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Meet the Devs

Meet the Devs: Gurmukh Bhasin (2015.03.31)

31 March 201500:10:24256 linesWatch on YouTube ↗

Transcript — every row opens the video at that moment

  1. 00:00:11

    [Music] oh yeah uh welcome to meet the devs I'm here with gine gmack why don't you uh tell me what you do around here um I do concept art I design ships work in the ship team here in Santa Monica and we have a really cool ship team lot of cool guys uh doing some awesome stuff so we've already gone over you kind of started here because you met uh hobbins yeah and you guys were we're Bros yeah so you've been here for how long now almost a year almost a year May 12th will be one year what's changed since you got here pretty much everything starting off with um where I sit in the office me and hobbins we used to have our own little corner nice and quiet uh turn off we could turn off the lights close the doors really concentrate now the Riders kicked you out of there yeah Riders kicked me out

  2. 00:01:00

    of there and now we're in the back uh where the ship team is and it's actually really cool to be in that space where all the guys are from concept to 3D that stuff yeah it's inter they put you guys together because you think all those things play off of each other and before they were like these desperate elements now that you guys are all in one room you can see this free flow change of ideas so we don't have to update everything every now and then right for sure and and um you know it's it's important to figureing out figure out a lot of stuff on the design side but creating concept art or creating ships in full 3d um really points out things that they might have missed from the beginning so it's it's a really natural back and forth uh between design and art and uh I think that's that's really unique and interesting for this project

  3. 00:01:50

    where um not everything is figured out but uh it's it's uh it's a natural it's an evolving process progression yeah for sure so what were what are the things our fans would know you from most recently uh probably the Vanguard before that the Carrick two of our most popular ships yeah I once saw someone um we we put out questions for you guys and one of the qu one of the responses was oh gmox designed it never mind no more questions it'll be awesome how you doing with this little ship Fame you got going well to be honest I mean it's it's a huge team effort which is also something that's changed a lot um whereas before us concept guys were kind of in the corner doing our own concept thing which was great um but now it's it's um it's kind of spread out between a lot of

  4. 00:02:39

    people where um the 3D guys uh will really get involved in in the creation of the concepts and I'll be able to have my input when they start doing things in 3D and um we're definitely like all coming together to help out in various phases of the project instead of just focusing in on our own thing and I think I think in the end it makes a much stronger final product you know so it's um in the concept phase things are going to be a lot stronger because you have a lot of 3D input and even whereas part times where people like lwin are literally modeling things for the concept and saying let's try this let's do this um and and not just like waiting to take it over once I pass it along it's it's really a group effort and uh and I think it shows in in how each ship

  5. 00:03:28

    we do continuously gets better and better so before you were here you were doing architecture stuff correct yeah how do you think that helps when you design some of Shir specifically I think it would help more with like a car a larger ship but did you take any of the influence when you designed the the Bulldog yeah you me the Vanguard um yeah I mean definitely um architecture and just design in general really helps figuring out these ships we want them to be as realistic as possible um and where architecture plays into to that is I've over for over seven years designed for the real world where um knowing dimensions of stairs and doorways and counter Heights and seats and all these things come into play um and just like space the space that you need to move

  6. 00:04:16

    around something move through something um the amount of details I go into designing something on a realistic level where screws are placed and bolts and uh joint connections how big a piece of glass can be manufactured before the price gets too high um all these things that you necessarily wouldn't think about when designing something for video game but knowing that stuff helps show and show and give the feeling of reality so even though these ships are fictional and in the computer you want to make them as real you want to make them feel real you want to make them them believable and I think the architecture background and a design background in anything like vehicle design product design anything that's grounded in reality is going to help with uh

  7. 00:05:04

    creating Concepts on a more realistic level U when it comes to movies and games so you were given the Carrick right how scared were you they're basically like all right car's yours go to town and um yeah I mean it was definitely pretty scary um you know at that point I was mostly just working on this thing on my own we brought Omar in um and he was helping a lot with the bridge and the interior stuff on that um but uh the whole process was pretty scary and rough and you looked a little little worse for wear yeah yeah so I you know definitely had panic moments and and eventually you know it worked out pretty well yeah um there's still plenty of things that I

  8. 00:05:52

    would love to change and things that are probably going to change for uh before it gets in in game but uh but but it turned out pretty cool and uh the fans seem to like yeah so we're going to let you go but I wanted one more question cuz this is something I think about all the time I mean just look at the project and the fans and the community like what is your perspective on what we're doing because you have such a different perspective than I would yeah I think our game is crazy ambitious um you know like all the things that we need to figure out blow my mind on a daily basis and um every time we start to try and nail down like weapon sizes and component sizes and all these things we hit so many roadblocks and we hit like we come across so many things that really influence the actual

  9. 00:06:42

    design stage of that piece so it's it's like your Shield generators or whatever like there's so many different parts that come into play to make this like a real thing and we're trying to make almost every aspect of these ships like a real thing um that just like trying to figure all of that stuff out um is pretty mind-blowing um what's like what's it like when you figure one out though well it's not really me figuring out it's the design figuring it out and then we make sure that it works on the art side um and there's always a lot of back and forth and then uh like for example the weapons like we get really close to figuring it out and then another kind of bump in the road comes along and then we have to work through that so you know I don't really know what it's like to figure something out because I still feel like a lot of these

  10. 00:07:29

    things have potential to change down the line um so that and then the other thing that's that is really ambitious and crazy to me is that if you take one of these ships and you put them in any other game that's like the hero asset that's we're designing these ships so that you can walk through the inside uh basically look at every angle from the outside have things that pop up uh access different components swap things out like usually other games do that for one vehicle and their game and they spend 2 years to take it from start to finish and we're going to have hundreds of these and we do them in a matter of months and our schedule is just back to back to back just on to the next one and um I mean not this hasn't been done for

  11. 00:08:20

    any game or movie or anything before like this the amount of of content that we're putting in our game and the amount of that's being put into everything and just how far we're taking every single thing in this game is mind-blowing um I think it's it's fantastic as far as the game that it's going to create is going to be awesome no matter what like it's going to be better than any other game in that way if if we don't match up on the actual look or gameplay or whatever uh I mean I'm sure we will but if we didn't just the fact that we're going into this amount of detail in every single thing that we do is going to be better than any other game that cuz most of the time they don't put this much effort into these types of things so there there's that our back of the box quote best best game

  12. 00:09:08

    ever made G there you go best game ever made best game ever thought of but uh but yeah I mean it's it's an amazing project to be a part of um and and as I think we all are we are really excited to see um how far it goes and and the final product even though I don't know if there ever will be a final product because this thing is going to be a living growing organism that just kind of lives and grows on till we all pass away or something you know like like I I don't know what the end is for this I don't think any of us do and I but I think we're all excited to continue to see it develop and and move forward and and definitely like seeing my ships in the game or the ships that I've you know put a lot of effort in um and eventually

  13. 00:09:57

    see those fly around as pretty cool and and hear how people use them and what what they like about them so it's awesome Beau it's beautiful man yeah it's heartwarming thanks for joining us on the new format for meet the devs uh I'm James Pew this is G Bassin and you have just met a Dev I'm working on it sure

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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