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Star Citizen Live: From Montreal With Love

24 March 202300:54:091,302 linesWatch on YouTube ↗

Transcript — every row opens the video at that moment

  1. 00:00:01

    it was just it was it was really nice it had to be that day it was it was really nice and of course I'm a very skinny and spelled individual so so I would really appreciate that 40 degrees which is about 105 in a real temperature yeah oh I understand Celsius hi everybody Welcome to uh Star Citizen live uh what do we call this one from Montreal with love I'm pretty sure I've recycled that title part two part two yeah I appreciated on that I'm your host Jared Huckabee and if you've never seen Star Citizen live before it's where we take about an hour at the end of our week we sit down with some of our developers and we chat we uh we we we we we talk we uh we goof off we uh sometimes we discuss a little bit about the game but for the most part no it's it's just this is where we left off some scene then if you want to learn

  2. 00:00:50

    about the game we definitely recommend you check out inside start citizen the other show we do every week that airs on Thursday on YouTube that's the one where the Learning Happens uh joining us on the show this week are visitors from our friends in Montreal uh Rainer hello and Sean and namanja how you doing everybody doing great man let's start off with some of the easy stuff why are you here what what why are you why are you not in Montreal I brought you to Montreal to Manchester go ahead Rainer well I was going to say we're uh working on the ugf um mandate with the uh UK team with John Griffiths so we're working on the exterior parts and we're approaching white box uh validation so we thought of like grouping up together and just like

  3. 00:01:38

    run a few things together live with Ian and get the reviews and you know get a few final notes and nail that white box yeah so your Montreal sandbox team is working on the the enormous exterior of the underground facilities and then John Griffith's uh EU sandbox 2 Team yeah yeah it seems like it's working on the interior yeah what what's what's that like is there a lot of sharing notes is there a lot of we built this it's like what's got to fit into this exactly because sometimes things are sticking through like hey I'm seeing your beams going into my Subterranean like so yeah there's a lot of feedback uh going back and forth uh so also doors need to connect and uh yeah everything needs to to fit together so

  4. 00:02:27

    communication is really important because we don't want things to be misplaced and so you're working on an interior and he's and they're working on an exterior and something doesn't match up who gives I guess the player they'll just try to walk through and fall into the abyss no so that's not the flag it's not between your two teams how do you determine who has to adjust oh uh it depends on it depends on uh I guess where whoever would be impacted less like so but so far it's been pretty like easy quick fixes so yeah the community falls through views and opinions of rain or do not represent those with Pat and premium games turbulent Montreal or subsidiaries

  5. 00:03:16

    all right yourself who are you and what do you do in general for Star Citizen the project I'm a lead environment artist uh this is actually my first uh well it's my first mandate as a lead previously I was a senior artist on other parts like the space clinics the ghost Hollow reclaimer crash the uh the daymore crash site I mean Rainer actually worked a lot quite a bit together yeah newbab hospital and space clinics together yeah we've done a lot of work since the beginning really we've been here since the beginning of my turbulent actually yeah beginning of the turbulent game yeah yeah Nano as well we've all been here pretty long yeah I'm I think I'm

  6. 00:04:05

    employee number 24 I think you're number seven I think so as Sean what do you do uh I'm an environment artist so right now I'm actually working on the new loreville 2.0 which is really cool and exciting and uh right now it's uh it's fun being able to visit the Manchester office has been quite a experience to see like everybody working and working in a studio it's a crazy jungle yeah it's the first time I've actually been able to experience something like that and going into the game industry it's kind of like a childhood dream come true you know in a way so it's fun and you and you started in the industry during covid so you never really got to see like a studio yeah I was a coveted employee if you want to put it that way yeah it's an interesting way to put that

  7. 00:04:53

    actually so not just hired into the company either you hired into the industry you started in the game industry during coven yeah working behind my desk and now you're in an office and visiting another office and it's a wonderful great journey but interesting off the beginning you know with the turbulent 2 turbulent team we all had work from home slowly some of us came back to the office and that's interesting to see so coming here and seeing like 100 hundreds of people working it's uh it's like a little like awesome team not everybody's working some people are I'm not I'm just here goofing off um that's what I'm supposed to be doing it yeah we don't need any more YouTube

  8. 00:05:41

    videos about my name blame the American education system I swear uh who are you Mr race guy yes race man race man you have will he's a river guy my goal is to become race man race man okay so I'm a senior level designer I worked on a few of the hospitals the caterpillar crash sites uh the race tracks reclaimer missions those specifically the one about organ harvesting and now I'm working on the ugfs and helping out here in their own building interiors and their Elite settlements why would you call out specifically the

  9. 00:06:30

    one about organ harvesting because I want people to know that it exists because I think it's a great POI and artists did an amazing job of dressing up a reclaimer as an organ harvesting ship uh I'm gonna fixate on this well what what's your favorite thing about organ but you get to give the gift of life to other people we said we were going to stay on a positive note right that's quite a positive note yeah it is it is saving people yeah that's our mission at Star Citizen Jared is pondering the spot man he is in it so awkward organ harvesting

  10. 00:07:20

    I forgot where I was going with this uh let's talk about let's talk about Louisville 2.0 uh you know let's do it you're talking about it now we're gonna you know we we introduced the idea of Louisville 2.0 back at a a citizen con uh last year we followed up on at the beginning of the year here with uh with Maxine when he was visiting here oh yeah uh we're actually going to uh we're going to follow up on it even more uh next quarter on ISC it is uh looking amazing oh it's looking by the way uh but talk to me about the uh the the work on Orville because I've only ever talked to Maxima about it so I haven't heard another any specific part that you're looking at like like what's your experience been like remaking an entire Landing Zone okay well working on a city from the start is uh you know it's quite

  11. 00:08:09

    an enormous task for I guess the smaller crew that we have working on it maybe five or six up to about eight that we got to along the way you're going and uh we had quite a quite a lot of fun with it it's changed not so dramatically and dramatically in other places I think the last time we saw it we were doing uh flybys and uh through the city and we read a lot of the feedback that people were talking about and you know what they were saying about it like ah the window scaling was weird here or like buildings are larger and smaller in this place so we really tried to look at some of that off the early like Midway point and we just you know we kept going with player feedback from there and uh now we're at the tail end so we're just

  12. 00:08:57

    pretty much wrapping up in a way just doing our polishing touches doing our Collision passes and doing lots and stuff like that we're close to about maybe the last two weeks yeah laurelville 2.0 is scheduled to come out with uh Alpha 319 which is currently scheduled for May or something like that yeah I I don't I don't have that information I don't have that information like quote me on that but it's it's the next major patch anyway I know most of the focus is on you know 318-1 and the bug fixes and stuff like that so it's hard for us to speak definitively about 319 or 319 dates and stuff because obviously a lot of a lot of the focus as it should be is on 318 one and three eighteen two you know those fixes and

  13. 00:09:44

    stuff like that that are going in uh and for the folks who uh in the chat right now let's go to my camera for the folks in the chat right now who are talking about the you know the the the the thirty thousand and nines and stuff like this um yeah we're we're aware folks are working I can only point you to the robertspace industries.com website and the status.robertspaceindustries.com website those are the places where that kind of information is going to be found and any updates on that stuff unfortunately uh we're talking with artists and stuff and I'm the video guys we're not the ones who work on that stuff so I want to point to the website that's always the better resource than coming here and expecting me to know anything uh so overall Louisville how happy are you with it I think we're all pretty tremendously happy with the the way it came out when players get in their ship

  14. 00:10:32

    and they fly out in the hangars it's going to be a totally different experience from the old loreville it's got the huge buildings that you can fly through and that you can explore around walk around the city and it's going to be quite the site it's going to be a very new thing and wonderful great thing and all of us on the Louisville team are quite excited to to wrap it up and then part of the reason for doing that is to make wave to make scale that's necessary for building Interiors yeah which which you guys are also working on talking to me about the progress being made on building Interiors right now yeah so I'm getting on that right now uh we're splitting up Apartments into modules so that we can use our procedural tools to generate Apartments so we're looking to create uh

  15. 00:11:22

    lobbies Apartments uh uh common areas rooms with office spaces we're looking to integrate everything into all into our procedural building tool and then just start creating buildings we have our technical director Jean Philippe he did some great work he showed us a full building created with the rooftop and every single element in the building going all the way down to the lobby and exiting exiting the building so uh I mean for us the progress is going is doing great and so the next step is just to add more modules more diversity different paths side paths main paths and yeah

  16. 00:12:11

    I want to follow up here uh daddy K Ted shout out to Daddy Kate Ted in the twitch chat uh ask a question that I see quite often from other from many things we see at the YouTube comments like this everything in pyro done already loriville 2.0 is cool and all but it's not a priority don't you think that's where staggered development comes into play and that's where having a team of including turbulent is around a thousand people uh between between our our five Collective Studios uh not everybody works on everything at every given moment there are teams dedicated to pyro and there are teams dedicated to the underground facilities there are teams dedicated to Louisville there are teams dedicated to this just like there are teams dedicated to the platform fixes and the stuff that's going on there and that that all exists that way

  17. 00:13:00

    because well what's what's the common analogy you know dying doctors don't deliver a baby in one month like that's there's there's only there's a point there's an inflection point in developing any feature where adding more people to it doesn't make it any faster it doesn't make it any better so and because you don't want any one thing to become a roadblock or to become a a bottleneck to other things sometimes it's unavoidable it's like this but for the most part you try to avoid that by having this team on this and this team on this and this team on this and this team on this so that if something pushes you know everything everything else behind it doesn't have to knock on there are always going to be dependencies and stuff and like I said with the only constant in the game development has changed but the idea is and it works out this way more times

  18. 00:13:49

    than not is that by having these stagger teams all working on different things simultaneously we can continue to deliver content to uh players at the steady at a steady Pace because if we're all on pyro there would have been no ghost Hollow exactly 600 diet crash site so yeah yeah and even when uh nemania even when you said I just started on building interiors that was speaking you that was you have moved on to building interior yeah obviously we've shown work of other folks already starting on building materials so it's all so talking about pyro I'm also supporting a team if they need uh for the derelict settlements so for example we we're using the rastar tool to create those and we're building right now the library of all our modules to create the settlements in Stanton but every single

  19. 00:14:40

    module that we create in for Stanton can also be reused in uh pyro so the work we're doing in Stanton it's just making our life easier in the future whenever we get the Pyro for us it's going to be a matter of a week or two maybe to create one settlement Max and then we're going to be able to churn out a lot of those that's cool best case scenario let's let's watch the people go after that I actually gave you the worst case scenario because with the raster tool we're it's a pretty cool tool it works well so yeah I mean two weeks for one settlement I mean to a follow-up of what you said earlier is like yeah um Norville yeah may not be the biggest priority but that's the point we uh we overlap things like people on building

  20. 00:15:29

    our Interiors are already coming in as we're wrapping up and polishing yeah and the building Interiors work for lower Bill applies to buildings in our Corp applies to buildings and oars and stuff you know through the use of different uh uh paint sets and and uh what's the onions yeah different overlays so this the underground facilities apply to you know are designed to be placed within Stanton they'll also be placed within pyro they'll also be placed within systems you know after that we're building the foundation for for things to be used everywhere and also just want to mention that when we built the Space clinics that was the first I guess project where we got to use the early version of the procedural tool that it will now be used for the building at Interiors so it was like the

  21. 00:16:17

    proof of concept so uh yeah like everything has a foundation and a use for it like next next steps and then it says as we talked the building Interiors we talked the we we talked about the underground facilities you know even even things like the space stations it's you know even the the the Stations of the stand system can serve as the basis for the decrepit many of the decrepit space stations in in pyro and stuff like that so it all it all it's all designed to feed and that's the whole reason we do as much as we can modularly yeah uh you know we used to get we get teased for a lot of things they get teased for using the word bespoke bespoke like I have this complex right now every time I use the word bespoke I'm like oh I like I like them I make an imaginary hash in my

  22. 00:17:05

    head I'm like gosh I use the word for so again but but uh you know one of the reasons it gets called out is because the majority of what we do is modular is modular so it becomes really easy to call oh yeah that's bespoke because it's it's the exception you know not the rule and making a game that's at this size and this scope uh what else you're working on right now it's a you're also working on the new do derelict settlements uh at turbulent yeah but the the team is back home so uh or even a different team than that yeah uh so before I jumped on the uh ugfs I did a few settlements I believe Sean as well yeah uh so that that was like in between things like as the ugfs were getting prepared before we jumped on that we were helping out the settlement in the 600i and the star runner on Demar yeah yeah but there's still a team right now working

  23. 00:17:53

    progressing on that testing out the rastar tool and as uh Nano was uh meant talking about before so uh yeah so they they're using what we built and just adding on to it and trying new variations new setups so a good example is the 600i derelict settlement took us about what a couple of months to do two or three months the big one on Demar yeah yeah and now we're gonna have a variety of those ranging from small medium to large I think we were aiming to ship 15 of them we just passed the white box today so that shows you that the difference of the things the scale and the speed at which we can work with the rastar tool compared to doing it by hand where we

  24. 00:18:42

    did one in three months now we're doing 15 and three months and like the reclaimer was about six months and so the reclaimer and the Daymark crash were both mostly hand placed and once we once we got the raster tool they've been doing like settlements like yeah we have two new reclaimer ones coming in that are within like two bigger and yeah I think it also helps that last year we worked a lot on building in the library which they're now using as uh we really started up like putting together like a formula for that yeah it was like because there was nothing quite like that at the moment and we started taking things and destroying them and then then once we finally once you guys finally figured out what you wanted to do with them it just yeah now it's going way faster hmm the um we showed a bit of the uh the

  25. 00:19:33

    the derelict sandbox the the various degrees anything in ISC towards the beginning of this quarter it's like that so so the other team I I don't want you speaking for the work of of other teams but that team is currently putting together a bunch of settlements and such that'll you know that's currently scheduled for 3 20 if I'm not mistaken and what we uh we'll actually be filming with them in Montreal uh for next season of ISE in a couple weeks actually so you'll get to have your uh maple syrup that you've requested from but no I'm not I'm not going over there I'm filming we we I I run it remotely and stuff like that so don't worry I'll send you a maple syrup can yeah it's important it's too far for me from Montreal here I'll send you a maple syrup you know Benoit has been promising me he was going to put a can of this legendary maple syrup

  26. 00:20:23

    in somebody's suitcase for the last four months every time there's a new group visitors I'm like do you have my maple syrup my girlfriend makes her own syrup so you'll get our syrup directly from us so you I've heard promises like this before know why I should believe it all right unfortunately Jared none of us have your Maple suit um Helios says any plans to give our Corp of Louisville style uh refresh there is some there are some refreshing elements that's not a good phrase to our Corp coming as part of the new player experience uh you'll see uh you may have you see that I think it was recently added to the public roadmap we'll be

  27. 00:21:12

    talking again more about that next quarter when we come back from Hiatus on ISC but yeah the the the new player High the the first version of the new player experience is centered around art Corp so that has required some new signage and some updates and stuff I think folks actually saw a sneak peek in the Weekly Newsletter or a week or two or three ago that's what that was with the with the cool new signage and everything that's being added around our corpse so not not the full not the full scale uh what's happening with uh loreville at the moment but if there's one thing I've learned about this project in uh I hit eight years and like a week it's uh uh Never Say Never so not today

  28. 00:22:01

    not tomorrow but it's possible I mean there are things on our Corp that could be touched up but you know for the most part I think our carps in a pretty great condition yeah we look uh we looked a lot through ART Corp for loreville and like how they built their formula on from like a modern more built City in the game yeah but you know for the most part we I think our corpse in great condition but there are parts of it that New Year's part was also a big factor why Louisville had to be redone just so they could take in those interiors and yeah some buildings were like you said before they were too small yeah we had to resize them scale them up build into the building Interiors yeah so it's like huge planning into that future proofing the uh the city yep uh don stealer gaming in the chat is

  29. 00:22:51

    saying we need to get down to the street level on AC that's always that's the that's represent the reason I wanted to call it out because it's representative of a conversation that continuously happens again there's there's always lots of things we want to do and lots of things that wouldn't it be cool do that but but you have to balance them with everything else that would be cool to do and we want to do and then think about them within the scope of an entire you know Universe uh that we're trying to build it's like do we need to go down to that micro or should we go further out because I mean even when we even going back to what I said earlier in the show about multiple teams and all working on different things and with you know approaching a thousand people if we haven't crossed it over already with you

  30. 00:23:38

    know counting our friends at turbulent it's there's still a finite number of resources it's it seems like a lot and whatever but it is still you can only work on X number of things at any given time and then tomorrow I'll only be able to work on X number of things yeah next month week next month next year so there's always this triage of ideas there's always this internal Battle of yes that would be cool and yes that would be cool and yes that would be cool we can do two so it's like you know and how do we determine which two it goes back to that question I was before like you've got your interior and your exterior and how do you determine uh what goes on these these debates going off on a little bit of a thing here these debates that we see in the community with in YouTube channels and twitch streams uh Heck on just in text on Spectrum are often mirror the same

  31. 00:24:29

    discussions we've had internally it's like the number of times I've been sent a link to a spectrum post or whatever it's like yep just what just what I said there's like there's like that's what I said it's like that it it it's it's the same conversations happen internally that happened externally and whatnot it's a it's always a it's always a fun reminder of of there's the obvious and open synergies between us and the community and then there's the ones that they're like yeah yeah it's like I wanted that too and unfortunately this was deemed more important and this was deemed more important so I'm gonna have to wait yeah you said it pretty well as as I wanted to we constantly on loreville discuss like we want to get the players as close as possible to the ground unfortunately yeah you can't just walk around the city anywhere you want but

  32. 00:25:17

    that wasn't our goal from the beginning and nor was it the goal towards the end but there were many parts of the city where we're like okay we can get your ship very low and that's our that's the way we want it to be right now because otherwise Louisville would take forever to make yeah it's I mean you see how long a small space like nice city for cyberpunk is you know half that game and it's like just the time on Wednesday it's obviously that's a rabbit hole that you can get trapped in so we're constantly having to balance how far so night city is one city but if you had multiple planets with multiple cities at some point there's a point of diminishing return where every city is not as unique so uh for me yeah night city is a cool idea but I mean if we this with the size

  33. 00:26:07

    of lower lowerville if we build night City that size to me that would be too big they will it would just be overwhelming for the players for the devs also so yeah but it is constantly things we talk about and Area 18 for me is one of the coolest places where you're actually you feel like you're in night City and you feel like you're on the ground in the city So eventually if we get the expand uh the more neighborhoods add on to that that would be great but for the moment that's not our plan yeah I guess it's always hard to yeah that's not the heart of it it's part of the process it's always part of the process to constantly battle and discuss and and revise internally you know how far when you

  34. 00:26:54

    push the thing and how far we can't yeah I mean we're Gamers too we we play games we play other games besides Star Citizen and yeah five games five games Final Fantasy one final fantasy two is there something else I don't know I don't remember that that's about it what's the best Final Fantasy game pneumonia seven seven six for me so basic thank you yes this is a man of culture and wisdom and refinement okay then I'll say Chrono Trigger I mean I like fan fancy something don't get me wrong I enjoyed the Remake too but that's just that's you can stay you two have to go uh thank you so much for taking your time to be

  35. 00:27:44

    here and hang out with us uh we're gonna let you go um folks watching we're gonna take a short break I am I forgot to prepare a a commercial uh an intermission as we call it during the thing uh so I scrambled to put something together in like the 15 minutes before we went live um it's not going to be good and if you're susceptible to flashing uh uh uh sensitivities and stuff uh probably want to do something else so stay tuned uh sorry for about what's what's about to happen and we'll see you in a few minutes bye foreign

  36. 00:29:43

    [Music] thank you

  37. 00:31:56

    dank that was my favorite comment no my favorite comment is this is not funny there was just a straight this is not funny I'm I'm sorry guys that's not all going to be funny like I said just sometimes we're in a mood hi welcome back uh Star Citizen live I'm Jared uh you just watched the weird brain excretion of me 15 minutes before we went live I'm sorry sorry you want to know me that's me I apologize uh when we come back for the second half uh we like to sometimes talk about something that's uh that's neat in the office so that we share um today I'd like to share with you some of these things that you might see me fidgeting with these are uh development patches these are some of the patches

  38. 00:32:48

    that have been given to uh developers designers artists Tech artists animators anybody who has worked on a ship or vehicle as they were released so this is one for the Crusader Aries and this is one for uh the Carrick it's got the wrong date on it which is why I have it because they just gave me the the the incorrect proofs uh there's the Redeemer and uh the Nova Tonk uh so yeah so these are these are examples of the things that um some of the things that are done internally in game studios to uh encourage and and and and and support developers and recognize their contributions to making the project and the game be everything I

  39. 00:33:37

    could be uh and speaking of people who make contributions to making the game everything could be wow that was almost a good seg but then I lost it halfway through uh Lucas how you doing man good friend Jared how are you I'm doing well you said sit there there speaking of speaking of the ship team or anything now the second half of ISC is one where we tend to go even more off the rails than normal and we and we like to interview people who are don't otherwise get a chance to uh to to step in front of the camera uh I liken it to uh the types of content and stories that no other game Studio would ever possibly potentially think and you certainly fit the bill uh Lucas tell us

  40. 00:34:26

    who you are and what you do for Star Citizen or Cloud Imperium games so I'm Lucas Jennifer I look after all of the hiring for all of our Studios globally and I've been here nearly four years now next week so I've been here for quite a while and seen a lot of growth over that time so you work for uh your team has a name it's it's a talent acquisition Talent acquisition so so your job in supporting Star Citizen making Star Citizen possible is to help all the directors and all the leads of every other team within the company find the people who uh make the game yep basically every single Department not just development as well so um across all of our Studios so it's been a quite a complex journey to learn

  41. 00:35:14

    all of those different integrated teams but really exciting at the same time that's right I I forget it I mean you also help hire some of the folks who who help work in marketing and and work in what we call Evergreens the people who make stars and live and now you see and stuff like this yep so uh how's that going great yeah it's it's always it's a really growing challenge every single year um I think in my time here I was working out the other day I've been involved in over 700 hires since I've been here four years just in four years um and you've you've got to learn about every single team in such a deep level of detail I feel like I do get to know how much is going on in development and we have to work out who needs what and

  42. 00:36:03

    where where the priorities lie and it's been really interesting to kind of learn all those different things you do feel part of the teams as well because they kind of bring you into their their development cycles and pipelines too and I imagine yeah you were you were there watching the the show so I'm gonna try to connect this a bit to some of the discussion we had in the first half that that internal debate that that we want to do this that would be cool we want to do this we want to like it's does that same thing happen with hiring like we want to add people to this team we want to add people to this team we want to add people to this this team but we can't just do everything all at once right yeah so I get a list of priorities and how do we prioritize roles and it goes critical very high high and all the way down to not critical but you will have like 20 30 critical roles to to look at at once and you you just have to

  43. 00:36:53

    divide your time and speak to all the directors or the execs to align that what is actually actually critical important and it's just a continuous communication and sinking to ensure that but like you say you do have to just pick your battles and work out what the right thing to Target is and grow the team the team's growing over that time as well so when I started there was just myself and a coordinator but now I have a team of seven including myself so it means we can support more areas and give a better service to all the teams as well it I'm looking at the the chat right now is is Talent acquisition considered HR human resources or is it adjacent to it it's yeah it sits under the HR bracket but we are our own Department as well so we're there purely to support Recruitment and talent talent development and hiring and strategy for

  44. 00:37:42

    for eight years I've I've I've threatened every every boss I've ever had and I've had a few in this place uh that you know I'm going to cover every single Department in this place and you know even HR even though you're not going to do HR I'm like yes and so so to literally in like the last show before I hit my eighth year this Learning and Development now as well oh yes right with Matt it's like that which is a whole new program designed to you know help uh the people who are already here learn new skills and and continue building on the ones that they have yeah it's like that oh that would he would have been a great person to to bring and have sit here I know you missed that and uh hit child care so since you are here and since you are in Talent acquisition stuff uh one of the questions that you

  45. 00:38:31

    know when we have when we have QA and we have a a a Juniors we have we have a lot of entry level stuff or we just have uh people in general uh often ask about you know how to get into the industry Sean just got into the industry during during uh you know coveted times what do you what do we look for in a Canada obviously you you can speak for cig if you want or you can speak in general I'll leave that to you but but what do you generally look for in a candidate that's at your considering for hiring into a game Studio yeah I think it's let's start with the kind of entry level no experienced individuals I think what you really need to see is kind of that passion that wants to work in the industry and that drive to kind of want to and for us

  46. 00:39:19

    that's really important I think understanding the challenges and complexities but having that passion behind it is really important I think a lot of the work that we do here is kind of so groundbreaking exciting so different to have that kind of mentality and attitude is really important so for us that's that's key but then alongside it is obviously not every department needs a portfolio but if they do the portfolio is key so we don't necessarily need to have a degree or do a course but your portfolio is really important whether you're an artist designer programmer whatever that's key for us to get insight into your personal ability so a portfolio even if you're not in an art position if you're a designer if you're a programmer yeah what's okay so what makes a good portfolio then so if you are an artist

  47. 00:40:06

    um I think love love to see obviously hard surface stuff or some sci-fi not necessarily sci-fi but it's really important to have that there the photo realism's really key um but just well polished and targeted towards for artists designers depends on the kind of design work that you do whether you do systems or level Etc um we don't have to tailor it necessarily to Star Citizen but just having an idea of MMOs and multiplayer work is really important unless you kind of go down like the combat route as well then programmers just really well laid out programming portfolios easy for the directors to kind of look at your portfolio and understand your experience simply rather than kind of over complicating as well because we do view every single portfolio that applies and

  48. 00:40:53

    that takes time so the easier it is for to view it the better chance you have essentially I'm having trouble pictureing my head with a programming portfolio looks like it's usually a small game that they've programmed and just short YouTube videos and they'd say what they've done on part of that project that's the normal thing um so what is that uh I I've never had HR on before so I'm like I'm we're really in an unexplored territory here uh uh what is that recruitment process like so so like walk me through walk me through that is it is it just you put a thing on the website like fly paper you just wait for flies to fly by and and see what you catch or is there like a proactive

  49. 00:41:41

    element to this so typically someone applies and then my team reviews it my team reviews every single application that comes through um for all the roles that we have last year we had over 25 000 applications so we went through them all manually which is good but obviously time consuming and then we review them share them with managers they give us Insight or ask us questions to ask those candidates some questions and then we have like a qualifying call with the candidate to understand more about their motivations what they're interested in expectations and just cover off the usual questions you'd like to do then if that all aligns an interview with the hiring manager normally 30 minutes and then depending on the the role a test of some type of programming test art test Etc and then usually now we're back after covid an

  50. 00:42:30

    on-site interview and to meet the team see the studio they could be working in and then hopefully some success after vsb Mazer 3 in the twitch chat says so you're the one that never got back to me probably but what was wrong with what was wrong with their portfolio I um I'll get back to you all right so it's it's difficult we do try to respond to everyone but with the sheer volume it is basically impossible we'd love to give personalized feedback to every single person but again it's like that priority thing we have to deal with people that we can move forward with um I always recommend try to go to Career advice sessions and stuff we've done them on in the past normally with local universities we're trying to do more um but the general advice is there that's what I want to ask you about so so everything you just described seems

  51. 00:43:17

    kind of uh reactionary is not the right word it seems stationary I guess it it it's it's the fly paper analogy it's you you put up a thing you see who flies by but you you also do some proactive stuff you go out to uh uh not GDC or whatever you're here uh but but you go out to these you know different inventions and stuff like that talking about the the kind of forward proactive stuff yeah we we try to go to as many as possible each year um the pandemic obviously stole quite a lot of that but we did some uh virtual ones we go to universities locally we're trying to do more as we expand the team um we go to like develop in Brighton egx we've been to before um devcom in Cologne digital dragons in Poland we're hopefully going to go to

  52. 00:44:06

    digital dragons again this year um and then different universities in the us and we're working with some more schools in Germany too so we're just slowly expanding and reaching as much as possible GDC maybe one year working with the schools is interesting so it's it's is that is that as simple as just to get them while they're young kind of thing or it's all part of our long-term growth plan and we can't always you know we're not going to always hire experienced people we need to look long term as well how we can bring talent to the industry we're actually working with some schools to help design their curriculum so then they're more aligned to what we look for as well and that's just one angle but we're also looking at working with more training programs institutions with Matt if he was here but he's not

  53. 00:44:54

    um and working out how we can establish a better route to Industry as well to increase diversity so we're actually working with universities and schools and so to help them develop curriculum them to train the game devs of tomorrow that could be the future yeah that's what we're trying to do so then they do we train them and bring them straight in that's that's nice just there's a comment there about just our attitude towards things I just I I it's it's it's I'm continuously uh impressed and uh sometimes odd that at the at the scope of what we attempt and and and and go through it's one of the things that Drew me into the project uh

  54. 00:45:42

    so long ago and stuff so it's just it's just nice to hear occasion you know occasionally that you know some of that stuff is still going on some of that you know looking forward and we're not just completely caught up in today and you know and getting the stuff out how does I'm gonna we're actually almost done this week's a short a bit of a shorter show but I want to ask before I let you go uh I want to ask you about the role of ISC and and SEL do you do we do this thing where we do a weekly behind the scenes docu-series you know it's it's the the yesterday's episode of the episode before was my 350th episode that I've you know been the shepherd uh for uh going back going

  55. 00:46:35

    back to all the way back to wingman's Hangar you know through eight through the interview episodes I wasn't involved in and we was here it's we're actually about 458 uh not that I'm counting uh beyond that with everything that just I've been my personal tally is around 1200 videos between lawmakers and bugs measures that I've been part of so we've done we do what we we've done a lot of video Outreach we've done a lot of exposing the process of making games uh here has that I honestly don't know where we're gonna go with it has that affected your job has that has that do when people apply do they know about the project because of the stuff that how much Outreach we do as that ever have I contaminated

  56. 00:47:25

    anybody has ever been somebody who we almost had and they're like no I saw this episode with Jared and I don't want to be there I'm I'm curious if it's so much Outreach like that has affected that positively or negatively I can take it I actually think yeah definitely positively um I think more recently very positively I think with Star Citizen getting more visibility and the game be more stable um and well more more content games Robert space industry we need to get that disclaimer reclaimer it's a button to suppress it and then you'd have to say it every time we'll be stable yeah Stabler well we're working on it it's definitely help because people are knowing about the game because when people want to work in the

  57. 00:48:13

    industry they'll know the big Triple H Studios or the studios they're aware of our name is becoming more available and more visible and I think it's definitely helped us attract more people that way um I think people reading your uh viewing your content has helped for sure because they get more insight into the project stuff as well um and I mentioned to you quite recently that I'd like to do some kind of more video stuff anyway with devs on hiring so more specifically so sure it does yeah if you've got time you need more videos you haven't done enough anyway it's like people are like he looks tired I'm like I'm only 23 years old this is what this does um so but yes in short I think it's helped one of the one of my I asked this because one of my favorite things

  58. 00:49:01

    one of the things that has kept me going for the better part of a decade here now is we're going to go a little bit behind a little a little deeper behind the scenes and some stuff and hope I don't get in trouble the SE there there is a weekly email that goes out that that you know with the hiring with the highlights like these are all the new people in this studio and these are all the new people in that studio and and whatnot and it used to be I used to like reach out and be like hey welcome to the company and stuff like this when it was a manageable number but in the in the last year and a half it's gotten to we've been hiring and expanding so much it's hard for me to keep up uh that's not the thing that was my favorite thing my favorite thing though is when I'm just randomly working like I'm sitting here you know buried in an edit trying to

  59. 00:49:49

    figure out how to you know you know how to how to make this part of the story work or something like this and I get a message from a name that I've never seen before from a person I've never before that says hey you know hey Jared I've just started with this company this week uh I want to let you know that I learned about the project through watching you you know through watching the videos and whatnot and sometimes it's not a video I did and I would take credit anyway because it's like you know but uh you know I just wanted to introduce myself and say hi and it's like it's it just that's always a thing where it kind of picks me up and I'm like oh okay I've got a little more energy now to get past the day so I've always been curious and since you were here I figured I'd ask whether there's ever been that inverse whether I've ever like yeah I was gonna watch it and then I watched this thing

  60. 00:50:36

    on tractor beams and there was this Burger bean that went into somebody's mouth and I don't I don't really think this is a very serious place and I don't want to be there anymore I just want to make sure that I've not heard a negative okay yeah I wouldn't tell you anyway got something to work towards we got something to work towards uh so yeah before we get I guess I said before we let you go the talent acquisition department is this a um is this a recent thing is this is this a thing that's been around for a while uh yeah you I know you've been here for four for four years but how how long is this initiative it didn't really start before I I was here we we managed it through HR um and it was another part of their role and then we kind of formed it's actually started as the recruitment Department I rebranded the talent acquisition I went

  61. 00:51:23

    bought you why that we did that it's not very interesting in our position sensor so much cooler it's just it's just more strategic is the whole idea you're looking forward more proactive that's the only reason and it just sounds better like you say all right well cool that's about all we got time for again we're a little shorter uh a show this week as we got some other meetings and stuff that we got to go to before we close out the week uh Lucas thank you so much for taking the time to be here with us um when when I drove by which I do a drive I was like hey you haven't been on the show before so you're on the Shelf I you were very like oh yeah sure yeah okay cool I really appreciate how open to the idea you were um for folks who are uh you know still watching and haven't turned away because after that Burger beam thing and I would

  62. 00:52:11

    understand if you did over a second like this uh yes uh 318 live uh is still on on the servers uh we're still monitoring we're still working on on bug fixes and hot fixes and stuff like this uh I I don't have anything more specifically to tell you about 318 one uh again I'm gonna refer you to the work of our platform our our player experience and our community teams uh with their posts on the robertspace industry.com website and socials too far more up-to-date information uh I tend to live in this world of today and or tomorrow with ISC so it's harder for me to stay current with the things that are going on right now so much better hearing from from them than trying to hear from me in that regard uh but keep an eye out on that

  63. 00:52:59

    stuff uh we'll be back uh next week with uh inside Star Citizen uh it's it's the it's the last episode of the quarter it's the last episode of our fourth year and I'll tell you right now we're gonna bring back an old favorite that we haven't done since September 2nd or 8th see how well my memory is it's an all Sprint report episode so stay tuned for that next Thursday uh for Star season live I'm Jared that was Lucas that was Sean that was pneumonia that was Rainer I did it sorry I had trouble with names uh we'll see you next week everybody take care

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

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