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Around the Verse: Episode 2.13

7 January 201600:59:371,348 linesWatch on YouTube ↗

Transcript — every row opens the video at that moment

  1. 00:00:01

    this video made possible by the ICC Stellar surveyors and subscribers like [Music] you hey every everybody Welcome to a round the verse I'm Sandy Gardner and I am coming to you from Foundry 42 in Manchester England and I'm Aaron Roberts and I'm filling in for Ben again this time um it's my second outing so hopefully um I I live up to expectations and I am here in rainy Manchester slightly cold this is quite

  2. 00:00:50

    good this this quite good here this time year yeah well I'm wearing my thermals in your office so I'm not sure what that says but and I'm drinking lots of tea yeah now it's it's so it gets a it's a bit wet but you know it's not too bad you know we're actually we just had the warmest December in um since the records began so or is it wetest is one of the two I can't remember I think wetest is probably um and if you don't already know Star Citizen Alpha 2.1 is currently available on the PTU and our bug Smashers are working hard to prepare it for a live release with the help of thousands of backers yeah I know it's um it's going really well we uh we obviously we're trying to get it out just before um Christmas for you guys but um there's one or two issues we want to fix up and rather than just like put something out that we weren't happy with um we' be kept on PTU so you could have the best of both worlds people could

  3. 00:01:37

    play 2.0 uh which we felt was a lot more stable and then 2.1 for people want to see the new features so that's kind of cool and uh I think you'll be you know um pleased with um what we're going to go live with from 2.1 um some of you guys who playing 2.1 will see some stuff and we may add in a surprise in there as well for people uh later on next week this week we talked to cig Austin's newest live Ops technician Jeffrey peas and we're going to take a special look at our concept guys uh with Paul Jones our art director we're going to talk through some of the ways they do stuff and also maybe give you a few glimpses of some of the stuff they're working on but first it's a new year the development team had a good break over the holidays and now we're ready to get back to work yeah two 2016 is going to be a big year for us obviously um I know everyone's looking forward to seeing

  4. 00:02:24

    Squadron 42 we're working hard on that and we're also going to be updating um the um persistent Universe like mad now we've got 2.0 um finished it means that we can actually really iterate and get a lot of new content and a lot of new gameplay out to you guys so that's the focus of the organization and actually right now um we have um about eight or nine people from across the different studios here all working together on on creating and finalizing the plan of just what we're going to be getting through this year and delivering to you guys we've got a great show this week so let's take a look first at what is going on around the verse hey everybody welcome back to uh rainy La it is really rainy pouring on us I don't know I don't know what happened the skies opened and here it is so um

  5. 00:03:13

    we've got some updates for you I'm AIC K Davis with Daren bck all right we've got a many things to talk about why don't you kick it off so first of all wishing everybody a Happy New Year hope 2016 is turning great for you guys so our news this week we've got starting off with 2.1 uh balance being our I'm sorry not balance stability being our primary concern um we're aware of many stability issues that are going on and so our Engineers are pretty much all hands on deck to get all of these stability issues hammered out I mean it it it is seriously all handson deck for any stability issues that pop up we've got Paul reyell Mark aent all of our other Engineers Allan Ariel yeah and while it's generally I mean always important stability is a very big part of obviously making games right now we're really on kind of a a crusade to make Crader better yep wow that was for you Daran no no okay your my turn um reli we

  6. 00:04:02

    talk about the rant a lot but we're getting really really close uh we're modeling damage right now we're modeling the um landing gear thank you landing gear is being worked on right now by uh Daniel Kaminsky one of our artists over there and alongside our lead eln B bachier uh they're doing a great job that Reliance looking really good um I know you guys got to see it a couple weeks ago and it's Come Along come a long way from then which I'm I'm excited about yeah it's looking pretty cool and finally um our flight engineer John pritchet so this is a guy Who develops all of our flight systems our ifcs flight controls he's actually working on fine-tuning the Eva system uh based on the feedback and the the kind of the the demos that we've been showing you guys of how the Eva has been functioning so we've been trying to do some fine tuning uh make it actually a lot more enjoyable a lot more uh what's word I'm looking

  7. 00:04:50

    for uh visceral I guess smooth yeah sure Good Feeling yes and and John because he does ifcs and he does all the movements with the shifts it blends perfectly in right with the Eva system right they talk to each other they're very similar and that's been a big thing on his plate as we've gotten out of the ICS updates and it just started pouring really hard it did just started pouring and with that so we don't get rained on I think we're all set yep all right thanks for checking in see you next week I'm Eric I'm Daran hey guys Jake Ross here associate producer of the prisent universe and I'm here with this week coming back from a little break as we all are and now we're raring to go get things started up here in the new year here uh we're we're shooting this on Monday so we've been back a grand total of you know less than eight hours so not a lot to report on

  8. 00:05:38

    but uh we are looking ahead very much so um I one thing I can tell you is that we are looking to do um uh a a pass on our Hurston uh Landing Zone layout uh we are kind of going back not to the drawing board but Tony wanted to kind of get his hands in it and tweak it himself so he's kind of taking it back and he's vamping it um these hero locations like like like AR Corp um huren NYX they require a lot of attention so one thing that we're doing is we're kind of re-evaluating you know the landing zones that we're going to be releasing um here in the near term because there's just there's just so much work that goes into them so we're trying to to figure out okay we have these big old you know Landing zones here let's like kind of work on some some little Landing zones and get a

  9. 00:06:26

    little more content out in a less amount of time so um huren is kind of going undergoing some rework uh Tony and Mark Skelton and Rob Riner are kind of going over that layout make sure that everything's good to go there before we pass it off to uh to the designers again uh for white boxing so so we're doing that uh the ship animators have come up with a ship animation team wish list for 2016 things that they want to work on and and improve uh you know because our ship animation team is here in Austin um our ship artists are kind of spread out between LA Austin and the UK um so you our designers for the ships are are all over the place as well so there's a lot of kind of disparity between you know what goes on in the various Studios so we're we're syncing that up um the ship animation team we're wanting to work on

  10. 00:07:15

    things like Landing sequence um style guides so you know a misk ship will land a certain way and an anvil ship will land a certain way and um they want to kind of you know standardize that and and work with the design team on that um they also want to do uh variable turret seat height uh design driven solutions for for uh variable turret seat Heights um so some of the turrets in the various ships are supposedly um you know reusable we're you know across the various manufacturers uh but the art isn't quite following um some of the metrics we've put in place so we're trying to to communicate a little better on that and make sure that we're um we're all following the same um templets and stuff so that's one thing they

  11. 00:08:02

    wanted to want to tackle uh the last thing um well there's several things on that list but what last thing I'll mention here is uh the um three different speeds for enter and exit animations so we have we' shot uh combat speeds um relaxed speeds and emergency speeds for getting in and out of cockpits for all the different ships so uh we have currently only have one speed in place uh we want to get those other two speeds in place as well because we know um some of you guys are wanting to be able to get out of your seats more quickly um so we're wanting to to incorporate that as well um last thing I'll mention is that we have a um Chris Roberts himself over the break put put together an engineering um task list for 2016 uh for all the various uh disciplines across the the company and engineering department so uh we'll be working here with the networking and

  12. 00:08:50

    server team uh Jason elely heading that up uh to to take a look at that list and make sure that um you know what we're what we're being asked is is achievable and putting estimates on those tasks and scheduling those in so it's a lot of scheduling it's a lot of looking ahead but uh it's all you can really do and you've only been back for one day so uh next week we should have a bigger update for you guys but um that's kind of what we're working on this week so thanks it see you Oho there Chef mates and welcome to the UK it's been a busy start to 2016 over here we've been busily trying to get the 2.1 build live to you guys and also planning ahead for the next couple of releases and we've also got quite a few guests over with us at the moment we've got Chris Roberts here uh for a couple of weeks just to um sync up with

  13. 00:09:38

    the design team and the engineers and we've also got the writers over at the moment so really drilling into Squad 42 episode one and um we've got even more guests coming next week uh with Hannis coming over speak about the Cinematic schedule as well as getting all the artists together and really look at the uh the plan ahead for this year here uh we've got Forest coming over from La toh talk about characters and yeah lots of lots and lots of meetings uh to start the new year with and um we'll be uh looking now to uh basically solidify our plans and really start to uh drill into all the requirements and getting all those tests laid out and and getting the resource assigned to them so um so yeah

  14. 00:10:27

    lots of busy planning at the moment um as well as uh work on the actual live release so um quite a quite a shock to the system getting back after the long uh break over the holidays for a lot of people so a lot of people are still sort of getting into gear um and uh figuring out what it is that they're going to be doing um since the break and and kind of just getting the teeth into lots of different things um so next week I'll be bringing someone else along with me so you guys don't get too bored with just seeing uh me but uh that's it for this week sorry it's kind of brief but yeah we'll drill into more of the facts and the um the bits and Bobs next week okay the hey everyone Brian chamers from Frankfurt uh just got back from the

  15. 00:11:15

    holiday break most of the teams rolling in now and getting settled uh short time but needed time to relax and hang out with friends and family um so not a tremendous amount to update on since we just got back uh some of the stuff we are working on though uh engine teams um already getting to town on on pushing more on the procedural stuff you saw uh they already have some new stuff done which is pretty cool um you guys not sure when you'll see it but you definitely will um a lot of the team right now is focusing on road maps and schedules and plans um for this coming year I mean it's the you know perfect opportune time with a a new year let's look at the timelines let's

  16. 00:12:04

    look at the schedules let's look at the priorities um and kind of get all the stakeholders in place to to dig through all that and um see where we're at and if anything's changed and what we want to modify and and so on um cinematics team is still pushing on some stuff I just saw some scenes the other day they're putting together got some new heads and faces in and that's that's looking really good um yeah besides that on the holiday break it was nice actually had some time to um dig through forums and twitch and so on and and read a bunch of stuff from from backers and from fans um which is rare that I have time to do that just because we're so busy in the office um in the process uh what I found was my

  17. 00:12:53

    brother-in-law actually who's old school PC Gamer um has actually been streaming uh Star Citizen on Twitch for I guess a while and he's nuts doing it you know five six eight hours a day so want to make a mention to him uh his name is Stout Manore PR I know if you go check him out he's um he's having fun playing the game just like you know the rest of you guys so uh yeah here's the 2016 hope everyone had a good holiday and good New Year here and we look forward to you know what we're going to put together this year and uh and show you guys take care danger rear Shield

  18. 00:13:45

    25% rear shield down flare ready Jack Jack drop Shields recharge begin scan contact missile Missy Shield Shields recharging proximity alert and uh as always a big thank you to our Studios from around the world next up Jared had a chance to sit down with Jeffrey peas who was recently promoted from QA to live Ops technician take it away Jared thanks guys on this week's ATV interview

  19. 00:14:38

    I'm sitting down with Jeffrey P's QA specialist Jeffrey how you doing good to have you back out here I'm doing good hungry but that's normal because I'm a twig I am hungry all the time would you like us to get you something e no no no no it's it's it's a normal state of being for me I'm I'm accustomed to it right we'll film a bit afterwards we'll just be eating it'll be at the end of the episode uh now uh Jeffrey um you're you're pretty you're pretty uh vociferous on on on our website and on Reddit but folks may know you as bearded cig so if you've ever wanted to put a face to bearded cig this is bearded uh QA specialist we had Tyler wikin on the show a couple weeks ago uh tell us what he didn't tell us about a day in the life of quality assurance it's going to end up being

  20. 00:15:25

    different for all of us uh when I first got here the game was about the size of what uh a console release Game would be we had a couple of maps couple of game modes couple of ships uh I've I've tested console games in the past that were about the size of what we were testing when I first got hired MH and I knew that also having experience testing on MMO games uh at S soe I knew that we were going to need to either have a much bigger QA team or have us all specialize on different parts of the game because ultimately it's just way too big for anyone to be an expert on everything and you end up having better communication when you have that one dude that's responsible for Stuff um I ended up being the first specialist because we had a producer walk into the QA area and be like hey we're going to be doing a

  21. 00:16:13

    new version of the lobby system we need someone to test it and I immediately went I'll do it because I knew that it would give me a chance to prove that the specialist system was useful um it would and it would also allow me to interface with the server Engineers closely and then that would allow me to sort of further get into helping with the backend stuff and being able to bug things in regards to things like that and now I've transitioned into stuff that we can talk about later because that's not related to your question but a day in the life of what Tyler does Tyler is our FPS specialist because after I had proven that the specialist system ended up being useful our QA lead and our QA manager were like all right I really like what you did with the lobby system we should have Specialists for everything and I'm like well we don't have a big enough QA team to have Specialists for everything thing but we can be really General so Tyler's

  22. 00:17:01

    Tyler's the FPS specialist because he likes playing FPS games he has a good idea as to like what's supposed to go in the FPS stuff I'm terrible at them I have a friend like I have a friend that's really good at FPS games there was this one game we had where I was literally pointing my sniper rifle where his head popped up and he still killed me first okay all I heard was him go oh crap and I died all right um so what are you a specialist for I am a combination of sort of the the lead specialist and while that's that's a bit of a misnomer because I'm not considered a leadership I'm considered more of a mentor okay in that I I help provide information to people in the event that they're not sure what's going on and I also sort of like crafted all of our documentation and I'm also the specialist for the lobby system and a lot of our backend systems so if anything breaks with like the gener the gener general instance manager the game servers things like

  23. 00:17:48

    that if a server crashes I'm the only person on the QA team that currently knows how to look at our server logs I'm teaching someone in UK how to do that um I also use some of our analytics to find things like memory leaks okay and generally am the only one that looks at our concurrency graphs to find major issues that are causing server crashes or disconnects to try and help improve the stability of the game and then try and convince the producers not to push something live so we can fix more things and I usually lose that fight but that's because we're in Alpha it is it is a different Beast because we are we are supporting a live game during development so you know if this were If This Were a traditional release yes we' absolutely hold on to every little thing until it was perfect

  24. 00:18:36

    and put it out but at this but at this point you know it's a uh we're we're a beast with many Masters yes and so we have we have to serve many aspects of development all at the same time with challenges that no other game especially no other game of this size would have yeah yeah it's it's it's a whole lot of fun to to try and troubleshoot things that break cuz I'm I'm a real big fan of just trying to gather ridiculous amounts of information and try and make sense of it all it it makes the job rewarding and just problem solving when you figure out what the answer to that is you're like yes I got it now uh We've introduced witch glitch a couple months ago we get to show off some of our more uh humorous or interesting uh glitches bugs and whatnot um somebody wanted me to ask you if there was something that what was your favorite glitch or bug that had

  25. 00:19:22

    happened prior to the invention of witch glitch something that you wish we all could have seen that had happened at some point here in your tenure so the Q8 even before witch glitch started we had a habit of just saving things that were hilarious in our our hard drives and just because we're like man this is awesome we should save this cuz it's funny uh I believe my favorite one which was on I like the first or second episode just because I had saved it on my hard drive I was like this needs to go out there it was I had ran into a vandel scythe and its blade fell off and got embedded in the cockpit geometry of my Aurora so I looked like I was running around with a buster sword from Final Fantasy trying to murder things um and then one of the UK testers took that from the bug that I wrote and then put the Final Fantasy Combat music

  26. 00:20:11

    to the video and then shipped it back over to us and they were like here watch this okay it was probably one of my favorites all right and what's one that drove you crazy one that would would push pushed you right to the edge made you question whether you were in the in the right business oh God um every now and then we'll have issues that'll happen on the back end where just something will cause the stability to Bar fall over itself and you just can't find steps for it you're like I know this happens I can't figure out what I'm doing to get it to happen and those end up being the most frustrating because you'll a lot of the times if the programmers can't figure out what's wrong with it they'll send it back to you and asking for more information and you're sitting there going I I like we have some server crashes that

  27. 00:21:00

    are happening on live right now that nobody knows how to get them to happen we just know that they happen because we can see them crashing and I know what like the I can get the information from the back end in regards to like what the server logs look like and the call Stacks and we don't know what's actually causing them it's so frustrating because I want I want to help make the game more stable for the players and nobody knows what's causing them to happen but we'll figure it out yeah okay don't leave with no hope there there's no hope star say will never be F there's no hope yeah we we'll figure it out it's right now it's we have more important things to work on ala 2.0 yeah that which may or may may not be out by the time you see this we don't know uh uh so where' you come at

  28. 00:21:50

    where'd you come from before this I worked at blizzard for 5 years okay um before that I was at s soe and before that I was at Sea u s soe and CA I was QA moved on to be a game master at blizzard for 5 years um similar to what I do in QA I was really good at the game side of stuff for customer service there and if you had something go wrong with ing game I was the guy you wanted to talk to you because I was one of the best at looking at the server logs there uh and I moved on here because I my dad got me my first win commander game when I was like in Middle School MH and then got me wi Commander 3 when I was in high school and when I saw Star Citizen had an Austin location I was like I need to work there all right all right uh final question what's this what's going on

  29. 00:22:40

    here it grows too fast to be worth the time to shave that's it yeah at least it's all one color I I have the multicolored thing I have like one white hair that's like somewhere in this area you don't color it's just it's just all that dark on some yeah sometimes it color changes if if I stay out in the sun too long except it gets darker which is weird I had I had I've done that like I spent a day outside and someone was like did you dye your hair and I'm like no they like it's really dark that's kind of the opposite of how that's supposed to work right that's it for the ATV interview guys thanks for watching uh back to you guys

  30. 00:23:35

    Che checkpoint check so welcome back good to see you guys

  31. 00:24:31

    again uh it's uh me Paul Jones art director for 442 and here with me is Gary Sanchez again uh we're going to do another little uh in-depth segment about some of the content that we've been working on over the past few months uh today we're going to cover shuin obviously those fans have' been around with us for a long time been will be aware that shuin mining platform has been uh part of Squadron 42 probably since we first started uh it's a 6 kilm um long base with huge lasers that mine uh asteroids that are Tethered to this base um we've you know we've done there's been quite a lot of concept done on this on the

  32. 00:25:18

    exterior uh the exterior was done by Andy L um interior by John McCoy and yanel um and um you know one of the problems that I have is that you know sometimes through availability I have to switch um concept artists um and you know the difficulty for me is basically that sometimes the artist style is slightly different um or you know it may be that I haven't given strong enough direction that does happen sometimes I hold up my hands most of the time you know it's it's decent enough direction that the the concept artist will understand what I'm driving for and what Chris wants um and uh you know we arrive with something good but uh with shuin um we originally

  33. 00:26:09

    for the Interiors we originally started off with two Interiors it was called a small room set and a large room set and they did exactly what they said on the tin one was for small rooms one was for large rooms so you know like hangers one was for like corridors and stuff um but we were you know we quickly found that we were suffering from sort of visual fatigue there was a lot of repetition um sort of you know it was orange was our sort of uh accent color but that it was becoming too repetitive um and you know you know obviously we're striving to make a tripa experience you know we're wanting that depth uh you know we want it you guys want it so uh between us me and Gary um you know Gary's you know Gary's been

  34. 00:27:01

    driving a lot of this you know we've been working hard on taking um as Gary would say the spirit of the John McCoy stuff and kind of advancing it so with a it's not on the screen at the moment but you know originally we started off with a corridor we'll get to that in a bit um because corridors are kind of I see them as like the backbone of Any of of sort of interior space you know that you know from that you know everything sort of branches off and it makes it a lot easier for for you to sort of figure out style guides colors all that good stuff um but like I said we we're suffering you know we' suffered from visual fatigue there wasn't enough variety going on it was kind of cool I mean the

  35. 00:27:50

    corridor that we had and the segments we had were good but um you know after after working on the Idis and the stuff that Nate and the team has done on that you know we basically sort of started to head towards more the archetypes so what is it again Gary the the four archetypes technical Technical and habitation habitation and uh engineering engineering so those are the three that we we've been working on um just recently um and you know you'll see stuff today that um possibly Chris won't have seen yet it's not fully signed off he knows we're he knows we're going in this direction um you know but we' you know we've been really trying to sort of

  36. 00:28:39

    to to push this as an environment set because um you know this won't only be used for shubin there will be other there'll be other mining places or we may use this you know we may reappropriate it and turn it into uh I don't know like maybe some uh mobile mining base or something who knows but um you know basically we're trying to create the variety create the modularity um that will give the designers that flexibility to sort of give the fans as much variety as possible basically so in our journey this is you know this is sort of basically um how we've been splitting up and like I mentioned you know we we were we had we had orange everywhere it was

  37. 00:29:27

    orange orange orange orange orange so we're basically you know it's a simple thing we've just been changing up the color palette um for engineering we've basically switched to Yellow just to continue you know a lot of people associate yellow with engineering you know it's more like JCB it's like Caterpillar it's that it's that you know it's that sort of industrial feel so that's kind of our signature color uh in one area um I mean Gary you've you put this together so yeah and also uh to show that the more industrial part of shin is more dark and more like an underground industrial engineering area so we as Paul said we retook some code of uh modern industry uh with putting

  38. 00:30:17

    something more I Tech in it and more uh uh personal from the game uh so and we also differentiate also uh the two level of shabin who making some uh transition props and room to harmonize all the design of ultra beIN but we still have uh we wanted it was a a request from the game play uh for the game play it was to have two differentiate level so the challenge was to harmonize all the props uh but we still having two uh two atmosphere uh in the shin area so the underground engineering and the technical and habitation area more and more I Tech so this is the main Spirit

  39. 00:31:05

    of so this basically shows um you know your your the tools and the some some uh yeah security assets um and then basically engineering area is you know basically the larger the amount of color that's your sort of Base color is that that's your theory right it's based on uh on so on the lighting because we will play on on two lightings that will Define the atmosphere uh so uh more dark light for the all the engineering area and the more neutal uh White Light uh for the technical area okay let's so here these are two um existing Concepts um sort of

  40. 00:31:54

    worked on by yanel yeah is it yeah it was I think I think it'san and then this one is John McCoy's um so basically you know we you know we're taking a a lot more Style Style cues you know this this is quite industrial but you know we really liked what Yan had done with the large numbers and the big Graphics down the side so really just sort of taking more of that and bringing it inside and also for the technical area getting closer to John McCoy's original idea um Metals slight orange accents cool lighting light light light Grays um dash of what have we got there white it's

  41. 00:32:43

    hard to see on the screen at this angle um and so uh that's pretty much the the route we've been taking so we'll show you a few more a few more pieces and what have we got so we Define uh each object and each props of the industrial engineering area like real industrial object but uh with a A Touch uh that is defined by some Modern materials to break with some too much old industrial code so we we keep some carbon feber uh to define the pipes to Define some tools uh so there is also all the graphics uh just pop back also in the line work as well you know one of the

  42. 00:33:31

    original sort of uh like ideas I guess had had with this set was there was always to be sort of a small amount of radius on the objects um it wasn't it wasn't to be super harsh um angles 90° or split you know harsh um folds in metal or whatever there was always going to be a slight radius softness so uh Gary's kept that in mind so we research the we keep the industrial code of the more modern industry existing from our days uh even for the graphic stuff like this is from uh coming from NAA and we modify to to see what kind of sign it's research uh about uh what kind of sign we can translate to the industry and

  43. 00:34:19

    Engineering area to have an immersive feeling uh so we Define some structural element yeah because the the shuin shuin carers had always had this theory of it was essentially an exoskeleton cage it was fully modular and from that either Interiors or exteriors were bolted onto this cage but we were finding with the original stuff that um it wasn't coming out real enough like it was it was still looking like a game it was a well- rendered game it looked good but it needed more Fidelity and we would like to put a little bit bit also further the technology uh of process and Manufacturing metal so we try to go on the next step after press metal we

  44. 00:35:07

    wanted something uh more highte but keeping the feeling of old mining industry yeah because tuin is you know it's a float it's it's sort of a floating Factory but um but it is high-tech you know there's a that's a lot of high-tech equipment that's being used on the exterior the exterior is a little more high-tech than we had the interior so it's kind of just again what i' call second round concept basically you know Gary's doing an awesome job of um harmonizing it of you know bringing everything into line um making it feel coherent um and you know you'll see as we go along that basically artists you know it's not paint by numbers you know there still there some

  45. 00:35:56

    cre creativity involved but you know hopefully we'll we will have answered a lot of the questions that they may get stuck on so we begin to introduce some hydraulic uh Jack systems uh that will be like um Paras Paras seismic absorber uh so for uh kind of like a shock absorber isn't it yeah yeah so so it's to show that uh even just to have a press metal it's too go further to say okay we have some structural I Tech equipment uh that will Define and keep the spirit of mining industry but going further uh with the modern technology that exist from our days or that are developed like innovation in

  46. 00:36:44

    our days for biggest building so we try to redefine some props and Mak the our own identity with some props security barrier uh uh here we begin to see also we work a lot with some moodboard uh to see uh what is uh the new technology from our days how we can translate it how we can go a little bit further uh this has all come about because of us following this this you know the archetype so there would there would have already been a moodboard originally but uh this is sort of what we call second round mood board you know it's an advancements um and really just helps helps us figure out what our what our direction are what's important what

  47. 00:37:34

    are the key what are the key things when we're walking in this area so there is a texture the UI uh all the small elements that will make some Rhythm and break a little bit uh the repetitive things into Corridor uh so we try to to make some rythm into all this part and uh with some research U through the moodboard so what we have here is um an engineering Corridor um this is built by the artists here um and you can see that it's in a pretty good it's in a pretty good solid state uh floors walls ceilings uh supports um but you know it's at this stage where you know often you know we need to take it further so you know

  48. 00:38:23

    again we'll go to a second round pass of um and you know Gary's Gary's been the master of this of like sort of just taking it and really working up the detail you know it's it's a lot more important these days um for us to to define the materials you know in the past it used to be that I think you know like the artists had a lot more leeway in it in a sense you know they would have a concept image and you would leave it up to the artists to build the materials and off it would go um here you know a lot more we're trying to Define it a lot more you know obviously we've got a lot of things to worry about memory budgets and streaming and you know not duplicating textures and just being optimal um and this is all part of the process you know as defining

  49. 00:39:13

    materials um and you know uh providing a library for this set so the artist can choose from whatever it is for example say 15 materials like okay yeah I know it's this it's this brush metal it's this it's this polish plastic it's this hexagonal whatever it is um and you know it's all about streamlining the process basically you know we obviously have a lot of work to do uh for squadron and for Star Citizen uh and anything we can do to sort of cut down on iteration time um is as good as possible you know we're obviously we've all got a lot of experience but you know Star Citizen I think has tested everybody um and you know we you know we are developing uh

  50. 00:40:02

    new techniques constantly as we go along you know same for the Interiors you know the ships have had I would say the ships are ahead of environments in a way in terms of the um development you know environments are definitely well on track now we we now just have to start building building final art essentially or getting to that point but that being said um from this um we'll now flick over to something we did earlier not that one not that one one second this one um and so here um this is basically uh what we've been working on in terms of just you know tightening up the field basically really sort of pushing that high tech technical feel of shuin so

  51. 00:40:53

    you almost like inside a Swiss watch um you know it's um there's a lot of stuff that's been added in this image I mean Gary feel free just jump in and give us a little more info about kind of things you've been working on in this image yeah uh we found some interesting with um the 3D environment modelers uh an artist to make some texture more I Tech like that for the pipes uh also to have some small components uh around this kind of pipes that give some more Hightech feeling all this kind of details around the door and uh changing also the pattern into something more modern uh we keep so the industrial code

  52. 00:41:44

    of the industry but we're trying to put it a little bit further with some uh ittech fing through the materials through through small components and uh a work on lighting to to have this underground spirit for shin engineering area so for the you know for the eagle eyed people out there you you know you'll probably notice that this sort of rear section of this image of this Corridor is a little bit pasted in this is you know what what often happens is the Gary will you know or concept artist will produce an image uh and it might not be quite what I'm after so um I will draw a I will draw all over their work or you know Photoshop some elements in that I'm more happy with um you know of

  53. 00:42:33

    course my time is quite limited so it's generally done quite swiftly um but it get you know it's really for me it's about getting getting the the direction across basically of what I want as fast as possible um as you know as you all know I'm not just working on Interiors it ships it's it's the full shebang um but here it's you know again it's just this is um essentially a toilet block you know this will be part of developing the shuin um believability you know you want toilet blocks you want kitchens you want vending machines or you know depending on what the area is I mean chances are this is sort of coming out of uh some industrial area and coming into a break room you know you've got certain highlights of the um actually that is an

  54. 00:43:24

    exit an exit figure it should be really a toilet figure but uh and then we've also got some like you know essentially um Chinese text I think it is there but that just sort of represents um a direction that we're sort of investigating in terms of either having English and some kind of iconography or maybe another another another language basically so we got to work with a writers a little more on that to just figure out how we get that dual layer but again it sort of Le lends itself to that that you're in that you're in a Hightech it's it's Advanced you know multiple languages um and so these are the these are the things we're kind of working with um again we're also sort of figuring out lighting mood uh materials retailing also through decals to know

  55. 00:44:15

    how all the Shing area has been constru constructed so we we know through the decals uh where is the part that has been conceived in the first part of the construction and how it has been implemented few by few uh so for having a more story storytelling reinforcement so obviously we'll we'll try our best in this session not to give away any uh spoilers you know so we'll just be concentrating on um the theory behind the visuals that we've been creating we have like a Transit hub um this is not giving any way giving any of the story away um but it is it's an it's an important room for for many

  56. 00:45:06

    reasons really because it um it's also helped Define the architecture it's Al it's also helping um Define the large room architecture um and so Gary has been working heavily on this as you can tell kind of looks like the work of a Madman but when you zoom in uh everything's got a good theories which um Gary can give you a bit more info about so the main thing it's be before going too much into artwork with atmospheric feeling and things like that we are trying to give some immersive uh feeling to the room like it has been manufactured for real into the game uh through some component and through a real um manufacturer conception so we were inspired with spul about hydraulic uh system uh that are

  57. 00:45:58

    like sh shock absorber uh we're kind of so we're kind of thinking of as if all the interior spaces essentially have shock absorbing system so say Shing I mean and it's all theoretical right you know but it's adding to the fiction of the world so say shuin facility gets hit by a large asteroid every every segment has its own internal shock absorption um so theoretically we produce damage in reality it makes for good visuals you know um yeah anything to to make something looking interesting between uh some big industrial uh element with some high tech texture on it so we are keep keeping the code of industrial things

  58. 00:46:47

    but with some um conceptual uh uh engineering component so this is what could be interesting in in this kind of large room to play with scale on different industrial component so and we try to Define also before the artwork uh what will be the place of each manufactured component uh if it's fitting with the game play and all this kind of harmonization before going uh too far on Art and then we we can begin to to make the art work in and this is all you know this is all based off a white box we've heard from the design department so um you know we already know the sort of spacing and um

  59. 00:47:37

    everything works for AI and uh gameplay Etc so it's really about sort of how do we make this huge space interesting visually how do you make it striking um but also still keep that mechanical high-tech feel so here it's a preview of the foer uh so where we can see some hot table some scanner part some industrial uh hydraulic system uh for the transit H area uh with not seeing too much on it uh but the idea was to play with u with um some industrial component uh with some Hightech fing in some uh small part

  60. 00:48:26

    of this engineering area let's move on what else have we got so this is you know as you know depending on various areas that you're in you'll you know go through various security terminals or scanners and so um again this is just coming up with sort of um various props um these aren't fully signed off but um you know we like the feel of them like the design of them like the complexity of them um this is something that maybe you know you stand in the middle of and it and it rotates around you and scans you um and you you you have a couple these in a row so it'll kind of you know it's either like security or immigration it's you know it's got that kind of feel before you move on to another

  61. 00:49:14

    area um so um here it's more the feeling of uh Technical and habitation area we wanted to to give so we refin some comp not of the engineering area but translate with other color code and materials code so yeah so this is very similar to what we've already seen it's uh except instead of yellow it's we've gone to white or light gray but uh you know now we're in the technical area habitation area um you know we're going to a more sort of clad um interior basically a little more a little less little less industrial little less hostile um but again sort of still riffing off on this sort of exoskeleton SC cage and then everything bolting onto

  62. 00:50:06

    it or into it so Gary is basically um worked on a whole series of uh what do you call them variations you know obviously we don't want to just we don't just want uh a long Corridor of the same panel you know we're basically been giving the artists and you'll see here a whole ton of variations that they can pick from and you know depending on maybe what the designers want to do in the level we be able to sort of influence it with the pieces of art that we throw in um so we seen the technical habitation so remembering of uh some remember of the industrial feeling that we found on the engineering area so we can see sometimes on some wall some

  63. 00:50:55

    pipes appearing uh for maybe some control or checking in uh so we have also some data and some more computer feeling also to have something more like real technical areas that combine industrial but also more advanced feeling we have also this kind of panel that are maybe helping for advertising uh in habitation area uh so we have all these um UI and graphic things that can contribute to give the feeling to be in a real uh we need to change this don't we this is n so this will be replaced just something yes it's inspired by uh

  64. 00:51:44

    something existing but um after the graphic artist will do also our own advertising fitting with Star Citizen spirit but as a first uh loop of the process we use uh some graphic image that seduce us then to to modify it but it's giving the feeling of it' be nice to have like be nice to have that you know obviously you're going to have characters walking around but we want to go further you know you want to you know in any good any good game environment you want to have that believability you want to have those multi you know multi-layer reads you know so it's not just in it's a effects it's it's advertising whatever it is so you know we'll be able to you know it could be that we come up with uh you know some

  65. 00:52:34

    kind of branding that shubin uses or some kind of company that they always use for their for their advertising so it's always it could be always like it could be a bit like you know work harder or you know more rocks more more whatever it is more money kind of thing so you know we we'll be able to inject um an extra level of personality to the environment we have also create some uh some research about breaking the rhythm of the repetition in Corridor with creating some area uh that are totally different so there was some panel like emergency or things like that that could make a a break uh into Corridor have you got uh if you got that

  66. 00:53:22

    sheet where you've got about eight eight oh okay we get so we Define also some Bas for the the wall panel and making some research how it could work uh what we can find graphically uh and also what kind of element we can plug uh on this wall uh and so you see a little bit some of the variation uh that we have shown to you uh there is more but we show an extract here paron what was that we and extract okay so you can see here that um it's essentially the same cross-section but we're always you know always looking to build on top of that and you know ultimately we'll be able to build additional you

  67. 00:54:08

    know here essentially it still is uh you know flat wall not flat wall but you know it's linear but you know through just swapping out certain areas we'll be able to uh push in or push out or add framework or um you know create more interest but um as an initial pass you know the artist will build these block them out throw them in we see how it feels but again they've got good direction so we won't be losing time on them trying to figure out materials or what the what the what the style guide is Al now it's all pretty clear so theoretically iteration should be a lot faster um then this is um an idea for you know breaking you know obviously

  68. 00:54:58

    this is similar to what we saw on a previous image where except they were um yellow with this you know huge shock absorber and it's and it's punching through this floor piece and you know you're going from a single to a double lane and you know just creating a visual interest you know it's it's not gameplay related it's just you know it's just it's for us you know we want we want this to be an interesting place to walk around so we create also some uh boards like that to trying to Define what will be the panel the graphic things here you see a first Loop but it's it it helps to to creating the the different panel and different worldall variation so we work like that like for the manufacturer of spaceship where we Define the split line

  69. 00:55:48

    and things like that we do the same for environment yeah we could go on forever there's a lot of content uh for shuin I mean we've got we have got quite a bit more to develop on this but this gives you a good Insight you know on the sort of way that Gary's been doing and and where we've been pushing it um and you know we hope you guys like it thanks for watching I hope you guys enjoyed um seeing some of the stuff we're up to in the UK Studio the guys are just getting back to work and we expect to hear a lot more from them next week um before we look ahead um though we want to make sure that you guys know what we did in December so please check out the monthly report we may have taken a few days off but the community sure didn't eron the envelope please which eron does not have we are not organized with an envelope here so the first MVP of 2016

  70. 00:56:38

    goes to he's making one as we go no the newba fire 1337 for his video explaining the weapon and hardpoint system in the alpha 2.0 let's check out the video on the 14th of March 2015 there was a document titled weapon Mount updates I'll link it in the description after reading it a couple times I started to understand what they were trying to do and it makes a lot of sense the document clearly outlined how the updated system would work and gave the set of rules for the designers to follow when creating the game from that point on that's actually one of many really really cool videos that we've all been watching over the Christmas period and you guys are doing an absolutely fantastic job of just looking at what we do um you know checking stuff out and then actually giving us a bunch of ideas right back when we see um you know um

  71. 00:57:25

    you know all the sort of work you guys do as well with us eron and I are back next week well hopefully we can entice Erin back next week but it wouldn't be right to leave you without an art sneak peek check it out be sure to tune in to reverse the verse at 11:00 a.m. tomorrow on Twitch where the guys back in Los Angeles will discuss that Snak peek and all the events of last week and as always thanks the subscribers for making this show happen we'll we'll see you next

  72. 00:58:16

    round one two three we see you next week right ready after three happy New Year but just SL arms in a that sort of stuff so let's let do it ready so on on three one two three

  73. 00:59:06

    [Applause] yay got

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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