Subliminal
arrow_backBack to results

Around the Verse: Episode 2.19

18 February 201600:43:07972 linesWatch on YouTube ↗

Transcript — every row opens the video at that moment

  1. 00:00:07

    [Music] hey everybody Welcome to around the verse I'm Sandy Gardner I'm Ben Lesnik this week in the ATV interview Jared sits down with senior art manager Adrien banninger to discuss art sourcing on Star Citizen and in this week's ATV behind the scenes the Bug Smasher himself Mark aent returns to talk about data Forge a new tool we're using to improve Star Citizen but first everyone wants to know what is happening with 2.2 Ben tell us the deal with 2.2 um 2.2 is almost there uh we are getting ready for

  2. 00:00:55

    a PTU release we have a number of candidates in process as soon as internal Q signs off we'll be able to put it online um we don't have a release date to give out yet but it is in the not too distant future keep checking the com link for updates and we will have it out as soon as we can and with patch 2.2 comes our dedicated Squadron 42 packages amongst other things yes uh the much valy who package split has happened uh the Squadron 42 package will launch alongside 2.2 so if you want to pick up uh just the base Star Citizen that's available now and you can pick up the Squadron 42 Adam for that um in the as soon as 2.2 goes live we will make uh Squad 42 base packages available as well this weekend Star Citizen was featured on the BB series click with footage shot in the LA and UK offices I received

  3. 00:01:43

    emails from cousins in Australia friends in hoochi men it was quite exciting it's pretty I heard from people all over the place too it was it was it was a very fair report I thought it gave a good picture of star szon and what we're really doing here um and I got to fly the Hornet from winand that you see and where he's blowing up a Kathy ship so I'm very proud of that yeah and henesy was very happy that they spelled his name correctly was good check out the version a crowdfunded title uh that's raised well an enormous amount of money they've decided to do something quite unusual they have their very own television Studio here a small team here produced online videos Almost daily filling in the audience on how the game's development's going crowdfunding can be a scary thing you CR is still a relatively new you know Frontier and

  4. 00:02:33

    we're pretty much at the front of it everything is geared toward the idea of we're pulling back the curtain yeah and we're letting you get an inside look on everything and the week before that we had our first official bar citizen in Montreal which was very cool with our friends from turbulent and behavior check it out yeah if you aren't in uh Frankfurt uh Austin Manchester or Los Angeles Montreal is the place to be to meet stares and Developers and uh sounds like they had a good event uh Jared and I actually got to go in via Skype and answer questions um so thanks for having us and we hope you all had a good time now let's check in with our Studios from around the world in this week's news from around the verse hey everybody and welcome back to

  5. 00:03:23

    LA I'm Eric Ken Davis with Adrien beninga and uh thank you for joining us this week you're welcome we uh asked Adrian come out for many reasons some we'll cover right now uh others will be covered in a longer round the verse piece you did this week right yes you got to get a long chat with those guys I know they sagged you into the office in the studio and talked to you yeah awesome so we got a few updates for you um a couple things are happening around the studio uh one we're uh working hard on the caterpillar Concepts there's some additional Concepts we need to do for Caterpillar we've talked about this in the past gmu's been working um feverishly on this and they're coming together really really well um on the design side we're also working on uh the design doc you talk we talked about shields last I think last week we're still working on Shields Chad has been working heavily on that um we've also got some folks working on some other character work we got some character

  6. 00:04:11

    Concepts happening um as well as some bdus and some other character work uh with our concept artists Jeremiah and Omar um I was out uh I decided to break my hand last Friday so wise decision I thought it was a good idea to break my hand but now that I'm back in the office uh we're digging some of that stuff out I know he's working with Mark Hong and a couple other folks so that's it from LA thank you guys for joining us again I'm Eric and Adrian all right see you guys next week howdy y'all uh welcome to the UK and for those of you um who are a little bit confused right now Jake's actually visiting the office over here at the moment so thought it' be fun to bring him along and and say hello hi Jake hey guys welcome from Sunny England um I'm here visiting the UK all week and meeting up with a few of the

  7. 00:04:59

    producers out here it's nice to meet everybody in uh in person and and uh you know people you you see and hang out with over Skype all the time but you never actually get to meet in person so it's it's a nice thing to get to see people face to face U it's definitely definitely a good thing we're talking a little bit about um you know scheduling and stuff with Tom and you lots of interesting intriguing U Microsoft Project work um I'm sure you're all very interested to hear about but uh yeah and then talking with the live production team to talk about um you know each as as we plan for each release there's lots of um production practices that go into that and we have to be really in sync between the European time zones and the US time zon so there's lot lots that goes into that for sure those hovers yeah they they take a while to put together but they're they're definitely important to know uh what blockers are

  8. 00:05:47

    still uh still existing and that kind of thing so yeah it's been working well and yeah I think uh these kinds of meets where you know actually you s sit face to face you do find you get a lot more out of it don't you just being able to to sit alongside each other and go over some stuff in dep yeah you you think of things when you when you're walking through the office and you see somebody you're like oh yeah I need to talk to that guy like you don't get that visual reminder when you when you work remotely so it's nice to be to have that yeah um so what else is going on you um you obviously still going over the things you checking in US yeah right yeah so we we got you know updates for persistence and shopping um so persistence you know we're talking with turbulent um uh now to talk to talk about their part that they're going to play in that so uh Jason elely our lead CER engineer is is talking with with those guys about um creating a stateful communication or

  9. 00:06:35

    yeah stateful communication between um the platform and the backend server um so that's we're talking through that and coming up with a schedule and creating estimates for that for that work um and for shopping we're um we're kind of settling on a pricing formula so we'll have our our clothing in cassaba Outlet uh each that has to you know has to have a cost associated with it so uh we're creating a pricing formula and and then determining what exactly we're going to be putting in that store when it first releases so we have a few different clothing uh options plus uh variance for each of those for each of those options it in yeah you know yeah we got you know zoot suit you know skeleton's gold shirt skeleton's gold shirt is a must have I will say I don't know if that'll be for

  10. 00:07:21

    the first release but it's in the backlog so yeah right sounds good yeah okay yeah that just about wraps it up for us in the UK and um yeah we'll see you in the vs right see you guys hey guys Brian Chambers from the Frankfurt office um this week so far we're basically Gathering all the information that we had from the meetings with Aaron and Chris and a few guys last week um when when they come out here and we have focused time with them I mean it really does pretty much involve all dis disciplines to some extent um if I read through some of the the meetings just to give you guys a little bit Insight of kind of some of the stuff we discuss although I can't

  11. 00:08:09

    tell you everything we discuss um but we met with cinematics going over their art schedule um the support and how that's going to go back and forth with the UK and Frankfurt um looked at progress of certain blocked out scenes we talked about sign off process and protocol and how we're going to do that to get sign off um core engine we looked at the the general the full schedule pretty much for 2016 um Chris sat down with other TDS and and really uh structured it out put Priority in what we should focus on and what takes a little bit less priority and so on um a lot into the procedural Tech with the planets and how we're driving that how we need to build an art what those standards

  12. 00:08:57

    are um other stuff we can't talk about and yes I'm reading through a list right now um also some discussion on asteroids and some stuff we have going on there and how those are scalable and and that's going to be interesting once we actually get that into players hands to beat that up AI a lot of discussion on AI um the AI in this game is pretty thick and we're really kind of pushing boundaries on AI and interaction so um you know how how you can um play with AI how you can converse with AI how they interact and positively and negatively and uh we have a lot of you know terminology we're throwing around internally but I don't want to give it all away because I'm not quite sure what

  13. 00:09:45

    was put out there yet or not but let's just say there was a lot of discussion that went over um AI characters ships um and really looking at the overall AI uh architecture and clarifying what you know um for pu and what those needs are and Squadron 42 and what those needs are and what overlaps and what's the best most you know way to build up these systems that are mature that'll be scalable um production I think we talked about a little bit last week we pretty much went over the the headcount and our growth of what we're going to be uh where we see ourselves you know moving forward the next 6 months and and a year um and also looking at kind of evaluating

  14. 00:10:32

    what disciplines we have and how we're staffed and where we may need more and so on design went over a lot looking at mission systems um lot based on Squadron 42 um we also had Tony out here from Austin so we did a lot of digging in on pu um looking at the prefab systems um looking over the the piping prototype um had Tod Todd papy in here a few weeks ago talking about that so that was far enough along to be able to look at and kind of get an understanding of what's going on there um also dug in through highle pu plans FPS plans um and so on uh reviewed effects that are currently going on and how that's progressing and so on and so on

  15. 00:11:21

    and so on so we're getting a lot of traction here it's been cool as the team's building up you can we're kind of finding our place a little bit more and getting some more structure um which is great cuz it adds Clarity to the team and and so on so um yeah as always again thank you to all the backers um it's been great hearing good response about the team we have here in Frankfurt cuz we really dig what we're doing and it's good to see people you know liking what we do as well so um globally this is an awesome team between the UK and Austin and LA I mean everybody's really kind of coming together to pull this off which is really cool so thanks and see you next week

  16. 00:12:34

    as always a big thank you to all of our Studios from around the world next up Jared at down with senior art manager Adrien beninga to talk about star seison take it away guys thanks guys on this week's ATV interview we're sitting down with senior art art manager Adrian Bena Adrian how you doing man hi nice to meet you good I didn't Slaughter that did I no was all right thanks acceptable now Adrian you are the senior art manager yes uh just and you work out of the UK office yes so start us off just tell us real quickly what does a senior art manager do basically the guy that helps the art director and make

  17. 00:13:21

    sure that the art team is running smoothly and that the tasks that are set for them are being done and that also that production doesn't try and kill them okay we've had a few close calls over the years it's all right uh what kind of things do we use art outsourcers for it depends what our needs are basically we use them for ship's Concepts characters um animations creating some ships we've done in the past as well um just whatever our art needs are at the time okay and like for right now we've got art outsourcers working on uh the aspar prowler well the prowler is is not in the works right now cuzz that's kind of on hold we've decided to go back and we needed to pick up where the Taran race was first get that concepted properly you know we've we've adapted the ship's

  18. 00:14:10

    pipeline so that we're doing things a little bit more structured than the think we were used to in the past um so you know getting the race all figured out getting their style guides done is one of the first things we need to do before we concept the ship that they need that they've made and then from there and we just move forward with more ship from that race got who's working on the tavar now uh we've got Mark skeleton uh directing uh Chris Olivier to work on the initial tar and race Concepts um that's happening right now and then you know once we have a r rough design down that'll go to Chris to obviously look at and pick the ones that he likes and then once we have that we'll take it further and refine the shapes more gotcha and then when we're happy with the Taran that's when we take the prowler and assign it to an art outsourcer well that's when we'll basically when the our

  19. 00:14:58

    race has been defined then our our team our concept team will go and Define the style guides for them like what kind of clothing do they wear what kind of like designs do they have what does the architectural structure that they have in their civilization uh based off the lore The Writers come up with and then from that we'll go and design the ship yeah cool and you're here visiting for the week from the UK what are you here in LA to do go over the Outsourcing that we currently have going see how we can improve the process that we have uh keep up with the reviews that we need to do with the outsourc that are doing stuff for us and also assess any future needs of Outsourcing we have see you know are they on what we might need done in a month or two's time then how we can accommodate that gotta well yeah it's game development is iterative you know so you're you're always trying to

  20. 00:15:46

    evaluate and re-evaluate your processes so you there's always a way to get make things better y right so um where'd you come how long have you been with Cloud Imperium games uh I started here 7 and a half months ago all right and where didd you come to before that where' you come to us from before that a varied background but before that I was uh working on my own game uh it was an indie title C do called darkout darkout yeah and uh it was basically a little game based off of Terraria uh set more in sci-fi Universe it had a light and dark mechanic to it you know you could kill Shadow creatures and hunt them with lights and that kind of thing so I tried to do a different spin-off from what the guys did with Thia uh sandbox games were very popular the time I started it it was a longer process than I thought I mean but working with people over the internet and not getting paid and promise of roties and so forth it it

  21. 00:16:33

    makes it more difficult than having a fully funded game how long did you work on that about three years is that available now or yeah it's available on Steam well cool well the dark out available on Steam if you guys are curious we'll see what what people say sorry we've gotten good feedback on the visuals I mean it's a really good-looking game so yeah cool cool now we were I I won't keep you too much longer but we were talking earlier uh you mentioned that you sailed across the Atlantic Ocean when you were younger yeah we were trading stories and I'm like I went to space camp and I was 10 he's like yeah I sailed across the Atlantic you know so you sail across the Atlantic from from Cape Town to the Caribbean you said yes and how long did that take it took about three months why not why did it take three months but why did you oh my parents got

  22. 00:17:22

    this crazy idea into their head when you know when I was about 16 that they wanted to build a boat and go sailing across the world and I was all on board for that I mean who wants to go to school when you can go sailing uh so we ended up building our own boat in our in our yard and uh when I was 19 we were finished and we went sailing and you know it took us three months to get from Cape Town to the Caribbean we actually started off with a nice Cape Town storm so that was an adventure on its own and yeah but the rest I mean I wouldn't trade it for the world it was was an awesome adventure to go through huh there's something to be said for for somebody who's built their own boat being involved in our ship pipeline that's true I thought about it that way just putting that together it's like

  23. 00:18:10

    that's that's cool you might have some insights that others might not so that's very cool Adrian uh won't take it I thanks for taking the time to sit with us won't keep you any longer man you're wel thanks a lot all right guys uh back to you everybody thanks guys did you know that Adrien once sailed across the Atlantic from Cape Town to the Caribbean no why would I know that I don't know I don't know why it's in it took 3 months it took three months apparently okay yes no put this whole thing in I I want to see this whole segment including this part in the episode so people understand I just read I just read what my line says that's all I do see people think oh they they're getting trolled and they're fighting with people on the

  24. 00:18:57

    internet and there's with star no the Jared's script is the problem with Star Citizen right coming up next Mark Aman returns to around the verse with a look at data Forge the new tool we're using to make Star Citizen even better in this week's ATV behind the scenes here I thought data Forge was what Dr Su used to make his Androids thanks guys on this week's ATV behind the scenes we're sitting down with gameplay programmer Mr Mark aent he's going to take us through a a brief tour of a new tool that we're using here at Cloud Imperium games called Data Forge so Mark how you doing man welcome back to round good to be on the well I don't think I've been on the rounde in a

  25. 00:19:46

    long time not since you went rogue and started your own show but yeah know it's good to have you back now data Forge let's just start at the beginning what is data Forge um well one thing I noticed do I look at you or do I look at okay cuz all right sorry about that I just wasn't sure where I should be looking because I noticed the cameras are all here and I'm looking this way we use we're just waiting on you I'm good oh what was the questiones see what he has to do with all the time yeah right so so start us off at the beginning we're just leaving all this in by the way what is d Forge all right so data Forge is essentially our answer to um solving all of

  26. 00:20:39

    our I guess you would call it our saved data or metadata you know through XML through you know I don't know actually it's just XML at the moment trying to get rid of you know having all these xmls that get parsed Every Which Way throughout the engine and just have one central location where all of our data gets um set modified and stored okay now cry engine uses XML by default which is why we've been using XML why is it important to us to move away from that and centralize the data so XML is very errone um you know I could modify one thing and now that whole thing's broken um this has happened quite a bit with our ship xmls where you add an extra

  27. 00:21:28

    comment cuz I don't like this but cen's way of parsing comments you can't have a comment within a comment and if you do that exml just breaks so you could have simple things as that or double quote or a wrong thing here and now your ship is vanished and it's like oh no what did I just do gotcha and especially becomes air prone when you have um guy over here working on something guy over here working on something they both commit and merge and it just becomes a mess gotcha and and of course the game that we're making is a is a bit bigger than than the scope of what cry engine was originally designed for so as I I think we we're moving into an area now where XML just isn't robust enough yeah it was it was fine in the beginning when you had you know one person like KX working on it but now we have Studio we have

  28. 00:22:17

    dozen Studios all working on the same thing it just becomes a nightmare four internal Studios and outsourcers guys we didn't expand to a dozen Studios last night not tell anybody they'll be a thread they'll be a thread um now I forgot where I was going to go with that now oh well so a forgot engine was uh it's it's an in-house tool created by who Ashley it was created by Ashley cunning canning and um I believe it was also David Gil um Ash is the main guy working on it but David also helped support um you know some of the features here and there from what I was told and it actually started on this almost a year ago year and a half ago he came on the project about two years ago right

  29. 00:23:05

    around the time when the UK office just started up uh he wasn't originally planned to work on this he was I think it was going to be a gameplay programmer and then about a couple months after he get in we needed some a solution like this and data Forge was the answer we didn't know what it was going to be but we need someone to work on it and Ash is like I'll I'll do it got so why don't you why don't you take us through show us show us an XML and then show us what what a data Forge can do for us sure so let me pull over a simple XML come on move to New instance so here we have um a 20 mm round of ammo that I think I'm not sure which gun I think the

  30. 00:23:55

    gatlings use this and it's actually split in two we have the design view and then we also have which we call the interface which is the graphics view um we had problems where designers and artists wanted to modify things they would stomp over each other's um work so we ended up splitting it with this interface system where this is the design stuff and this is all the visual stuff you know lights lasers graphic so even something as simple as a bullet had two different XM it had two different things right um the other reason why they had two was um we we used to use something called uh script monkey it was something I wrote where um in Excel um

  31. 00:24:44

    you basically had the names of the projectiles and then some properties and would Auto generate the XML now um when people go in there and just start modifying things without using that script when someone reun runs that script all the settings would be lost and the artist didn't know about that thing at the time and it was never set up so artists would go in add some particles change the light color and then designer would rerun the script it would flush out all the changes and be like what happened to my changes it's like oh no artists man so we wanted to keep the design being able to use that batch scripting so you know you could go on an XML and change all the design damage and stuff like that so they would have to go through every single XML but we also still wanted artists to change

  32. 00:25:32

    the xmls because they wanted that's the way they wanted to do it so we came up with this two-way split system and unfortunately we now have double the xmls for you know the design version and the the graphics version uhuh and it still gets broken because people interchange things once in here and we actually stopped using script monkey because it just became horri horrible to maintain ex um one Excel versus XML everyone skipped the Excel and went straight to the XML till this day there's some fun conflicts all right now show us show us what data forage can do for us then so um with projectiles um actually move them over to data Forge we're no longer using XML this is the old old old system

  33. 00:26:22

    instead we're using uh data Forge uh data Forge is a it basically stores all all of our data for game modes for conversation systems to characters like clothing we're going to move into here um but uh specifically for our projectiles we have um this we call it kind of like a template so we create this template and it has all the properties we want of this particular bullet so we set it up to be you know here's a bullet we set it up so that it has damage it has lifetime it has you know some sounds some effects and then you know we're going to have a bunch of bullets that are going to share the same properties but we don't need to copy all

  34. 00:27:10

    the information over and over again so Ash came up with this system called the variant system and you could literally right click and create a variant which for allton's purposes it copies the master unless you change things here and there so you could create like this template create a variant like these guys and change the damage that'sa but that's still tedious to designers and they love XML so we extended it even more so uh where is my XML in the spirit of script monkey um when you you could Define the variance and you could Define certain properties and these properties could be imported into each of um the templates so my master template as you can see I could

  35. 00:28:01

    Define my size my lifetime my speed and these are all variables that are defined in that Excel sheet so I can literally create new ones or remove them but the beauty of this too is an artist doesn't necessarily have to use this particular Excel sheet to change the the effects they could go into the required variant and they could start modifying and adding particles in that specific for that variant so it's kind of The Best of Both Worlds okay now it will get tricky well actually the one good thing too is if a designer decides this is gone it will be removed and now the artist will notice it it's gone so he doesn't have to add the effect anymore because it's it doesn't exist gotcha we also lock the file so one person can

  36. 00:28:50

    modify this at a time now it should be noted uh we we've got a list here of all these different things like physical damage and speed and whatnot uh these are not final values people don't this was set up for the demonstration here don't get too excited I literally ran a script to autogenerate these properties um when I converted over the system none of these are the actual values they're going to get passed off to the designer to fill in the the real values somebody will still screenshot this and post it up there like they're real things yeah all right so uh besides you said besides bullets we've got or besides ammo rather uh we've got all kinds of things we've got the conversation system I see I see game levels in there yeah we have properties for game levels um certain things um you know if we have to add a

  37. 00:29:39

    certain flag to disable something like I don't know you can't shoot and racer we add a pool into here and then we update all of our fun little scripts now data Forge uh doesn't just isn't just a fancy tool for creating xmls it actually it's actually we're storing the data differently than xml's now right yeah so on the very first phase everything got stored out as just xmls that's just the save information um this is only on the designer or I should say on the developer side um when it finally gets out into the public it gets stored into a binary blob okay so what that means is when we're actually in the game and everyone's playing we don't have to Pars in XML every time we spawn a projectile every time we spawn a ship and instead

  38. 00:30:27

    we have that information somewhere already in memory and we just grab it it's so quick because I mean we're talking milliseconds here but yeah when you're talking about hundreds of thousands of people playing a game and what not millisecs matter oh they matter tremendously I mean when we have you know dozens of people dozens good word I could use that now right dozens dozens yeah dozens yes if all things go right all things go right yeah if you have dozens of people and they have a Gatling gun that shoots like 900 rounds a minute uh you know you're going to be parsing a bunch of xmls which we don't want well if we have the binary blob all those projectiles go to that one source of information pull it and then they're good to go that's and so we store those blobs up on a server uh right now

  39. 00:31:16

    they're all stored on our dedicated servers but you know sometime in the future we could have a centralized server where all the other servers could pull that information and and with data Forge we actually have the ability to hotload so we could change our binary blob to some other binary blob and it would reflect all the changes when we have that now and I'll show an example later uh but sometime in the future yeah we probably have a central server where all the other servers could pull it from so we can you know balance things on the Fly is binary blob the official term I it's used everywhere internally so I think that's what we're calling it now changes made here can uh can Will parse out into the game right yes so uh can we can we see an example of that maybe uh can can we

  40. 00:32:05

    alter a projectile yeah so or something oh look you have a gun already I have a gun already it's like this was planned oh gee I wonder I wonder if I hit this button look at that it shoots let's that going a couple times all right so I have a little Quick Gun here that shoots a couple projectiles when I hit when I hit tap the button right and this particular projectile I'm using the 20 mm ammo and the speed is kind of insane and what I could do here is add a little decimal point save the Excel sheet if I can drag thata Forge tell it to refresh and now it shoots a little bit slower it kind of dips down that's only

  41. 00:32:52

    because I'm in a gravity box yeah just to illustrate it so yeah we're all in a gravity box at some point exactly I going to throw you an audible here slowing down is fine can we change the projectile to something completely different like a ship maybe yeah I think we I think I know what ship we could change that to all right so let's go back to data Forge and let's change our geometry so I'm going to get rid of this material because that changes our colors on our projectiles they share from this solenoid so what I can do change this guy let's just say change it to an M50 save that guy out refresh everything

  42. 00:33:46

    and now I'm shooting [Laughter] m50s Justin add some sound effects let's let's see what this let's see what sound in M50 makes when it shoots pew pew pew all right let's uh let's change that back before I get in trouble I think we should keep it well Mark thanks so much for giving us a brief tour of data Forge uh this is an incredibly important tool a year and a half in the making now uh it's going to it's going to store all of our data for for uh you know ships and weapons and our game levels and and uh it's exciting to to to be able to shave off the milliseconds from having to par stuff and uh to exore everything uh you know dedicated on dedicated servers so

  43. 00:34:33

    thank you so much man no problem thank you guys back to you seriously fix the fix the ship I want a gun that shoots m50s you change that back yes no our very own germick Bine recently finished teaching a 3D concept class and his students created a single Ceder fighers ship as a class project I like

  44. 00:35:23

    that there's a world in which there's such a thing as spaceship class by the way but gach is really proud of the work his students did um you know it's all heavily inspired by his work and starts in the course um so we offered to share some of the designs on the show these are not ships for Star Cien but uh who can turn down a cool spaceship no matter where it's from check them out hey everyone this gmug bassine here so the purpose of the class was to get people comfortable with exploring Concepts in 3D one of the unique things here that I do on Star Citizen is design ships in full 3d concept and I wanted to share my technique with people who are interested and uh get people excited about exploration and trying things out in 3D uh so the purpose of this course was to do a single seat fighter ship similar to

  45. 00:36:12

    the Gladius um I wanted it to be for agis since that's one of our more beautiful manufacturers in the game and I wanted the single seat uh fighter because it's a little bit easier to do the course was 10 weeks long um and most of these students actually I think all the students had never done 3D concept before uh so this was their first time even for some of them first time using 3D and the first time creating something of their own in 3D um but overall you know the purpose of this was to get comfortable with designing a Star Citizen es ship in 3D from scratch and I think everyone who turned into final project did a really great job and now it is time for this week's MVP bend the envelope

  46. 00:37:05

    please MVP award goes to ghost yay a ghost for his video what is Star Citizen the full explanation it's pretty much impossible to boil Star Citizen down into 18 minutes or so I would have thought but uh ghost does a pretty good job here's a clip Chris Roberts started a company called Cloud Imperium games and they announced that they were working on a space Sim called Star Citizen they started a Kickstarter for it with the goal to raise $4 million by the end of 2012 they reached all stretch goals and raised $6.2 million in crowd funding alone which broke all crowdfunding records for a single game at the time congratulations ghost you are this week's MVP raise the roof and now here's your art sneak peek

  47. 00:38:25

    we be sure to tune in to reverse the verse tomorrow at 11:00 a.m. Pacific on Twitch we'll be answering your questions about star Cien we'll be talking about that art sneak peek and we'll be telling you what we had for lunch or what we didn't have for lunch yes uh check it out tomorrow and of course thank you to all of our subscribers for making this show possible we will see you next week on around the verse around the verse it's a low carb diet

  48. 00:39:33

    join our social channels if you are just new to Star Citizen and you would like to keep updated besides the Comm link and the forums we have we're on Facebook we're on Instagram we are on Twitter join this YouTube channel and that's also for squadron 42 as well as Star Citizen yep all all these things uh just more ways to keep up with the team there's a DB blinking like crazy on my screen here I send you the location hi welcome to the neighborh

  49. 00:40:22

    neighborh after the merger and the rebuild there is no public information on the processing plant teram Mills has locked down everything can't handle the scale whatever they put into Benny's does not come from Breman I tapped into a few local comay for a few days all the H holes in the system are carrying weight not just the ones going out I have all the recordings in a safe place their cargo manifests are a mess I tracked a couple of whole e to their origin wait you need to leave now maybe a gun door shipping hub

  50. 00:41:15

    Crusader stamp and system I'll have everything warning you are trespassing on killex private property this kov shipping hub is currently closed to the public we apologize for the inconvenience help I need help St please anybody hurry I'm sending you that

  51. 00:42:18

    [Applause] location a

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

Squadron 42

LiveSQ42 Launch Subathon

$2,115of $3,000

Getting Sub to Manchester for the Squadron 42 launch

Next giveawaySubscriber Store pick
$35to go