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CitizenCon

Star Citizen CitizenCon 2014 Complete Show

14 October 201402:01:352,799 linesWatch on YouTube ↗

Transcript — every row opens the video at that moment

  1. 00:00:02

    louder oh my gosh welcome everybody thank you all for coming tonight there is a bit of an echo I think this might be the first live stream that we've gone on on [Applause] time and does everybody like Star Citizen as much as I do of course it's fake however did you all get your goodie bags for all of you out there if you check in your bag please raise your hand if you got one of the golden tickets because you have won a dual xr9 285 sponsored by

  2. 00:00:53

    AMD come on who's got him there's 10 golden tickets and there's also 10 ships I think there might even be one Vandal is that correct Ben Ben where is Ben Lesnik anyone got one put your hands up yes we have a winner how many more do we have out there okay so on the on the it should say where you go to re to reclaim your card and please get that tonight so if you can all put up your

  3. 00:01:41

    things so we can film that real quick are we ready for the show come on let's hear it put your hands up in the air cheer all right are we ready to cue the video we are let's let's do it f the lights down play the video are we ready to cue the [Music] video my name is Chris Roberts and I would like to build Universe with

  4. 00:02:35

    you welcome to the stage Chris Roberts good morning everyone so I'm going to build a universe I'm going to do a PC game like the old winkman as I did which was if you got a great PC this is really going to show it off you're not going to be able to get this experience anywhere else I'm hoping that a lot of you want to be in this universe cuz I do and I want to play this game oh apparently uh the site is uh having millions of hits and is overloaded so everyone out there please be patient okay 6,222

  5. 00:03:26

    353 everybody Che it out we Saturday actually few months that's going to become bigger so in here is my office the idea is to try and have an open work environment so we have one we are about to test the live client for the hanger module here we go signing

  6. 00:04:27

    in bro you beat me control can you read me it's Commander Roberts station command found 42 come in it's a module that will allow you to create your own branded group identity on the website called an organization we are really the first uh you know game of this scope or this level that is 100% sent funded and backed by the people that love this kind of game and want to play this kind of game [Laughter] why don't you take a look at what you've

  7. 00:05:53

    done for us take a look at where we are now I feel like the ahead of the table pass the butter please here right now is we we've got these new tables here this is this is the programming pit look at that smells beautiful too new that new car smells pit there we got six tests on the middle we're putting another PODS of four here so we'll be able to have plenty of artists here to build those beautiful ships we have to make this is the space as you can see it's in lovely disarray with stuff on the floor and everywhere guys so here are the bunch more guys already joining us we have more joining us as well but uh we're well into

  8. 00:06:53

    production somebody needs to make sure that fure works what is that oh wait hang on it's coming up do you see what's on TR whoa deadline where you start to see all of these different systems getting pushed together pushed together pushed together and it starts coming together right in front of your eyes and that the rate at which it's coming together starts to accelerate and accelerate and accelerate but you still have that hard and fast deadline and so you're hoping that KNE of the curve is fast enough to get you to where you want to be when you actually have to be there that's probably the most scary part is seeing it all come together and wondering oh my God is it fast enough can't fire can't move

  9. 00:07:48

    this who's going to kill me hi I'm Sandy Gardner 24 teams begin a journey to become part of video gaming history the level of animation and detail and figuring out how things fold up and how they fit and how they work was really impressive the exterior is just beautiful I think it's I think it's my favorite ship of the competition the

  10. 00:08:37

    winner is Four Horsemen y guys ship is so good that it kind of pushes our own internal artists and they have to step it up and compete so well done guys hey everybody Welcome To wingman's Hangar the final episode we're now transferring the show to a community show out in Los Angeles all right guys well that's kind of it this is episode 72 with the last the final wingman's hanger so um where are we going to see him in the verse first I'm joined by a very special guest Mr William Lewis yourself I'm

  11. 00:09:26

    James Pew round I see them turn around plenty of times didn't dodge that one I did not good morning welcome back to bug Smashers qu vodka in here hist thank you everybody for coming and thank you to everybody who's online Chris Roberts hey

  12. 00:10:17

    guys last year we had an amazing uh gamescon there was about a th people and it was completely an overwhelming experience uh this is even bigger so I think it's a little more overwhelming and now the other thing we got to there two new game modes so we got Vandal swarm Co-op so the other big mode we're doing is the Murray Cup racing uh so it's a whole racing game mode we have something else that we're going to show you which is the multi crew um sort of ship combat um so we're going to do a a little a little demo it's part of what we're working on I mean there's a lot of stuff to happen multi crew it's 50 million

  13. 00:13:37

    this my friends is going to be good he how are we doing tonight good so um well we've come quite a ways uh it's amazing to just to go back and look at what the Hornet looked in 2012 what it looked in 2013 what it looks like now uh so citizen con generally is sort of a celebration of what we've done the previous year what we've achieved so this year we're going to have a in-depth report from each one of the studios and uh we'll talk about some

  14. 00:14:27

    things and then at the very end of it we'll have a uh a little surprise live demo and a few things on the way so where are we going there we go all right so the first uh Studio that we're going to talk a bit about and CH video is uh Santa Monica uh which is the Los Angeles Studio here so well I don't know if uh the LA team here I think there's a bunch of you guys at the back so they they' been theyve been working very hard on pretty much everything but uh you know the uh Arena commander and the dog fighting was a you know a large part of what we did multi- Cru ship combat and even contribut a little bit to the demo you'll see at the end of uh the end of this session uh but let's uh roll the video

  15. 00:15:32

    hey everyone welcome to uh Santa Monica this is thir Street prominade and it's where our Los Angeles development studio is so just come with me and I'll show you inside okay this is our um fancy Santa Monica Abode so uh come in with me go right this is where everyone comes to get caffeine duve but this is um where we do a huge amount of uh meetings then up here is uh where the development area is here is the sort of main Development Area that is where most of the engineers in LA and designers are based in production over here we have the Cinematic section so this is John and Chris working on something that you're going to see and in here is where the universes created here is our sort of ship center it's our concept section

  16. 00:16:20

    over here Franchesca who's our willful HR person there's our community section we're editing in here and here's Ben at his desk I will let you guys uh listen to some other guys here at the Sant Monica offices tell you about what we did last year and what we are going to be doing next year hi I'm Alex mbery executive producer on Star Citizen I've been focusing on working with all the studios around Cloud Imperium to get them moving forward on all the other modules of the game Travis day I'm the producer at Cloud Imperium games on the game side I've been focusing predominantly on Arena Commander the ship pipeline the items and components pipeline as well as the FPS hi I'm Sandy Garder I'm the of marketing the past year I have been doing all the marketing I also oversee the customer service which has been going really well I'm Paul ryel and I'm the lead engineer here

  17. 00:17:07

    in La this year I worked on gameplay needs we're doing here in LA but also big picture plannings for the persistant Universe my name is Forest Stefan lead technical artist at Cloud Imperium games this past year we've been working on building all the tech necessary to create Star Citizen everything from what level designers need to do in the engine what world Builders need to do what artists need to make the art functionality gameplay I'm Dan Tracy I'm lead technical designer and I'm bug Smashers troll the latest stuff that we've been working on actually is the the Legacy variant so we wanted to actually pull in all of the setups of the Hornets the 300 series and the Roars Mark aent Supreme Bug Smasher so this year I've been working on bugs bugs and more bugs hi I'm gar bassine and I'm a concept artist I've been working on

  18. 00:17:55

    quite a few ships now I'm currently working on the Carrick I'm Dave HCK I'm lead writer for the past year I've been working on a lot of squ 42 stuff I'm Ben Lesnik I'm game designer and Senior Community manager for the past year well two years really I've been working on building star Citizens Community I'm Zan bian I'm the HUD and user interface designer so on the past year I've been working on art for the ship HUD and user interface the accomplishment I'm most proud of really is putting a lot of process in place getting road maps in place making a lot of progress on all the different modules the release of Arena Commander was really big for us this is something we've been working on since the Inception of the studio it felt really good to get at least the first iterations out there there just been a really good feeling to have that outlive to the community it's something we really wanted to give to everybody the thing I'm most proud of the multi cruise ship working was a physical world inside the ship and walking around while

  19. 00:18:43

    the ship is flying and using the touret I mean that was pretty cool I guess I'm just proud of how far we've come in two years with such an awesome Community I think the thing that I'm most proud of is how all of the modules are actually coming together it's quite exciting I'm very proud of this team if there was one thing that I was most proud of it's getting a a game that people can play to get dog fighting people can now race their ships our characters are basically these ships that are by far the most complicated assets that I've ever worked on in a game and to be able to see all of that actually working in the game is pretty uh impressive and it's definitely something to be proud of we had this weird bug where when you get into a cockpit on multiplayer only the player could stand up randomly it was very annoying but fulfilling bug to fix the

  20. 00:19:32

    one that stands out the most to me is the constellation Phoenix the community seems to love it and U I'm definitely very proud of that it's sort of the whole thing seeing it from the inside out it's just been you know it's been incredible so I guess what I'm what i' be most proud of is the fact that we kind of separated out all of our information into modular components and this will allow us to easily iterate on the user interface going forward so this will probably be a bit of a transition year for us where we move from working on what at the time was the flagship product of Arena commander and really focusing on getting that out there to more of a supporting role as the persistent Universe FPS and Squadron 42 and social modules start to roll out of the factory we need to make sure that we are supporting them with the features that they need at the times that they need them so for the next year my team here in La will still focus on getting

  21. 00:20:20

    all the flight characteristics getting the whole missile and radar system running and all the other fun gameplay features we want to have in our dock fight scenarios there is going to be a lot happening this next year we are looking at Esports competition a webisode series Squadron 42 is going to come online which I'm really excited about the things that we'll be contributing to most uh this year and will be uh one of the funnest challenges and the bigger payoffs is to finally have multi cruise ships finally get that moment to play with your friends in the same ship I think is uh going to be pretty great what we're contributing here from La is all the core Mechanics for all the dog fighting that ties in heavily with every other section of the game so even the stuff with the FPS and how we're doing the troop deployments

  22. 00:21:07

    you guys will be seeing quite a lot with how we tie in the Ship boarding mechanics with the dog P aspects and then how that seamlessly transitions into first person the thing I'm most excited about working on in fact to which I'm working right now on with uh Dan Tracy is signatures they cover everything from how our items generate signatures for balance to how missiles track on to things to how your radar sees things I concept all the ships that we do inhouse at the moment I'm definitely very excited for the carck it's turning out really cool and the next year we're going to be doubling down a communication just keeping you informed about the game what's coming through around the verse through the Forum through Comm links uh every way we can what I'm going to be contributing Star Citizen kind of in the next year

  23. 00:21:55

    improving the immersion of you know your cockpits all the cockpits are going to be fully functional and and kind of this you know sophisticated piece of software that's just feels alive the fact that we have players backing us and the ability to be open with our development and be transparent about what we're doing is really unique so knowing that all the backers are always like watching our progress it's kind of scary but on the other hand it also like pushes very hard it makes you push yourself to a higher level of Excellence cuz the only people you're answering to are the players that you want to play your game and it's really a lot of fun to be able to share our work in real time just makes you kind of want to work harder and and make sure that what you're doing is is going to be fun for people to play and look as cool as it possibly can having hundreds of thousands of fans be able to see the development process is a bit bewildering

  24. 00:22:44

    however I just watch I watch a lot of people play on Twitch so I'm actually watching you guys also so I'm hoping that most of our community like what we do and we certainly appreciate you guys it's amazing to be able to contribute directly to our audience that loves our game so I hope you guys enjoyed that quick uh insight into what some of the people here have been working on last year what they are looking forward to working on this coming year and what they found the most challenging and interesting about working on Star Citizen it never ceases to uh surprise and amaze me I mean we're we bu we're building this hugely ambitious game and just the dynamic of doing in such an open method and having such uh interesting and great feedback from everyone and the potential to sort of Flesh it out and detail it to a level that uh you normally wouldn't get to do is the most fun and enjoyable experience

  25. 00:23:33

    I've ever had making any game and I can't wait till you guys get to run around and fly and explore the full Universe cuz all the elements that I can see sort of at various stages of production are all going to come together into this holistic immersive world to Adventure around and I think it's going to be an experience unlike any other anyway thank you for your time thank you for your support and um well see you in the verse all right uh so I'd actually like to bring Alex uh May up on stage you get to meet and see him besides just being in the video uh so Alex joined us earlier this year from blizzard where he was there for 10 years and uh is the

  26. 00:24:21

    executive producer on the project and um has really been helping because we you know we've grown from well s people that pretty much were there in 2012 to probably by the time that we had the games uh cond demo the first time 2013 I think maybe we had about 30 employees and uh perhaps 20 or so people on contract and now we're close to 280 and we've got uh three internal Studios uh you know the LA one uh the one in Austin Texas the one in Manchester and we also have external uh Studios that are working on it um the redacted FPS Studio who you guys all know uh but we'll be uh showing you uh some pretty awesome stuff they're doing in a few weeks time so we have none of their stuff here yet but I think you

  27. 00:25:07

    guys like it it's looking really great um Behavior who's doing an amazing job up in Montreal turbulent who also in Montreal are doing an amazing job on our our platform and of course we have some other contractors but where's Alex come here Alex so this is Alex mayber um I can't actually see where our um little can I get to our there you go all right so this is what we're doing in La uh we've done a lot um you know obviously uh the space combat is the uh focus and sort of the core system and then overseeing the overall project um we're also overseeing the ship pipeline uh doesn't mean the ships are all being built in La some have been built in La some are built in Austin some are built in Manchester some have been built with our out sources and um uh we're also

  28. 00:25:57

    overseeing the first person shooter production and we're obviously doing Community Management with uh Ben who you guys all know and James Hugh and the rest of the guys like will and uh she'll meet a little later but I thought um you know so you have a where's your it here yeah all right can you hear me all right so you know one thing I thought it's kind of interesting because we're doing development very differently than I've ever done development before because we're we're incredibly distri I mean we're between loc I mean well we have people in China working on the game we have people anywhere across North America Mexico Mexico Canada Canada well that's North America but going true yes but all over the place and and that's part of the challenge I mean

  29. 00:26:48

    uh this is also different than anything I've ever done and so um you know typical sort of uh industry standards and practices don't always make sense in a distributed environment IR so um you know Chris's vision for this game is huge as you all know and so one of the challenges is sort of you know how do we get there how do we achieve what Chris wants to achieve and and that's really what my job is about my job is to focus on the day today but also look beyond that next week and next month and next year five years from now hopefully 10 years from now and building the infrastructure so that we can continue to grow and build on this vision and achieve it make sure that down the road um everything is solid and there to make it all happen so I mean I think like so I mean people probably don't appreciate

  30. 00:27:36

    this but like in the in production so production for us is as sort of producers associate producers production managers production coordinators and they're the guys that sort of go to everyone's desk and say where you at on your task track it update it in uh we use jira which is uh uh a task management software um which you know most other people don't like to use production people love it artists hate it we can never get artists to update any of their own jur tickets but in the production Department I mean we've got across the studios how many do we have oh man we've been hiring a lot so it's probably dozen to 15 yeah I mean we got we got you and three other PE we got Travis Cammy uh Daran here Austin we have Jake Ross and Mark Hong and and now Jason Hutchins has

  31. 00:28:26

    joined us and Jeremy masker and in the UK we have Ricky jutley and Tom Johnson and Drew right uh and I think they've got another one coming on so you know can tell us that we're actually building our production staff because as the game grows and as we hire more people producers are kind of the glue that kind of holds things together we're the back stop we make sure that things don't you know fall through the cracks we're the ones coordinating all of this kind of chaos that happens in development and and controlling that and turning it into a plan and making sure that everybody's on the same page uh one of the tricks of about about being distributed is using the time zones to our advantage I think one of the cool things is how in the UK like we wake up in the morning and we have an email from the UK and it says here's what we did while you were asleep and here's what we need you to do while we're sleeping and then we do all those

  32. 00:29:14

    things and we give them a handoff in the same way so that we take advantage of the sun yeah and I tell you I mean it's it's I have to say it's completely a different way of uh making a game of this scale and the other complication obviously is the fact that we're actually a live game as well as we're in development so there's a lot of boring stuff which I'm sure we're boring you with uh that's about you know release management and what's what like code streams we're working on what data streams we're working on in terms of updating the release we currently have live which is what you guys are playing uh which is in the public facing to nomal C 0.9.11 I think um for us it's uh 13.1 and we'll be about ready to give you 13.2 uh but we have to keep those streams plus we have other streams that we develop other things whether it's uh the space stuff or the FPS stuff and so

  33. 00:30:03

    just managing all that process requires a huge amount of communication and that's actually kind of one of the big things that uh production does on the project and uh I you know in some ways it's a bit of an unsung thing because you sort of always focus on pretty Graphics or like a cool piece of engineering that has a really you know great result but without having sort of production as a glue to pull it all together to do something of this scope and ambition it's uh it's not really possible so um so anyway I thought I'd bring Alex up I don't know whether you guys found it interesting but it certainly is a small insight into some of the stuff we do um so let's carry on thanks Alex good to have you aboard all right so uh the next Studio that we're going to highlight is uh a studio that's

  34. 00:30:54

    uh dear to my heart since that's where I grew up Manchester hi I'm Aaron Roberts I'm the studio director we've been really got hammering away on the Squadron 42 as well as focusing on a bunch of the pipelines in terms of how we do the characters how we get the ships working I'm ni Elms creative director I'm Luke Presley I'm a designer been working on things like lobbies leaderboards game mode new game mechanics I'm Paul Jones I'm the art director hi I'm Ian and I'm lead environment artist we've done Arena Commander we've done broken Moon dying star Squadron 42 you know we're just working like crazy on missions 1 to 10

  35. 00:31:43

    hi I'm beon T I'm Le vehicle artist I'm jutra I'm one of the artists on the vehicle team at the moment we're mainly focusing on the Gladius Gladiator Retaliator as well as a couple of cap ships I'd say the thing I'm most proud of is the vandal warm co-op mode you pull that together in a day yeah yeah we managed to take the single player version and turn it into the co-op we had nothing one morning and then by the evening there was four of us playing lot of noise from that side of the room it was the most fun we've had just clicked yeah yeah it just worked from what we've accomplished this year I'm personally most proud of getting levels out to you guys I mean these levels are so big so what we're SH now is shubin's facility called Aron now shuin intercell is a Corporation a mining corporations the facility that you can see is the Aron

  36. 00:32:33

    now this thing is big like 6 km big and currently it's in its gray box phase so you're seeing full mesh Detail no textures or shaders just the physical act of making these levels was uh initially so hard because the cry engine was custom built for small environments and we had to render big spacings that's a big achievement for me it's it's got to be the fact that we're trying to achiev something pretty special we're aiming so high in in terms of visual Fidelity in terms of what we want the player to sort of feel and be evoked in in the game play that they've got it's quite the challenge but at the same time it's when you're faced with a challenge it's something you kind of have to sort of endure and get through because at the end of the day we're going to provide an experience that's just going to blow people away going forward um loads to do

  37. 00:33:21

    the big one for us is Squadron 42 we're looking to have the vertical slice working for the end of this year and then of course next year we plan to release the first chapter of Squadron 42 for you guys this coming year is going to be a real busy year Squadron 42 as much time as we can put into it we've got to get that mission one to one to 10 out we will cram in as much detail Fidelity finesse I mean what we got planned for squadron 42 it's such a high Vision you know we're doing everything we can to deliver that we're going to totally knock it out the park one of the things that we're most excited about adding imminently to Star is the emissions game play and the missile gam playay yeah we're going to be um exposing the power management to the player so that he can now turn off certain parts of his systems or

  38. 00:34:08

    completely y go cold yeah go cold turns off turn off his engines cool down and and hide hide behind asteroids and peer to you know to all radar like space Dey there there's a lot of game playay that uh that we're planning around that one of the um larger um teams we work with are actually the guys at Moon collider who whove been doing a lot of the AI work for us so you remember all the space combat stuff they've been working on which has been really cool the last year and we you've seen from them in the past but now they're actually not only improving the space combat but also they're starting to work on a bunch of stuff for the pis universe and basically for squadron 42 to bring the actual characters and the AI and and the people to life in the game it's been a really exciting year in the development of kythera we started with dog fighting at the very beginning of the year we did have basic dog fighting working but it was only AI versus AI it wasn't until

  39. 00:34:58

    later on that you could actually start flying a ship as a player and at that point we had to really tune the AI and start making it fun and this finally culated in the release of Arena commander in particular the Vandal swarm game mode which is all about playing it Ai and we're really proud of that it's the first time that kyera is actually in use in a game by hundreds of thousands of people yeah so it really reassures us that what we're doing is is the right stuff so one of the uh really uh interesting things they're working on right now is uh what we call Smart objects and smart objects are basically places uh and locations that we basically design can put down which the AI or the characters in the game will interact with so a character will know or an AI will know where to go to sit down we will know where to go to serve someone will know where to go if he's buying something so when you're going

  40. 00:35:46

    through the game you actually see a living breathing environment which is what we really want to create um with the persistent universe and also uh all this kind of stuff have run through Squadron 42 as well so so when you're on a capital ship and you're going through life on that capital ship you'll see people actually performing tasks and doing um interesting things so some of our future plans um over the next year we're going to be working on some of the basics of the Pu from the AI is interacting with other objects within the world yeah giving them a schedule and so they're going to have a whole heap of things they'll do you can watch them and they'll seem like they're intelligent and uh it's part of a living world also making flight more advanced with we' got the dog fighting AI with single ships at the moment but when the multi- creu ships come in and when the capital ships come in we want to start

  41. 00:36:33

    controlling those and controlling different aspects of those yeah so really groups of AI working together to coordinate a larger ship it's pretty crazy the fact that there's probably literally hundreds of thousands of people looking at our work following it and and just every day literally almost every day we're look in the forums and there'll be stuff it's great like it's a lot of fun it yeah it's very open very honest I breath the forums all time and their feedback and opinions they have on there are just fantastic I mean I they actually affect the way I design things the feedback is phenomenal and that's what arena Commander is about you know we get something out there see how it goes we can do that in this game we can actually like put it out there and you know get their feedback hate we take it on board yeah it's not like releasing a final thing

  42. 00:37:22

    and just saying no you stuck with that I've never worked on a game like that and it's it's makes me come to working every day every month every couple of months you know your work's out there and you get that direct feedback so you can actually tailor you know your processes uh you know it's quite an organic process and then we brought in talented people and now the whole team is the quality level is just growing and growing growing higher and higher I think the fans can see this and that you know that's what I really like is that I think they're sort of you know really appreciating where we're coming from you know strive to build the best space game in the world and I think I think we're well on our way so all in all a massive year last year we plan to have a bigger one this year coming and I'm glad you guys are with us along for the ride so uh we hav have uh Aaron uh my

  43. 00:38:21

    brother here who hey everybody notoriously uh stage hi uh let's uh ZIP to uh kind of what we're going to talk about at the end of this I don't go to the presentation there you go so anyway uh you know Foundry 42 they're doing Squadron 42 they're also actually uh taking over being the lead Studio on Arena Commander so they're supporting the live aspects of Arena Commander so the LA studio and the UK Studio working together on that but the sort of production leaderships uh coming out of U Manchester uh they're going to be working on the capital ship systems and components and uh the character pipeline uh do you want to tell us about any of

  44. 00:39:10

    this stuff eron come on uh yeah I'm really crap at this sorry but anyway so um yeah I mean basically this last year uh has been uh quite uh frightening because if you remember last year you kind of I wasn't even hit at this event I was kind of we filmed madly cuz literally just quit a job to come and join um you guys and do this and since then we had to build a studio and I think we really only got up and running really end of January beginning of February so we've gone from nothing to like 68 uh development staff working manchest is actually our biggest internal studio right now so pry impress it's uh it's U so and the thing is we really just actually getting a lot of momentum that as well and then working on Arena Commander Squadron 42 and then we we're tiing for a bunch of guys in Europe new as well so it's really good

  45. 00:39:58

    but I know I mean the the guys are you know absolutely we're just absolutely loving this way of developing with um with everybody because you know I we've all just spent a lot of time just doing the typical path and this is like a big change for us so so no awesome right well and also speaking of Arena Commander whenever we get there so the uh just to let you guys know we're planning on getting uh the full sort of V1 implementation out before the end of this year on a marina Commander uh which would include the lobby system uh by the way I've been told I need to talk more to you although it's kind of hard when our presentation's behind uh we're uh like making a lot of improvements to the maps I mean yeah I think your guys right Erin that we're doubling the size so I have a larger play area yeah we're basically doubling it size since we doubled the speed of the ships we thought we better double the size of the maps and so but that

  46. 00:40:46

    also means that uh we're also we thought we're not just going to double the size of the maps we're actually going to do some improvements to the maps as well so you guys should see that um pretty soon and I mean I would say that the other thing is that you got to remember that we're doubling the size of the maps for now but as we're working on the sort of large what we call large World which is moving to 64 bits in terms of address space uh cuz right now it's the 32 bits then we can have you know map want would be millions of kilometers in scale instead of uh you know right right now if you get more than about 8 kilm from the origin you'll start to get a floating point in precision because this is totally technical but basically we have a lot of stuff in the cockpit that's within a meter so when your hands on the joystick and all this stuff you

  47. 00:41:34

    know you you have stuff that needs like millimeter Precision uh and with 32-bit floating point when you get to about sort of 8 kilm out you start to lose that Precision which is if we let you fly to sort of like further on on the map you would start to see like jittering and shaking when you're sitting in the cockpit so that's kind of why the first stage we just go to eat kilometers and then when large World War comes online which is a massive undertaking because we have to shift the entire cry engine to to 64bit from 32bit and uh kind of remember I think we were looking at it I think overall including the SDK stuff there's about 10 million lines of code and the core engine itself is about 5 million lines of code of course not all of this is uh address space and all the rest stuff but it's a huge amount I mean there's literally tens of thousands of uh code uh modules that we sort of have to go make that so

  48. 00:42:24

    it's uh something that we've been working on for for a while and we'll continue to work on and we would hope uh that we'll have it up and running um probably in the next couple of months and it will be before we do the multi crew uh ship stuff but uh that's really what opens up the the universe and allows the big persistent Universe levels and and and I would say that that's one of the big things that like right now you know I see a lot of comments about certain gameplay in Arena commander and it's a very very very sort of small set of what the final game is going to be because it's really about small Single Seed of ships right now and it's sort of very close in dog fighting and there's a huge amount of stuff that that will sort of come onto plate as soon as you get larger sort of areas in terms of whether you're sort of playing cat and mouse or you're hiding uh you can sort of run away you there's in terms of the combat and the and the sort

  49. 00:43:13

    of interaction that you'll have in space there there's a Hu you know there's so much more that comes with a much larger play space and and also we have a lot larger sort of array of ships that you'll be using with different roles and so it's not all just about sort of single combat so uh just remember that when you're when you're talking about Arena command because there that's just a very small part of a much bigger game and sometimes the overall picture and vision we sort of kind of know where it's going to go and so there are some things that we make choices with that may not seem obvious in Arena Commander but once you see the bigger picture they'll they will they will make sense um all right so uh I think we're doing improvements to the uh racetrack stuff right Erin yeah we're going to uh once again um to make it uh a little more interesting U and then put some new stuff in there and

  50. 00:44:02

    we'll probably make sure that we um you know kind of um move up from the race modes and stuff for that so that'll be definitely something which by the way I have to say that the Racing's kind of one of the the the kind of funnest more interesting stuff is because uh you know it went live and then within like a day or two there was scores that like no one in our you know even our best players in QA were like how did they manage to make that score uh so that just shows you you can never be as good as your community yeah I actually told the guys as soon as you go live get up there get the top scores and then make it so people trying to beat your scores and before they got up there people had faster scores so it was it was pretty bad uh you know the other things that are going into one Zer is and you heard both the UK designers and uh engineers and the uh La ones talk about it but uh the whole missile and countermeasure and uh sort of signature

  51. 00:44:52

    system so we've we actually designed it a long time ago the issue is we haven't really sort of fully implemented it all the way through the system and and actually created enough items to be able to do that and balance the items correctly so that's one of the major pushes for 1.0 to make sure all the systems are there and we actually have a variety of systems you can plug and play so you'll actually really feel a difference between different you know Radars you'll use um you know different missiles you'll use uh and and I think on a gameplay wise there'll be just sort of a lot more sort of rock paper scissors that will come from that it was always part of the original design it's always actually been stubbed in there but now we're taking the time to finish it out actually have the signature system work properly and you'll be able to sort of manage your various signatures whether it's sort of heat or um you know electromagnetic uh in terms of being detectable by other players

  52. 00:45:41

    being detectable by missiles and so on so I think that's actually going to make a that'll add a huge amount to the the gameplay in space combat um I just talked about part of that so power management also runs in with that uh proximity warming Improvement so it's not telling you colliding with something when you're not going to collide with something uh and you know we we we've actually had a big sort of uh uh third person camera and spectator push that you guys haven't seen yet but uh we sort of want to make those sort of feel a bit more sort of organic and uh Almost Human operated and also have some fun cinematic stuff because like actually one of the funnest things in in sort of Arena Commander is actually watching a whole bunch of you guys you know in our community go out and make videos I mean

  53. 00:46:29

    you know some of you guys have made sort of s you know like trailers for arena Commander that are better than some of the stuff that we've done and it's you guys have captured amazing footage and we want to have more tools to do that because uh I mean you know the graphics are awesome it's great to see like ships like that blow up in real detail and so I want to see more of that so we're going to put things in for that uh and you I sort of alluded to more about the items but um for 1.0 we're going to have a huge amount of sort of new items and ships so there really can be sort of mixing and matching uh in the game so right now we basically have an item set that was the same item set we had when uh we released hangers in 2013 and you know one of the core ideas is we can switch out I mean

  54. 00:47:17

    you know all the I mean like a hornet itself has about 60 items attached to it but it's everyone's got all the stock items so you should be able to you know switch out your targeting computer you should be to switch out your coolers you should be able to switch out your various weapons uh your thrusters and balance it and they will all have sort of tradeoffs which is we've talked about where whether is whether they consume more power um you know they weigh more uh or you know they're less reliable or you know they give off more emissions and so I actually you know that will be kind of interesting to see how people sort of do some loadouts I mean there already is a little bit of I Arena Commander where people strip like you know various guns from I don't know like a 325 and put it on a hornet or whatever uh because they feel like it has a little bit of advantage and it probably does because we haven't balanced all the we really haven't balanced the guns very well so we we do need to do that and

  55. 00:48:04

    that will be in uh 1.0 as well um really should have had a little monitor here so I could actually see what the presentation was uh and uh then you the final one that we're going to do here is uh uh the leaderboard uh so there's a lot of you know we've getting a lot of feedback from you guys on the leaderboard uh and you know by the way this is kind of why we we do what we're doing I mean I know that it can sort of seem that things are bit stupid or silly or broken uh but from a development standpoint it's actually really awesome to push something out even if like you know that it's not quite 100% the way you would want it and see what works and what doesn't work and what people are interested in and what aren't interested in and and and that's one of the reasons why I actually think by the time we have all these elements together that I think the game is just going to be fun because

  56. 00:48:53

    you know we've had we have so much iteration and we have so much sort of great feedback loop and we're sort of allowed to do that because you guys have been so generous in supporting us and allowing us to do that cuz obviously this sort of stuff takes time and takes money to do but it really I think is going to make the game very Polished by the time it's going to be live I think some ways sorry sorry also the other thing is like um it speeds up development as well in a lot of ways because we don't go away work on something for a long time and then put it out there and then realize that actually it doesn't work and so by getting out there as fast we get the feedback and and then basically and because of that we don't waste time going down like routes that we could have wasted time on yeah I mean so that's a you know like so a good example is the next patch will do 13.2 is going to have some significant flight and targeting uh tweaks and changes and I

  57. 00:49:43

    think you guys are going to like it so right now I'll say that like with the uh sort of uh keep saying 13.2 I should say uh V 0.9.2 but with v0.9 we sort of changed around to make the targeting sort of a bit more uh hardcore and not you know the original implementation had more of sort of an auto aim which wasn't necessarily so skillful so what we will have next one is keeps the skill but also uh we just have there's some really cool stuff basically it's it has a sort of dynamic approach so as you sort of get close to your target the actual inputs your scaling sort of scales down so it's not overcorrecting so much uh and I have to say playing it with joystick and Gamepad and all the rest of stuff um it feels awesome so I think you guys are going to like it uh that's in

  58. 00:50:30

    the near future in a few weeks um and then you know obviously longterm uh there'll be v0 1.0 you're not going to get an exact date I have learned my lesson well I'm an optimist you know that's my problem I I always hope we're going to do it but yeah no it's the process is such a big process now and I mean just the just to let you guys know like when we decide to go with a with a patch uh it's about an 8 Hour process from that point to deliver it to everyone and if we get into it and we get far down and QA tests it and then somewhere in QA they find one thing that's broken we've sort of lost five or six hours and we've got to restart the whole process so very easily for stuff

  59. 00:51:19

    that you wouldn't normally catch you could not catch for a day or two all of a sudden you've lost a day or two so that's kind of why we think oh we're going to get it here and then it sort of becomes another week and it's it's not like there were major Show Stoppers it's just that you didn't find one and then one pops up at the last minute and you got to start the whole thing again so um but uh I think I've talked enough Erin you want any last words to uh uh well I've not talked enough for the presentation but this particular section go on no I mean uh actually I just want to say um just for myself thanks I want to say thanks from all the guys in the UK uh and actually you know it's a real pleasure working with you guys and um and the guys you know like I said you probably saw it from them but you know we absolutely love this process and keep the feedback going and remember when we put a patch out it is not final yet so give us the feedback and tell us you

  60. 00:52:08

    don't like it and then we've got a chance to go tell us you like it that's good too yeah that's good as well if we all we if all we hear is bad then that get down bit but it's like just as we put it out we put it out there purposely so we can get the feedback and make a brilliant game for you guys so anyway thank you very much uh uh thank you Aon thank you very much we are very very I'm we're very lucky to have Aaron and the ma the UK team with us I mean they they were you know well they were cranking out some of the best Lego games for a long time and we have both combination some of the best people that were working there and a whole bunch of actually people that came from kitech in the UK that are at UK and we so we're very lucky I'm not sure we would have been as far along without them so we kind of got lucky with that which is great so thank

  61. 00:52:55

    you Aon and the guys out in the UK um and so uh now I'm going to sort of we're going to show you because it's always fun to have pretty Graphics a something that you saw the Cinematic guys working on um in the LA video com

  62. 00:54:55

    on so uh that was fun I I don't know if we

  63. 00:55:45

    got John gri and Chris Wallock in the audience are you guys in the audience or not they are they're back there so that's due to uh John and Chris and also uh bunch of the other so our character guys in Austin and um and that was Behavior as asteroid hanger but yeah so that's our cutless commercial kind of fun um and by the way uh I believe that was Sandy uh doing the motion capture in the walking and everything else so there you go uh so um you know today we're putting the uh new cutless and the cutless variants on uh sale so uh the black which is sort of gone and done the usual um well Chris Smith pass is the only way I can describe it who is back here but he's an absolute perfectionist so he's

  64. 00:56:32

    like ah you know I just sort of needed to go and do a little more detail and PBR it up and do everything um and uh the other one is the cutless red which is our um sort of medical um version of the Cutler so inside it has uh uh Med Bays you can fix people up and it's sort of a rescue and Recovery uh setup uh and that's all sort of detailed in it and then the uh more limited ship is the cutless blue which is the uh sort of police Bounty Hunter version it has holding cells in it and a whole bunch of other stuff um so that's the the cutless uh stuff and if you went to the website you could see the brochure uh which is very cool um done by David lman and Ryan Archer and uh Chris Smith did a bunch of the renders so um that's the cut list for you guys so hope you like yourself everything else

  65. 00:57:26

    and uh so now we're going to uh hear from turbulent who are the guys uh that have built the entire web platform a lot of you know pretty much all the community tools that are used the organizations the the forums the posting system that we have and also our delivery system to actually deliver the game uh to you guys and the account system and everything else and uh so let's hear from them in still I think probably fairly warm Montreal I'm the CTO at

  66. 00:58:15

    turbul fad developer benjin Fel project manager so uh our team is responsible for everything that's web and user facing well this year we actually accomplished a lot there's a lot of stuff that people see the big stuff like the orc system um the uh the new ship catalog and all that there there's a lot of new features that people were able to see in the store but also we had a lot of day-to-day things like uh well there's uh monthly then now weekly promotions that we have to manage and uh there's a lot of stuff the the site is Con constantly involving and the new chat system and now the new leaderboards and all these other smaller features what I'm most proud of in the work that we've done in the past year is the 3D holographic viewer on the web I really wanted to bring something online that

  67. 00:59:03

    was an experience that we've never seen before and I think this holographic viewer is really the first foray in that type of environment and I'm really proud of it when we came to the project the site was still in its older version on WordPress it's not just a a simple news site anymore it we actually made a a whole um interactive and complete and thorough point of entry into the game the funniest thing that happened in the studio last year has definitely been Benjamin uh I gave him a task to fill up the store destinations uh from a list from ISO which is an official uh standard of every single country in the world and so he was supposed to do that but he did that and the task was closed and it's it's been done it was nice but the he took a list from 1986 which

  68. 00:59:52

    included East Germany and the USSR and uh people were somewhat offended and or uh amazed at our shipping options but yeah as you can see from my reaction it was my fault that was me entirely on me yeah now we've had a couple glitches over time but I think so far we've done a pretty good job and uh not crashing everything all the time to be honest it's really tough to to know what's going to be in the website a year ahead cuz there's there's always new stuff being added and we are still working on improving the organization system uh uh improving the uh also well constant Improvement on other stuff like the chat system the new leaderboards which is are going to get a lot more stuff and fluff at it into them the project that you guys have voted on uh for us to do as a priority is the star map and so we'll be

  69. 01:00:40

    tackling that next and we we really take it seriously to bring a really fully fledged star map of the known Star Citizen Universe to you guys to play with so you can be completely immersed in the universe that Chris is building I really feel empowered by having this service such a massive community on a day-to-day basis I mean 600,000 Star Citizen is a big deal uh we try to stay informed about what you think about what we do and this is a new feedback loop that we've been entertaining for the last year and we would never go back to project that doesn't have this level of

  70. 01:01:27

    involvement with the people that use our products it's really awesome so that the graphic at the very end where you saw all the different um shapes that was actually I think we have 9,800 organizations and that was each one of the logos of the organizations all coming together to form Star Citizen and that is I got to say a pretty amazing thing that you have that many different organiz ations all part of this game and you know the game isn't finished yet it's still got a ways to go uh but that's I think what makes uh star citizens so strong um so I wanted uh we don't have the turbulent guys uh down here because they're still up in Montreal but they're awesome I mean they always uh deliver they never miss their

  71. 01:02:17

    dates uh I don't know what they do there's someone's done a deal with someone somewhere or something cuz I'd like to get that deal going down and ask you Studios uh but uh I thought what would be great was to bring Ben uh Lesnik and James Pew out on stage so hey everybody you know the I you know these guys they're on the front lines every day uh there's obviously we have quite a few other people in customer service and uh moderating both uh you know will who's our internal moderator and all the you know amazing volunteer mods that we have uh but you know I think I think a lot of this is what makes us special as a game and as a community so Ben come on say

  72. 01:03:06

    something hey hey everybody uh first of all to the hardworking team at turbulent who makes us look good every day and who has been working for about the last 72 hours straight to make this work we are so sorry uh you guys are amazing Ben w benjam Felix Michelle uh we could not do this without you uh and it is going to be a really exciting year for the the website I don't know what they expected let's go let's bring some stuff up so we can see it there you go this is what we're doing uh I I don't know what the team at turbulent expected when we brought them into work on Star Sison I mean I think they thought it would be a website uh the fact is they are they are building the Forefront of the game with the the organization system the uh the

  73. 01:03:55

    galactic IIA it's it's going to be your first steps into Star Citizen uh and they have risen to meet the task absolutely fantastically yeah and and I would say that the other thing that's really great on the turbulent side is that they're actually all of them are Gamers right so they're all like hardcore Gamers and so for them doing this job is like actually great because you know normally they're doing I don't know something for a museum or like a car resale site and so you know they they they're like seriously hardcore I mean like in some ways harder core than some of the people we've got like working on the game and uh so they bring a lot and I think they they' completely enjoyed the feedback loop because you generally don't same way as de on the development we enjoy the feedback loop you don't really get that feedback loop and the more that we build the sort of

  74. 01:04:42

    structure I mean the original Vision uh when everything was launched even at the very beginning when we launched the sort of teaser RSI site before a month before an announced Star Citizen was to sort of build a place for a community and the idea was to build a a place for a community to stay to talk to each other to get information uh and not have to go anywhere else and what we've been doing is sort of we took that sort of you know small little meeting room and basically building it step by step you know digital Brick by digital brick into a a huge Palace for everyone to to spend time you know and communicate and interact with each other in this universe and it's pretty awesome um so lots of great stuff come up from turbulent we've got the the map you folks voted on um you know it's going to be great uh they did the hollow

  75. 01:05:30

    viewer the organizations it's it's going to look amazing we've got the galopa we're going to revamp the uh the front page get more people into Star Citizen uh anything else yeah I know it's BR keeps on going to the the feed the organizations drop which is a I mean basically the organizations uh the 2.0 drop is what we need for the lobby system so the organization stuff feeds into the lobby stuff uh which is kind of what we're talking about the Deep Integra game integration because a lot of the core systems that will run inside the game will first be on um the web side uh basis um are we getting anything from James come on James you got say something he just wouldn't give me the mic what's that yeah uh one of the things I really like about turbulent is they are charge of everything on the website from chat which now works thank you guys to making

  76. 01:06:19

    sure posts go out and making sure our videos get embedded and everything so they're the unsung heroes but I'm glad we could give them their proper due no I mean yeah no they totally do I mean like if you think about it so you guys I mean I don't know if you guys are checking on the phone but all this stuff they're they're pressing like you know the cutless going live all the other stuff they're it's all they do it and they and you know they're 3 hours ahead of LA and we tend to be sort of on an LA cycle a lot I don't know why I've got no idea uh but uh you know they're there at 3: in the morning or 4 in the morning or whatever it is making sure the thing goes out and uh I mean that's just a that's typifies the dedic of all the teams uh across the world that work on Star Citizen and uh anyway yeah it's great to have them as part of the team they're amazing uh yeah let me say a few words about the community uh so when

  77. 01:07:08

    when Chris started this he knew that from day one we needed the support of people who understood this game uh people who would get his vision and I wish I could say I I'm a genius I put all that together uh the fact is you guys made it really really easy uh uh it it turns out that people who are into this sort of game are creative and Brilliant and amazing and you've come together to create so much more than we ever expected uh you are absolutely our partners in making this game um we want to hear what you have to say uh I said in the video that we're doubling down on community support in the next year that's not uh PR speak uh we want to find every way we can to make sure that you feel like you're part of the development team uh and if you have any ideas let us

  78. 01:07:57

    know I'm sure they will oh yeah uh thank you for making giving Star Citizen the best community in the video game Universe yes so I think uh you guys are and do we want to we want to call out uh well think appropriately right so Chelsea they birthday is today so very a propo Chelsea's back here so happy birthday Chelsea uh and on the on do we want to call out Alexis and will where are you guys where's the rest of our community guys and over in the UK we've got Ally

  79. 01:08:48

    and Patrick uh it's a fantastic team to work with I am honored to be part of it and I would say I mean our QA guys also help out on the customer service stuff you'll see um some of them later on on the Austin side and the it's a pretty large UK QA team now so um and let me just close with one more uh I just want to thank you personally Chris on behalf of all the team members who have been with us this whole time you're not just making this game come true you are giving us the experience of Our Lives we we know nothing is going to be like this again so thank you for making it possible thank you all right thank you hey hug thank you I know don't make that into an animated

  80. 01:09:35

    gift all right I got to hug change too thank you guys thank you very much the best community team in the world and the best community in the world right here all right so we were at one place in Montreal and we're you know literally it's I think about half a mile down the road is behavior and um let's see what they've been up to Matthew buer producer

  81. 01:10:25

    so I'm a producer for Star Citizen here at Behavior started back in February 2013 we are a team of 40 uh we do have programmers designers and artists working with us we pick up the best talent so this is I'm really proud of g game designer Dave Rish lead game designer mainly we prepare the design for uh all the the feature we do here at the behavior which are mostly flare objects mob glass bit of plan side interaction Stefan B lead programmer Yan fedo lead programmer one of the things I'm really proud that the team accomplished this year I would say the release of the new hangers in both programming and art technical lead level designer Stefan Horvath level designer we started designing a couple planets

  82. 01:11:12

    there's our core but there's lots of uh other planets that we're working on right now director Garcia lead artist something we we did this year is the refactor of the youngers everybody is happy with the new style and the new look it's Yan Buu UI designer Christine Marsh lead UI designer something that was really fun to do this year was to help uh the art team working on the hangers and all the different planet sides they did Maxim G 3D artist Maxim G 3D artist quite a few things we worked on this year there's the southand hanger the biggest one Ryan mlan 3D artist at exil 3D artist we did the flares the last one is the lockers which got amazing reviews we continuously get new projects to work on which is really cool so what I'm the

  83. 01:11:59

    most proud of is to be able to get all those talents together and making sure that they are able to perform at the highest level they can doing the asterid anger and all the other angers after that was quite an achievement I think the Astron is really cool the way it works and the modular aspect of it and how it grows it was a lot of fun it was a nice challenge to tackle and I think uh we we took it on pretty well I'm also proud of the flares we're making they're really cool they're funny stuff and people seems to like him a lot I think I'm most proud of the work that we've done on Mob glass it's such a huge huge feature we're making an OS so we're making an operating system for in a thousand years in the future we're really pushing to always stay in fiction every decision that we take is trying to fit with the grand scheme of of things the great vision that's cool I'm really proud of the communication that's been

  84. 01:12:48

    going on between the different disciplines here at theor whether it's programming level design UI design artist everybody communicates very well I'm just so proud of working on a big team like this and which such talented people we get to work with people that made games that we love MH I don't know if I can say them but they made some of my favorite games and they're on my team and they teach me every day I think this year is going to be pretty big because we doing the first step into the the persistent Universe uh we'll be building more and more planet this is what I want to be able to show uh not that this citizen con but the next citizen isn't come the Planet Side location you know they're really complex location they have lore must be like the most immersive environments we've ever seen that's one of the the big task that we

  85. 01:13:37

    had to make this year we're creating all interest for the game play so for when the player comes in he can go byy at the shops parts for the their ships or for their clothing and it's all that that we're really excited to see we just started uh working with the developers the programmers to have a M Glass in game finally I think in the coming months and in the year we'll have we'll have something like solid to be to be able to give to the players and and start developing all the different apps that that will go into it I believe that we're going to be uh delivering planets I hope we delivering plan planets and more planets more shops and franchises uh for you guys to trade and buy new equipment buy new ships for Star Cien as soon as we have a new feature and we're able to release it we get the feedback from the community and this is amazing we get it feedback every month I've never been party of anything like that it's uh it's pretty wild every month

  86. 01:14:25

    month we're going to put in something new so hopefully the fans will enjoy what we got for them this community we're part of it and what the other studios are making it's reallyy cool we see it online it's really fun you know once in a while I go on forums and I can you know just chats with chat with the community which is amazing knowing that there is so many fans looking at us following us seeing the development on Star Citizen I think it's giving us the energy to move forward with the development of the project we're gamer Gamers ourselves and we have high expectations when we want to play a game that we're waiting for and we like so I know uh how the community feels towards our game and they really have high expectations and we're there to to give it to them so

  87. 01:15:17

    uh uh I mean Behavior do a great I mean a fantastic job so you're going to see some stuff later on that they're also quite involved in but uh they you know the hangers and most of the Planet Side environment a lot of the Planet Side module is stuff they working on um oops I guess we went to this bit now I guess we didn't have a little slide with what Behavior did hang on can I go back nope there wasn't one all right anyway Behavior are doing an awesome job and let me go back before I go here uh uh but no but yeah uh no but I mean you know they actually you know a long time ago back before uh I actually launch launched the game back in 2010 and 2011 uh you know I was considering coming back and doing uh games again and I was sort of thinking about well do I

  88. 01:16:05

    want to go and do something that I've been very well known about or do I want to do this new thing that I kind of think would be really interesting to build and uh so I actually you know Behavior was one of the groups that um you I thought okay you know I think there's a lot of talent in Montreal I talked to them and they actually provided some early uh support um for my very early demo and and efforts which was great so there's a little bit of them helping out made us be able to go and launch in October 2012 and it's very nice to have them part of the family and doing such an amazing job because you know in terms of the quality level of uh the environments and art they're doing it's exceptional I mean Montreal has an incredible Talent base and one of the advantages we have because of that is a lot of people from you know other places in Montreal like Ubisoft or Warner

  89. 01:16:54

    Brothers or whatever that you know they see know love spaceships who doesn't love spaceships and so they're all going okay can I go work on Star Citizen so you know we've got actually the team at Behavior has people that have been working on you know some of the biggest uh AAA games uh for for the last X number of years and uh they're uh they're really you know you're only going to see it get better I'm like really happy and impressed So speaking of that so we went so now we get on this slide um he N Jump now I've been told so I think one here there was actually we have a nice very pretty double page Brer so um I was told that the first 890 went on sale about an hour ago and sold out in one minute so uh she bit crazy uh so I think the next one is at midnight

  90. 01:17:41

    tonight I think we're doing it every 5 hours uh so um anyway you know the thing I would say about this is actually is the first ship that we sort of white boxed and designed out of uh behavior and so this was done by quarantine and Nicholas fand who uh uh you know currently is the art director of behavior and Nicholas fan is this incredibly talented um concept artist that's worked on lots of movies and a bunch of other stuff and happens to live in Montreal and I think they did a pretty amazing design uh on the 890 jump I think you guys all have a fancy brochure for it uh but yes it's uh if you want to hang out with your friends and cruise the star system in style I think it's the ship to fly in and uh just you know one thing that I think is important because uh I did notice some

  91. 01:18:29

    chatter on the uh on the forums about it is that it's a different size ship and a different arm ship than what we' originally speced out I mean essentially what we do and this is kind of this is a sort of an aside but uh you know the reclaimer was a much smaller ship in the specs but once we got the actual 3D concept model in and we started to size it up next to the constellation and the other ships and scaled it up for what we thought the size be for say the cockpit it was quite clear that it was a much bigger ship and the same really was the case with uh the 890 jump I mean when we looked at in the proportions and you know if you went back I went back here to this where is it that's not really in a 70 met long ship basically so so essentially you know I

  92. 01:19:18

    know there was a bit of chatter about the fact that um the 890 was uh you know fairly pricey but really the the way everyone should think about this is that's supporting the game supporting all this development that we're doing you can earn the game the ship in the in the universe you don't need to you don't need to bite you don't need to to do any of that but if you want to support then it's awesome because it sort of allows us to make things bigger and better and i' love to make things bigger and better um but uh but I I I think that this kind of ship and things like the reclaimer and some of the specialty ships sort of are going to make the universe and event ing around it uh much richer and much more real because you sort of have all these different ships with different roles and it's actually really interesting to have real players run them instead of AI at the very beginning

  93. 01:20:05

    when you get into the universe so it's kind of nice to have a a populated world where you have certain different classes of ship so I'm looking forward to getting into the game and seeing players run their idess Corvette and you know have some of their friends with their Hornets on the deck and sort of do this kind of sort of combined uh arms uh coordination and and then some other people show up you know a group of pirates and they try and take the address out I mean that that's kind of an emerging gameplay that I don't think I've seen in any other game and I that is something that Star Citizen is definitely going to deliver and uh I'm totally curious because I'm already Amazed by what people do just an arena Commander with just a few ships so you know having people be able to you know fly big ships with other small ships that LE launch our firm and sort of you know command other people with their you know give sort of air tactical combat

  94. 01:20:54

    orders to people flying Fighters it's going to be pretty pretty interesting or some people may just want to trade and hire some people to protect them so I think that's kind of one of the things that makes Star Citizen special and I think it's one of the things that will make the game different than what people have done before and the 890 jump is a this is the version of the this is that you want to cruise in style I mean just to let you know by the way 123 ft uh Paul Allen's octopus is 120 123 M Paul Allen's octopus is 126 M so so basically you're cruising like Paul Allen if you got one of these things uh all right enough about the 890 chump let's move on here we go so uh the last studio um we're going to uh have a video from and afterwards we're going to do some a live

  95. 01:21:42

    demonstration for you guys uh is the Austin studio uh it's our first Studio that we started at and we've uh you know as we've grown we've sort of refactored how we're doing development and so each one of the studios is starting to specialize in an aspect of the game so Austin is focusing on the persistent Universe Tony zurc is the director of the persistent Universe um he can't be with us tonight because he just uh had a baby son um earlier this week so congratulations Tony and Margarita who's his wife um so uh but you know we've taken the team in Austin and we we're focusing him on persistent universe and the other thing that we do in Austin is we do a lot of the online operations so running the servers for arena Commander

  96. 01:22:30

    ultimately the universe uh a lot of the you know one of our big QA hubs is Austin the second one's in the UK uh and uh sort of the sort of publishing operations when we deliver um patches and all that stuff to you is done in Austin but let's uh let's hear from them instead of me my name is uh Tony zerck and I'm the director of persistent universe and I'm just really excited to be working with so many bright individuals on such a groundbreaking project I've always been attracted to games that present the player with the highly detailed environments and then give them the freedom to pursue their own interests and that's ultimately the underlying

  97. 01:23:17

    objective a lot of the ships they come by my desk and to do final polish on a lot of them some of them I've built completely like the and ey you know the racing thing has been uh a thing that's been uh kind of going on lately you know with the muray cup that we had and the M50 yeah well Chris wanted the M50 to have that Formula One Look So I elongated the nose and I put the little fins in the front and and the paint choing all that stuff but that's the beauty about it you know we can always tweak our ships you know it's not like a final game it's out and that's what you get it's like you know we can always make our ships better I'm James right I'm a senior game engine programmer having large world complete will give us the technology we need to build truly massive star systems that give the the player of our game The Experience you really expect in a game like Star

  98. 01:24:05

    Citizen my name is Tom Davies I'm a senior gameplay programmer from the Galaxy view we can look at all of the Star systems that exist in the galaxy and a designer can come in here and and edit the properties uh of a particular star system we can look at a star system as a whole and all of the elements within a system the planets and the moons and the Sun and the jump points uh so this is the soul system so we can see Mercury here and Venus and Earth and we can go in and we can edit the properties of of any of these elements hi there I'm Sean Tracy I'm the engine technical director at Cloud Imperium games absolutely most interesting challenge is the scale um and I don't even just mean scale of production I mean actual physical scale within the game is absolutely enormous in typical MMOs you tend to see a lot of

  99. 01:24:55

    very narrowly focused missions uh go here do this and they may string a number of those together but it's still very much dictated by the designer in terms of what you're doing what the order is ETC if you contrast that with a more typical game to where you handcraft all the individual levels you're able to do something that's much more interesting in terms of you can control the pacing you can control the tension you can have a variety of you know subobjectives that are all piece of the puzzle of accomplishing that larger you know all-encompassing objective we're going to try to basically find a middle ground in between those two extremes to where we can algorithmically generate this multi-objective content that's going to have a beginning a middle an end to where you may wind up having

  100. 01:25:45

    missions that are created such that first you receive a distress call and you don't know what you know what's going on you wind up going over there and it turns out out that it's a freight or under attack by Pirates and so you take out the Pirates but you don't actually kill all of them and one of them you wind up interrogating that pirate in turn winds up giving you the location of a remote pirate Outpost and you go there and you take out the pirate Outpost and then you wind up ascertaining the location of where the entire you know pirate Organization for that sector is storing their treasure but of course it's going to be guarded you know very heavily defended the point is that each one of these little components is something that a designer has intricately crafted and and then we're going to look for ways to which we

  101. 01:26:33

    can logically combine these elements together and maintain thematic consistency maintain a a sufficient level of gradually Rising uh tension action uh an increase in the rewards are being offered to the player so that each one of the missions that you wind up up undertaking is going to have a lot more to it than just go here do this specific objective and then you're done and yet we'll still be able to offer the players an absolutely gargantuan amount of content my name's couros senior technical artist at Cloud Imperium so our goal is to try and write some art tools and art structures and guidelines to build just basically the entire persistent Universe which is no small

  102. 01:27:21

    task thankfully we have Star Citizen we're able to push a lot further than we were in the past espe do Hardware you know all that kind of so we got to really kind of take it to the next level and I think we've really nailed on something here characters are one of the pillars needed to create a convincing world and the more convincing the world the more enjoyable the experience is going to be for the players the player experience is going to be improved considerably by the fact that we're actually simulating all of these NPCs in the background product prices the emissions being offered which NPCs you see which area which ships you see in which area what they're doing in those areas this is all going to be dictated by the economic simulator that's going to establish context for the entire system if you see something occurring you know within a particular you know section of space you see an NPC doing

  103. 01:28:09

    something it's because there is logical rational reason in the course of this entire fully functional economy why that's you know why that's happening one of the things that we've been developing is the skeleton for our our main character uh our original SK skeleton which you can play in The Hanger you run around get in your ships is a very old skeleton there's a lot of little things like uh we didn't realize that the hips were locked in the Y and X translation which we've unlocked and now instead of having a character like running straight down a rail our character actually has Bob and weave and you kind of get that more natural animation uh there's actually going to be a wide variety of ways by which NPCs are made you know more unique things like their level of intoxication exhaustion you know and

  104. 01:28:57

    various other things so a bartender is not just going to uh stand by the bar and D out drinks he's going to actively serve patrons he's going to sweep the floors and a variety of other such things there are going to be millions of MPCs getting simulated and that's going to lend context to the missions and the characters that you'll see in the various locations throughout the game the only reason why you would see a freighter or a pirate in a particular place is because it makes logical sense within the greater game why they're actually there I'm John ersin I'm the head of live operations KNC stands for network operations center and so the NOC team is responsible for monitoring all of the technical operations of the company including the live game servers

  105. 01:29:45

    all of the development environments a lot of the internal processes so that if there are any technical issues we're aware of them immediately and we can take action to resolve it the operations team includes a lot of different functions including the platform that serves the website and account information for the game it includes building the game once it's been completed by the developers and the artists and the designers so that we can make a build that QA can test that can then be published to the servers and ultimately patched out to the public so that they can play the game we've also continued to grow our operations team a year ago it was very small and a lot of the servers just sat under people's desks in various places and now we have fancy server rooms and bigger operations

  106. 01:30:34

    and live servers that the public can play on so there's a lot of growth happening over the last year and a lot more to come in next year I'm Justin Benford I'm Keegan stanifer Jeffrey peace Melissa Estrada Andrew Hing Gerard menerys what do y'all think some of the funniest bugs are freelancer break dancing is probably the funniest one that I've seen um when you crouch your knees go through your back the character folding in on itself getting stuck in a chair and your character looks like he's panicking like big huge eyeballs flying around losing your face the freelancer leaving the hanger oh yeah did back conell just decided to like my people need me so my favorite moment here uh was

  107. 01:31:22

    obviously the day I got hired which was only a couple weeks ago um but I'm here and we're going to make a big difference here fa moment I think the ice bucket challenge was pretty exciting probably when we asked our moap talent to act out toilet and barf animations I think the most exciting thing happen to me R from this year anyway is uh getting the task to make this is Banner my favorite moment fan booze baby fan booze my favorite moment is now what's next I think it's time to get out of our hangers I mean we've been staring at the same four walls for about a year now so it's time to open up the world we're going to let you walk around on the planet side eventually get your friends in there social module is on its way and then we'll be bringing you all the other

  108. 01:32:10

    planets as we start bringing them online the next thing after that we start connecting up all these planets and all these systems letting you experience the persistent Universe for the first time well citizens it's been a fun ride and I hope it continues happy birthday Star Citizen uh so we have some of the members from Austin here tonight where are you guys you want to throw your hands up back in this way I think where we go I can't see you it's dark back there but we got Mark and Chris Smith I think Mark Hong who you guys haven't met but he's a aome production manager

  109. 01:32:58

    uh one of our guys from QA Andrew uh and what's that okay all right uh anyway they're back there doing awesome job and another person you saw in the video Sean Tracy um where are you Sean come up so Sean joined us from crch uh so you may know him from you may know Sean from the next uh great star but actually sha was one of the principal people at kch that made Star Citizen happen so uh there was a fair number of um I I guess the best way to describe it would be Wing Commander fans at um crch uh and Shan when I first was talking because I was talking to both uh kch and I was talking to Epic about the onreal

  110. 01:33:45

    engine uh because those are the two sort of high-end engines uh and I was uh you know trying to figure out what would be best to sort of put start on and you know Shan was let me put it this way a great evangelist and uh and and not only helped out and and as she was helping long before I ever did the two I mean back I think we first had our conversations back in uh well even maybe 2010 2010 and then when I started on the the actual prototype the like 2011 towards the end you started to help out and Sean also marshaled other win Commander fans back in kitech to to like after hour or give tip so that's you know Paul Rendell who's our lead engineer here in La who's incredibly amazing and talented uh was another one of these uh amazing

  111. 01:34:34

    people that helped me do the uh original prototype and I wouldn't be able to do it without Paul's help and Sean's help and a few other people uh that are still at krych um and uh so so Sean even though he's recently only newly part of the team has really been part of the team for quite a few years uh and uh we're going to um do a demonstration I think of something that the Austin team have been working on right do you want to say a word or TI on say a word you might as well say hey to everyone say see they're like they're like and also you may want to mention who's worked on on on on the on what we're going to show you here in a little bit because uh everyone's worked really hard to put together a uh let's put it this is a prototype in the way that we did a multi

  112. 01:35:22

    crew uh prot typ to sort of give you an idea of the uh kind of the ambition in detail that we want to go and it's you know caveat very early very rough very be way more you know look at you can see how we've gone from Hornet 2012 to Hornet now so you'll the same progression will happen but I think when you see what we show you you'll get an idea of why we're so excited to be making this game and we're so happy that you guys are backing us to make it because the end results going to be I think incredible experience absolutely um so first and foremost for most I need to thank all the guys back in Austin uh for the last anyways 2 3 weeks uh leading right up to this event it's been uh really long days uh so Court Nate Jake everybody in the Austin Studio Rob um it's really nice that you guys uh

  113. 01:36:10

    that you guys still late stayed so late with me even through the night last night so yeah it was right down to the wire but uh I think you guys will appreciate it so yeah cool so you get it rolled and let me while you're talking let me see if I have anything to say on all right so takes a few minutes to boot this thing up uh but you know ultimately I mean like I said you know we've uh with Austin the idea is to sort of Focus Austin on the position Universe behavior um reports into Austin building the persistent universe together because it's ultimately it's the house that everything lives inside so everything we're doing in space and Arena Commander everything we're doing in the firstperson shooter aspect in the combat ultimately all fold into this huge assist universe that is sort of all built at a level of scale and detail that um you know I most people probably

  114. 01:37:00

    think we're totally crazy for trying to do uh and we may be but you know if you don't if you don't dream you don't ever achieve anything so uh yeah and the funny thing is when you do dream for you know look what happens right so a lot of other people have the same dreams at the progress that we've made over over the you last I mean I'd like to say two years but if you think about when we finished the funding and getting Studios up and running I mean it's really not been two years of solid development it's been a lot less than that because it takes time to scale up and and hire people so the amount of progress that's been made considering the scale ambition of the game is um pretty uh impressive at least my side I mean you know if you look at other games they take Destiny took five years plus GTA five took five years plus

  115. 01:37:50

    so um so I think our team's going I'm just seeing where we're going I think it's three minutes to load up a lot of stuff basically um yeah so I need to tap down a bit more uh but uh but no Austin is focusing so the things they're focusing on is they they're um blushing out the backend uh networking infrastructure that the whole pant Universe lives in um you know they're working on the large World um which also we're doing some support in uh sort of LA and uh actually in Shanghai because we have a another EX krych uh engineer that um wrote a whole sort of MMO system that's in cry engine and he's helping change us over for the the large World his name is Alan Chen and he's also another incredible talented programmer uh and so we're building that

  116. 01:38:38

    um we're creating the environments doing art direction for the overall Planet Side uh stuff and designing the system so it's sort of the mission system of the P Universe um you saw sort of a little bit of the beginning of the uh the rough like system editors and universe set to stuff uh which sort of had very sort of rough graphy stuff and sure it's going to get more polished over time uh but it's a tool that we use to build all the stuff and so the bones are getting built there and that is 100% the focus of uh the Austin studio now um okay we're ready now so let's switch over to the computer feed let's go you want to go so what we're going to show you is is kind of a little idea of what the game

  117. 01:39:25

    play is going to be like without the without the cay engine streaming issues so uh and by the way this just the beginning of it really so uh but you know we have the it's the same it's the uh multi- ship local physics grid stuff that's working so um as the same stuff Sean can get out and uh so he just come out of warp um outside Stanton um uh which is uh the AR cour Planet I can't remember which Stanton it

  118. 01:40:13

    is one of the Stanton it's like Stanton three Stanton 4 I one Dave hadock was here he' be able to tell me but are you here Dave not sure he he he was up uh editing the opening Montage so I think he may actually be sleeping right now uh but you know as as uh Paul said and this is our cargo base that we have inside our constellation but as Paul said the uh you know this is one of the things that we quite think is great is that we can fire around in a whole environment and then work around uh in our ship while our ship's flying around and the Prototype we wanted to do was really sort of show you sort of a very early prototype in engine of what it's going to be like when we land on the planet so uh do we want to ask for

  119. 01:41:02

    permission when you get a chance sure all right got to sit down yeah you can only ask for landing commiss we Mark Corp Tower this is commercial vessel Calypso requesting edl assistance thank you for contacting audio down wasn't I heard the like low right pull up the audio assuming navigation contr enter adjusted descend Vector in

  120. 01:41:50

    preparation for Final Approach stand by commcial District seene Area 18 onp sec Landing complete thank you for using

  121. 01:43:00

    pentatech edl assist enjoy your stay on AR Corp our cour is not responsible for unsecured cargo load in the landing area unattended c will be confiscated by AR

  122. 01:44:02

    security discharging weapons in the land area is strictly prohibited see you having trou your next standby starting scan by entering Area 18 you agree to abide

  123. 01:44:57

    by all laws and regulations set by AR Corp in the UE any violation will result in immediate prosecution you're clear to go please exit the checkpoint bring the volume down by the way is available to answer any safety concerns or questions you may have so we bring the volume down a bit uh so we we just uh went through sort of kind of the idea would be you'd be flying in space you'd be in orbit you'd request landing that's all this was all in engine uh we'll do a lot better the transitions coming down but it's all going to be seamless you can walk around look around in your ship as you land you land you get permission and uh now we're

  124. 01:45:46

    uh sort of in the sort of main uh Concourse area of Stanton and of course there's uh th around look at the other place before we go into the one shot we actually have working uh but basically this is here where you would go you would go to you know buy a ship or buy items or go to a bar to uh you know get a new Mission or you know go down a dark alleyway to get a sort of do a black market deal or get a sort of slightly gray Mission uh and a lot of the planets will be very big you know like something like Earth and Pera will have lots of locations uh some will be smaller like a just Landing have more contained area uh but all the players all the places have this level of like incredible I mean this isn't just um kind of FPS like body this is

  125. 01:46:37

    significantly more than you get on any even an Xbox One or a PS4 this is sort of uh another level I believe what 30 million Poes at our high point right so that's a lot now we'll optimize it but that's a hell of a lot running in um so yeah I mean and obviously we're at very early stages so like in terms of the AI and the cycles of people going around you're not seeing that level but as you land on the planet the actual uh you know the play the different AI moving around the characters moving the NPCs moving around they'll be there based because of the economy and they'll be going about their day night cycle uh and you know if you land on a sort of bustling successful Planet there will be you know a lot of people going about the business the place will look great it will be thriving if you're down on a sort of Planet that's sort of not doing

  126. 01:47:25

    so well then you'll see graffiti and maybe there's more crime and there's not quite as many people and we're we're also going to have a fair amount of sort of uh MPC sort of p uh PVE kind of stuff that's now going to happen on the planet that was something we weren't originally going to do but with the full FPS mechanics and system and the modular sort of procedural system that Tony's working on and you know if remember when we first introduced him the first um game job he had was he was the AI programmer on so uh he loves AI so he's got this whole massive plan for the economy and how the AI is going to run around in that and so all of that this is just early like placeholder people but there'll be people going about you'll be hearing what they talk and it's all at a sort of fidelity and level that you would normally expect in know you know I AAA sort of FPS game or a

  127. 01:48:13

    open Sandbox game uh but maybe at a whole level of sort of another level of visual Fidelity um but let's uh let's go into uh so one example would be then would go into a sharp dumpers Depot I think we've shown a little bit of before bit more fleshed out but let's go inside and dumpers Depot is a place you can go and sort of get stuff repaired um you know get some sort of secondhand uh used items and Equipment but this is the high this is the whole like this is the vision of of star you're out in space and you got the High Fidelity of your ships and you get down on the planet and you're running around and Fidelity EnV take a look around everything's for S so we have and a sh keeper so we can't do much

  128. 01:49:07

    Beyond this but soon we will but this is really to sort of show you the ambition and the scope and the level of uh detail that we want to deliver the whole universe and we are designing and building everything so that we will be able to sort of do stuff at this level um on a lot of different planets it involves uh some stuff that we'll be talking about um going forward um we have this thing which is of volun allows to have different architecture types and put them together fairly quickly here so it's sort of a pseudo like partly designed partly procedural system which is what was the Austin piece that he was doing and um anyway I you know this was a combination of work by the Austin team and the behavior team who uh built the AR for um Landing environment and

  129. 01:49:56

    Depot uh and there you go so I hope you like that it's kind of and thank you Sean and we'll optimize that more going forward all right that's what we're doing I should have had that slide on earlier uh all right and uh model so I thought at the end of this we just sort of talk about the road map just so you guys are aware um states are subject to change just to let you guys know uh but at the end of this year we're planning on Arena Commander 1.0 with the features that we talked at um we are going to be showing uh the FPS uh module at the end of this month at Pax

  130. 01:50:44

    Australia uh but uh at the beginning of 2015 towards the beginning we're going to do the FPS module everyone get get because there's a lot of other things that go into making sure that everyone can get it and it has all the different maps and levels Beyond sort of a sort of controlled uh demonstration of the features then the Planet Side social module will be after that Arena Commander 2.0 which will be the multi crew ship combat and that's the idea with Arena Commander is we sort of use that as the test bed for all the space stuff that we go into universe so we'll add new game modes and missions to Arena Commander we sort of simulate uh missions that may happen when you're in a multic Cru ship or you know like uh you know defend the address or attack the address or a mission from you know making sure that this cargo ship goes

  131. 01:51:31

    from point A to point B and one team's trying to take the cargo ship out another team's trying to defend it so the the arena Commander for us is a test bed to try out game styles and missions and game mechanics and plays that will go into this universe um Squadron 42 chapter one um and so we haven't really I mean you saw a little bit of a a peak of Squadron like some of the scale when you saw that chuin and by the way that was not textured right so just the UK guy UK guys w't let you know that that was gray box uh so it's going to look like a whole level but the level of scale and Detail in it and uh you know I've I'm privy to a bunch of stuff that we haven't shown you guys yet and Squadron 42 is a bit difficult because we don't really want to give away the story and everything but I will say that

  132. 01:52:18

    Squadron 42 in itself if I was making a Next Generation wing Commander like that would be Squadron 42 and maybe Squadron 42 is even a little more than that so I have to say that the level of design and implementation on the missions and in terms of flying being down on the ground different things there's puzzles it's like it's it's crazy it's like it's that I would I would put Squadron 42 up against any other AAA um sort of console title just by yourself um now it's a it's a huge amount of content uh I believe that you know they're estimating something like 50 hours to play all the way through the story uh so so they're breaking it up uh into episodes so think of it like a a minseries event so that's why episode

  133. 01:53:07

    one will be the first one that we launched and then I think our plan is to roll them out in sort of um three-month increments until we've done all five episodes and then sadron 42 as the whole campaign will be complete and while we're doing that we're um also uh expanding Planet Side to the persistent universe so you'll be playing persistent universe as you're going through Squadron 42 um in the episodes and when it's all done we'll kind of have the game done but we'll never really be done because we're always going to be adding cool new stuff to it uh but that's the order that we're doing so that's kind of the 2015 order and lineup um there's a lot of stuff that's in production I mean there's a lot more people obviously on the project now than there were one year ago and so you're going to start to see the benefits and fruits of that in uh

  134. 01:53:55

    this coming year and uh you know I mean I see a little head of when you guys are going to see it and I'm pretty excited I can't there stuff I really want you guys to see and have fun with um so this is what you guys have done so because I mean you know the one thing you know we say game's about community and but it really is I mean we don't have a publisher we don't have an investor we only have the community that has come together to make this game uh which is just a shared dream and and I thought you know it'll be interesting for you guys to sort of you know to reflect I mean because this I mean what has been done in a relatively short time is the beginning you know we had seven citizens which basically I don't know if you know the story but we

  135. 01:54:42

    were testing the site and we took the firewall down and for I don't know what it was it was uh just Serendipity or something there was a Reddit thread going on whatever happened to I think freelancer was and then they someone looked up what I was doing and then they saw that there was a registration for Rober Space Industries and someone went to the site and we'd actually taking the firewall down at that instant to test out the registering on the site and so we had some people registering and we were there with the web guys at the time going are these some guys you know what's happening we know they are and then we figured out it was on the Reddit and so uh and it was actually I mean I don't know what but you know that was one of those moments that I it's just that's fake because because of that sort of The Whispers went out and then when we actually opened the website up I think you know we had 10,000 people in the first day which is pretty amazing

  136. 01:55:30

    and I think it was partly because of that that's Testament to today's world and virality and Reddit and all these other amazing things um uh you know we obviously had no money uh we're in a deficit we'd spent a bunch doing the demo uh there were five uh I wouldn't necessarily say five developers five people on the team it was a very small Ben was part of it uh there was me I mean there was people helping out like sha and Paul uh in their sort of spare time uh and uh Dave hadock uh was there and uh Sandy was putting together the whole like plan for the Pres for the uh the website and how we were going to roll it out and The crowdfunding Campaign which uh I think it was a pretty good plan so um and then and we had Tre ships model which was on my PG but uh so uh and then

  137. 01:56:19

    obviously we did the campaign it went well one year later we had 270,000 of you guys um which pretty impressive although not as impress we are now we had 21 million I think uh can't remember I thought we hit 20 during citizen con last year but I could be wrong maybe we hit 21 uh and uh we had uh 90 people working on the game although that was not inhouse that was uh I think we had about 50 people in house and about uh 40 uh contractors uh or maybe about 40 in house contractors and we had someip modled and then today we have 65,000 people that are registered on the site 56 million in crowdfunding uh 280 people working around the world so you take a think about it you got you guys have given

  138. 01:57:07

    jobs to 280 people which is pretty awesome um especially you know I mean sometimes the game business goes down sometimes it goes up so uh you guys are helping the game business go up a little bit so thank you very much uh but no just you know that allow that many people to get to work on a game that they really love uh and have passion about is I think if you talk to a lot of people working on Cien they'll tell you how much they just love working on the game and the process and doing it with all you guys uh and yes we have a lot of ships modeled although we haven't shared them all you but that is uh a pretty amazing achievement what we've done in a relatively short order of time uh as a thank you uh all this week everybody can fly every ship in Arena Commander

  139. 01:57:54

    irrelevant to what you've got um so thank you to such an amazing amazing community and I think it's appropriate to end with the fact that this game uh what we're building together is made possible by all you guys um as I mentioned at the very beginning although if I get that back up uh that is the Mosaic with every one of the organizations that is part of uh the community right now uh and it's pretty amazing and I'm constantly amazed and humbled so I would like to thank all the teams and everyone around the world that's working on Star Citizen I would love I want to thank everybody that has backed everyone that's part of the community uh it's an amazing ride it's only just beginning I can't wait to see what you guys think and experience and

  140. 01:58:45

    enjoy of what we're going to do this next year and going forward so I think that's the end of my presentation but thank you all and let's have a drink or two all right I by the way I don't feel like I should do this let's get the uh can I can I get all the team members up here because I the people that we've got here as team members should come up here because it would be nice if you got to actually see them because I don't I shouldn't get all the Applause because uh I'm just one guy on this thing so come on come up team members yeah they're all C they're camera shy

  141. 01:59:40

    now they're coming up here they should come up here and of course there's only a small amount of people that we have coming up going a MH pit yeah yeah yeah I'm GNA come this way so we he it's a small small representation of

  142. 02:00:33

    everyone working on the game so and I I agree with Aon if so I can't like okay this is going to go in my pocket but on our side we're going to clap you guys thank you so much for supporting us and now we should have a drink all right now we're out number four to one all right big time do it for

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

Squadron 42

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