff yet flora is that's whether they were asking it's a question sorry it's a full neural fluid but they said saunas I think they were talking about flora okay yeah we do bits and bobs but it's mostly nowadays it's mostly done cuz cuz

  57. 00:49:40

    obviously planets they have their own kind of dedicated yeah that's kind of back another question from the live chat who decides on the placement of props I would imagine level designers yeah it's this kind of generally you know whoever builds the kind of environments to be about the level designers or the environment team or the ship team you know the ship team dress some of their assets the environment team address some of their assets you be like the shops might be handled by the kind of like Robin his kind of guys and then it depends on what the kind of particular environment is and then you get things like the stammering maps that are kind of heavily designed left because you know they have thought the real gameplay impact so generally the props team don't do much of the dressing we kind of make the assets and then they get handed over

  58. 00:50:27

    to brief - yeah so using their creative ways next question is kind of a follow up to that for something like small decor props that may exist in extremely large numbers do you guys have like a polygon budget so yes yes and no it's always yeah because of the the quality of the game we're making you know a lot of these props are interactive you can pick them up you can look at them or you will be able to eventually mmm hopefully yeah and pick them up and interact with them yeah we need to make sure that they stand up to the quality one of the things that we are really conscious on is our draw calls and our kind of material usage we do you know we obviously are very conscious about our vertex count and our poly count budget but we're more conscious of our

  59. 00:51:16

    materials and texture usage our kind of layer blend material kind of pipeline it's slightly different to the way the shift teams and the environment team work it shares a bit more with the way the character in the weapons team work but it gives us the ability to get really high fidelity kind of surfacing on assets but still maintain nice cheap draw calls which is the kind of important thing for us yeah so I think also as well one thing that's kind of changed the way I think about stuff when working here is you know you're thinking about props the size of a prop to me is the size of a prop in sort of screen space right so so where it is in the screen like you may have this coffee mug which one I hold it here is the same

  60. 00:52:04

    size relative to the screen as a shipping container like 200 meters away so you have to consider that as you're kind of you know you're making something to fit that amount of screen space you're not making something that size you know yeah and it's it's about spending the budget wisely I think is the best way so you know if we're kind of looking assets and you know they've got lots of stuff they don't need cuz you're never going to see it then that's not good asset but if and I said it's slightly more expensive but it's using you know it really improves its silhouette it makes sure that it stands upright so when you see it up nice and close and that's where we're like yeah you know okay the the poly cans a bit more but by increasing the poly count we're not needing as much texture space we're not needing as many kind of unique materials that kind of makes sense yeah and so it's about kind of balancing

  61. 00:52:54

    where the assets going to be used you know if we're making stuff that we know for a fact is going to never be interacted with you're never gonna get up close through it that will make it as cheap as we possibly can but most of our stuff is interactive or the smaller scale assets is interactive so it's about just kind of being smart with it really yeah and we're also very keen on things like doing lots like good good Lots that have good poly count each time so even if even if you have this coffee cup and it may be say free hundred triangles or so when it's a when it's in the sort of mid-range distance and maybe a bit more when it's up close you're not necessarily drawing all of those Polly's all the time because it may just be on a desk you know and for anybody they haven't watched every single broadcast

  62. 00:53:41

    we've ever done lods our level of details its base are close yeah it's a full resolution full polish full tries and as you go farther away it bounces back usually between five stages and so you get you know what's just barely more than a pixel next question from live said what is your favorite prop that you've created during your time on star citizen there's a lot mmm I mean I mean for me yeah I don't get to be much of the creation side of things anymore and that I kind of really like the dressing stuff the the smaller little things that make people smile I think you know it's the stuff that you see you think you know that looks really cool they've kind of gone that extra actually kind of you can see we've put in the

  63. 00:54:30

    effort to make things that kind of are interesting and so yeah the more dressing scaler stuff is what I enjoy yeah I had a think I definitely think some of the some of the most interesting stuff I made it was probably the ship items just because we got such lovely concepts for those and it was so fun figuring about and so much fun making them and also we really got to push the detail with them as well because obviously they're quiet they're going to be an important part of game play in the future and they're also you know so we want to we want to really make them sing and I think it's you know those days probably my favorite a question from the spectrum thread destructable big Bennie's machines yeah what's gonna mention that earlier actually when we talk about destruction but it's definitely something we we kind of already slightly habit but it's not

  64. 00:55:21

    really implemented one prop that's completely indestructible yeah I think maybe we just went for the just for fun but yeah yeah we are we are looking at remaking some of the vending machines we're not going to change you know the iconic big Bernie's logo or anything but with we kind of we have to make a few changes for for drinks and food vending machines I think currently the big bad news machine is a drinks vending machine but it should be a food vending machine or is it the other way around yeah yeah we're gonna we're gonna give we're gonna give the vending machines a bit of love in the future so hopefully maybe in the in the before we were talking about your your the the favorite your time at your favorite prop or anything I'm surprised you didn't mention that the toilet cubicle yeah actually yeah

  65. 00:56:09

    the toilet cubicle I yeah I think I wrote I sent you that I really like making it it doesn't open currently but when it when it will I spent a lot of time on the interior and it was almost like making a very very very very small level but I just had a lot of fun but and also the door mechanism if in the outpost if you look if you go to the toilet just just take time to appreciate the door mechanism because I put a lot of fall into that yeah very refined by how much space you've got and again functionalities kind of know if it's gonna open it nice so from right yeah no no magic doors into walls for us how much time did you spend on the toilet cubicle Cory I know your boss is sitting right next to you yeah under credit so it's not quite as embarrassing well actually the outside was made by

  66. 00:56:57

    someone else so I spent maybe maybe a week on the interior maybe a little bit less I can't remember it was so long ago anyone seen the interior no they haven't that's why I'm really excited for time yeah another thing was I just remembered I really quite enjoyed making the bedding for our bedding I don't know if it's been mentioned on any of you have absolute we use something called marvelous designer for our cloth which is basically a cloth simulation program they use it kind of in the fashion industry - you know concept dresses and the likes but we use it to create a lot of our cloth assets and when I was making the bedding I made a set of bedding I actually had to get a little character in there and sit him down and then kind of tuck him in using the cough simulation program so that was quite fun I also like another example of you know working smart so using tools that are available to you rather than

  67. 00:57:45

    having to go in and Hance golfed every single fold in the material you want and then someone come along go those folks look a bit yeah we're looking at really long ago made a bit ropey and then have to spend loads of time it's writing on it they're having a assistant where you can kind of simulate that stuff yeah and then that gives you your high your kind of high poly your your your sauce a set and then if we go actually do you know what that characters not quite working right oh yeah yeah it's and make make make it's the make also word for it like different versions yeah you know we made I could very easily and quickly make a neat and tidy tucked in blanket and then I can make one that's coming haste sorry hastily thrown on you know or like kind of hanging off the bed whatever and it's very quick to worry on that but it's just quite a lot of fun playing with like simulation programs in general yeah yeah we see them you the

  68. 00:58:34

    character team here now like uses Marvelous Designer quite a bit it's it's always a blast to watch them working on it yeah that's it guys you did it you made it yeah nice Thank You JJ alright guys so so thank you so much Ben Curtis and then the Corey Bamford for bailing show this week we're gonna take a quick break and when we return we'll be here with the wrap-up so stay tuned thank you fellas Cheers come back well sometimes when you push a button the thing that's supposed to

  69. 00:59:28

    happen doesn't happen I guess anyway that's a wrap up for this week's show I hope you enjoyed it special thanks again to Ben Curtis and Corey Bamford for taking the time out of their schedules to appear on the show this week some housekeeping before we let you go the Alpha 3.1 file shifts promotion ends next week so this weekend will be your last chance to pick up some of these shifts until their time on the big promotion clock comes back around around again what the videos working again super good timing this Monday brings with it an all new episode of calling all Deb's including questions from the community about swapping roles for the Cutlass seats the engine count on the freelancer max what ships were planning to rework explosive decompression and having your own

  70. 01:00:15

    apartment in our Corp do I took no it's asking if it wants to play it now and in the middle of my thing now remember you can submit your questions for consideration each and every week in the thread up on spectrum and I know you're probably tired of hearing me say that every single week hi and welcome to the first edition of star citizen's brand-new show which I'm dubbing fire in the hole we have ten flavors of the hot sauces the hot wings are gonna get hotter and hotter and the questions are gonna get more intense as we go I'm Jeremiah mellow and Bachelor jr. time will Jane s flirts are wonderful Sriracha hot sauce a man yeah no good use gloves cure sauce number two what would be your alternate

  71. 01:01:02

    career like like a nude model for our artists that's my advice step stone I try to do some fancy dishes the Bronx 5500 purple kevrah fun fact this thing comes from my hometown in New York it was just nice to like meet the people and like here like how enthusiastic they were I got recognized that I Bank of America hey Jay look don't look at my pin dawg this one comes in about fifteen thousand six hundred scoldings it's three times harder than when we just ate but that's what your callsign is gonna be like when you call it come in mail new eat a strawberry straight oh I can't wait to dig in this one for the so tasty I'm actually starting to learn scary now we're at the halfway point out so you have to make a tough choice here Tony's explanation powers for twins debating

  72. 01:01:51

    powers or Brian's hair Brian's hair that hair will give me power supply Courtland and I can talk about my hair as much as Tony Z which is magnificent yeah so this is when things start to make a turn a little bit we are starting to feel the ramp here what is something that you secretly love I like the tan part no like watch boys you'll take a slice of craps American cheese wrap it around the banana and then just eat it Jeremiah stop drinking milk and talk 100,000 Scoville so twice as hot as a previous one we'll see how this guy

  73. 01:02:39

    handles it oh you can taste that habanero Oh thing or am I just losing tits carryover heat out in a month 300,000 oval it's three times hotter than the previous one so red that is like tabloid anthem and unplugging your number you're so pitiful I'm not gonna take it away hot sauce number nine bad dog 357 750,000 Scoville that's about two and a half times hotter than the

  74. 01:03:27

    previous one at this table would you challenge to a fight pigs versus hot new no no that didn't about this one is very hot but it tastes a lot better can I say Jeremiah ass but I throw like hot sauce on so I can go to the hospital not do this come on Oh God I'm actually really excited for that oh my dog ten fight one last one is the last dab

  75. 01:04:16

    two million scoville 2.5 times hotter than the previous one Jeremiah look at me take yeah feel the endorphins this is all pumping through systems it's like a marathon get going sir this is like America yeah it's like America I'm like crying I like the lips oh I can't see cheers guys for chris Roberts love you Chris send you guys on the way out Oklahoma have to taste really good what is the biggest mistake you ever made it's the edge but this Trump not coming in there we tell you I love them there are no mistakes on the ship team oh I think he's digivolving what was your favorite the Bronx thing dirty dick

  76. 01:05:12

    well 30 decks is good too I think this was a really great experience thank you for what kind of first edition of fire in the hole Hey thank you for watching for the latest and greatest in star citizen and squadron 42 you can subscribe to our Channel or you can check out some of our other shows and don't forget to head to wlwt's space industries dot-com to find out more thank you very much for watching

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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