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Around the Verse: Episode 1.58 (2015.08.27)

27 August 201500:36:33873 linesWatch on YouTube ↗

Transcript — every row opens the video at that moment

  1. 00:00:00

    [Music] coming up on Empire report uee Senator Janet Ali is embroiled in a corruption Scandal investigators claim she accepted lavish trips meals and even An Origin M50 from a wealthy constituent in exchange for political favors is her senate seat now on the line propal Executives find themselves in hot water once again after a jaded teenager was severely injured when one of their guns allegedly exploded in her face Victoria Hutchins puts her life on the line to see just how dangerous prop pal products really are Say It Ain't So fans of forever are heartbroken after Sid Styles announced he was leaving the group for personal

  2. 00:00:49

    reasons is a solo career in the works or is there something else going on all that and more tonight on the Empire report 2200 sat hey everyone welcome to episode 58 of around the verse I'm Sandy Gardner and I'm Lesnik let's get social all right the first 2,000 backers are now walking around art Corp and your next Ben that

  3. 00:01:38

    is good news uh no we we've launched the uh the first iteration of the social module to the PTU we're stress testing with 2,000 backers right now to try and get some important metrics we need to go wide uh once that testing is completed we're going to start to open it up to everyone and uh just keep following the Comm link for details on that process you will be uh leaving your hanger shortly I'm Star Citizen are you I actually retweeted your I retweeted yours there you go so earlier in the week we uh we decided to create some uh star and info cards for different developers here so that people could share their pride in the project um check out Twitter Facebook for some of these in fact you can see some right here and now we'd like to know what makes you

  4. 00:02:41

    a star Cien uh share with us via social media using the hashtag I'm a Star Citizen we will be following them and we will be picking our three favorites for the next episode and those backers will all win Vanguard harbingers wow all right go for it now let's take a trip around the verse kick it off student [Applause] videos hi everyone welcome back to sunny Southern California out here in Santa Monica Cloud Imperium games I'm Daren bck I'm Eric Karen Davis and we are here with this weeks around the verse update and for starters we've got our 1.2.0 patch coming up pretty soon so we've

  5. 00:03:29

    been pushing shout out to the PTU uh for those of you who are jumping on there should see something really cool which is our social module yeah very exciting it is it's actually really cool looking um as far as ships go on the tech design side we've got our own Tech designer Kirk T who's working on white boxing The Herald to get it hanger ready and he's also working on the flight Readiness for the heral as well speaking of ships the other ship that we're looking to focus on is the Reliant uh our own elwin uh the Le lead vehicle artist here in uh La in Santa Monica he's focusing on that ship it's going to be really exciting he's I know he's looking forward to it absolutely and that's it it is that's it thanks guys see you later hey guys Jake Ross here associate producer of the pran universe and I'm

  6. 00:04:17

    here with you this week flying solo uh to talk with you about what's coming up we are in final testing phases of social module v0 looking put that out to the PTU here very soon so look out for that um that will feature a few different features multiplayer art Corp chat emotes and uh player player loadouts the ability to swap and uh choose uh actually it's randomized right now but you'll be able to be uh different characters on in our Corp there so you're not always just clones of each other so that'll be pretty cool first time we're seeing that um so yeah we're we're kind of in again final testing phase um looking at a bunch of different bugs um Mo mostly to do with the uh generic instance manager who we affectionately call Jim um you know got to make sure everybody's um you know

  7. 00:05:05

    sinking up over the network and showing up in the right places and and uh and yeah getting all that stuff worked out we're also looking at some various uh art tweaks here and there um we're looking at an issue where the doors are not opening and closing when they should so sometimes people are getting trapped in areas where they can't get out of a shop or or what have you um or they they go up the elevator to AR Court from the hanger and all of a sudden they're stuck in the elevator and they can't get out you know everyone's worse Night worst nightmare um you know getting stuck in an elevator so uh we're looking to fix those up and once those are um out the door um resolved we can actually push um this release to PT so that'll be that'll be coming up here fairly soon uh we are looking a little bit ahead uh to post social module v0 uh to Citizen con and

  8. 00:05:54

    what we're going to show there um can't give away too much what we're aiming to achieve just now but um know that it'll be exciting we'll get to add a little bit more to um to the social module v0 right now the features are a little light just because we're looking to test some core backend technology uh that is in desperate need of testing and that's where we rely on you guys to help us out so um you know it'll be a little light on features here for these first couple releases but we'll have something uh as that we can actually build upon you know core foundational technology so it's exciting it's exciting for us here in Austin to put out something that we've been working hard on so um excited to get get it in you guys hands so that's all we got for you this week thanks see you then hi everyone my name is zenb I'm a

  9. 00:06:44

    UI designer from Sig La visiting here in the UK uh I mainly design uh and implement the ship UI so the uis you see in game when you're flying the ships like the Merlin uh and visor as well as what you saw in the Gamescom demo the engineering screens uh I've implemented as like the quantum travel hood kind of all that um uh my name is Gavin bird uh I'm a 2d UI at f42 uh recently I've been working on the new FPS HUD getting that design created and implemented in Flash um I've also done a lot of work on shuin which is the one of the huge stations that's in Squadron 42 and so I've done a lot of decal work on that and and you know visual design work on that um and more recently I've done a bunch of stuff for

  10. 00:07:33

    Gamescom which is like a the Crusader Globe like the big hero asset I did a lot of uh 2D stuff for that and worked with a 3D artist to get that implemented and and shown to you guys as well so uh normally I am in LA but the reason why I'm here now in the UK is because we've actually gathered all the UI artists and developers across all the studios uh here for basically a what is a u UI Mega Summit that's about a month long and basically the purpose of that is uh we're going to be working towards unifying uh the UI across the game in terms of uh what the visuals look like and and how the uh code hooks up to all the systems so uh you know we want um definitely want uh branding you know consistent branding across the star c universe so we don't

  11. 00:08:21

    just want uh people from all those different Studios just kind of doing their own thing and uh we want to lay out style guides standards uh you know guidelines and things like that uh to help our workflow process um so you know it's pretty important it's it lays out the long-term you know foundational aspects for thei going forward yeah so we had our Summit back in February in Montreal where we went out and we visited behavior and uh it's good to do these Summits to you know not put a face to the email addresses and and you actually interact with uh who you're working on around the world so the the time differences make it very difficult for stuff to get done a lot quicker so it's great to have these Summits and have everyone Under One Roof for a long period of time so we can get the content out to you faster and you know get that

  12. 00:09:09

    to you guys out in the out in the in the universe as it were yeah yeah being face to face is really nice because it just allows us to have much more efficient communication and bouncing ideas uh back and forth It's just much more fluid just have being face to face and you know especially with everyone across all the studos because we have you know people and pretty much worldwide so yeah great to be together so uh I think that's it from us H guys thank you very much and we'll see you soon hey guys Brian Chambers from the Frankfurt office um the guys have been uh and I've been trying to get sorted to get on here to talk to you guys for a while now and it's finally come together

  13. 00:09:57

    so here we are um St us a while we're now out of our temporary office we are now in our final permanent location we may shoot another office video just to show it off to see what you guys you guys think um but hopefully we get that together next few weeks or so just to so you guys can see where we're at um team's here though team's here we're we're live we're working we have uh I know Chris and has mentioned it in the past a little bit and in our previous video video introducing the team and and the office we talked about it but uh we got we're really driving core engine um lot of senior engine guys here that are really driving a lot of the core Tech that's going to help build off for squadron 42 and evolve to to numerous

  14. 00:10:45

    things all over the game um we are doing a big push on design we have a one of the game directors here Todd papy um he's pushing a lot on FPS and we're building up that team to be able to drive that um we're leading up the charge in here on AI as well um and hiring in a bunch of guys to to be able to handle that so you know can really the NPCs are make it as immersive as possible right for the the the amount of variety that they have and and the intelligence and the different levels of intelligence as you would expect and uh we got some stuff up our sleeves that we're playing with there um also pushing on cinematics as well here and really driving that from from this office and um Hest and the guys came back from the

  15. 00:11:36

    shoot now and they've been pushing on facial the last couple weeks and we're really starting to see some amazing results I think you guys will see some of the first stuff hopefully in uh uh citizen Con coming up here soon so keep your eye out for that I saw some stuff today in the guy screen it looks it looks really really cool we were all excited um besides yeah yeah I mean I won't go into crazy detail on everything uh you know kick it off next week we'll start getting more detail give you day you know weekly updates hey this is what we did here this is what we did here um besides everything else we're just getting this place you know sorted and running uh tons of interviews which is cool we got we got people interested in in what we're doing here and we're starting to attract some really good talent so uh yeah thanks for watching and stay tuned and uh hopefully next

  16. 00:12:27

    time I get something a little more exciting behind me besides uh this blank wall so cool take care guys big thank you to our Studios from around the world James had a chance to sit down with our associate marketing producer Alyssa deel thanks guys here's associate marketing producer Alissa deel Alyssa how you doing hey James did I get the name right yes it only took us three takes yes so you've been here for what four months uh yeah and what does the associate marketing producer do my main responsibilities are getting get everything ready for the sales um I also helped Sandy with the organizing for uh Gamescom at both of our booths at Gamescom as well as the ework party um and mostly just kind of acting as a organizational tool between the

  17. 00:13:18

    community team and our our production on the development side as well as like our designers and artists and so forth first of all you killed it at Gamescom thanks it was a lot of fun and it was probably the best run event we've ever had that was the single most challenging thing I've ever done in my career really but you done nothing but run events for the past five years right no not at all so they brought you in and you've kind of taken over that role as you said as sort of like a structure between Dev and community and marketing yeah what was the CH what was the most challenging aspect of that just figuring out where everything is because we've gone my understanding is that we as Cloud Imperium have gone through multiple ways of organizing how we deal with our files and where they are where

  18. 00:14:05

    they live and just trying to consolidate everything into one place so it's easily findable if that's a word and then making sure that that the communication between the two teams stays tight um I think one of the more challenging things is that the community team has been doing an awesome job with their communication style for so long without me that there's just a little bit of an adjustment period and I'm kind of a pain in the butt to deal with when it comes to that thanks so what is your experience you came from Activision what were you doing there that has allowed you to be so adjusted to this so um I have I have a long well not that long but I have a

  19. 00:14:53

    long history in the gaming industry so I started out at Activision as a temp QA tester me too dog well not Activision but yeah well it's Sony yeah um but then I moved over to Activision and I I was really interested in how the business and production side of everything worked the day I F stepped foot into Sony as my first temp tester job I knew I wanted to be a producer um so I started just gearing my skill set towards that so I went from temp tester to permanent tester to um then I was an administrative assistant and then that turned into a production assistant role so instead of working on a single project I was working on five projects so I was working on all of the

  20. 00:15:40

    active Call of Duty titles at the time and then um once I moved over into my final position in Activision then I was actually managing 17 individual projects but it was on like a smaller scope I was I was dealing with uh more of the finance side of it so I got to see I got to see how the inside of the industry works from pretty much the bottom to the middle and those are good places to straight to the middle yeah so what uh what did you have to change about how you usually operate when you got here because I imaginal space is very different than what you're used to it is there's they're first of all they're a giant Corporation um they be Activision yeah Activision giant Corporation um they're very set in particular ways of doing things there's

  21. 00:16:30

    tons of structure tons of organization coming here I had to just kind of like take my hands off the rains a little bit because this place runs way better without me freaking out because I don't have an Excel document that has all of our Assets in it which was that was a still taking me a little bit of getting used to yeah you were big on those Excel spreadsheets I do love Exel which is so weird because I'm such a stickler for or organization but like my bedroom looks like my closet threw up so it's here I'm very organized and very structure oriented and then at home I'm just a mess just a mess yeah me too [Laughter] dog you've got more knowledge about where their ships are and the ship

  22. 00:17:17

    schedule and tell me how that process has gone and how you wish to improve that so I have a high level view of where this ship schedule is um The Producers we have Lisa Eric eron are all working on redoing our entire ship schedule uh to make it so we on the marketing Community side can try to deliver ships that people have been waiting for for a really long time there's there's a ton of work that goes into that that requires those producers working with design and art and everybody else to figure out exactly how long each little piece is going to take and then once they've made those decisions then I get to look at it and then Sandy and Ben and I sit down and we like okay well we want this we want this we want this how do we make this happen and that's when we schedule out our

  23. 00:18:05

    marketing thing in the sales schedule which is a secret well I can say from behind the curtain the past maybe two or three ship sales since you got here honestly have been far easier to do than the ones before because before it was Ben and I here till 9:00 p.m. trying to make sure all the images get in and put them together now seems like we get that stuff way in advance yes but the easiest ship ship sale that we have done ship the easiest ship sale that we've done to date was the Reliant and that I total by credit completely to Mr David hobin who is yeah he's amazing and we sat down just to look at what he was thinking of going with and we were totally happy with it compl believe there was no revisions necessary we took everything that he had

  24. 00:18:53

    and it was just like okay go run 9:00 a.m. sale time it was beautiful all right but what's our next SHP sale I'm not telling yeah you can't answer that I'm not answering that question all right well thank you so much for coming on thanks for having me it's great to have you here thanks this is Alysa I'm James back to you guys thank you James Miss Taco I just I don't get I don't either I don't know I don't know why that's a joke we know the ships you're most excited to see the new vanguards let's take a sneak peek with germick hi everyone this is germo bassine uh concept artist here at Cloud Imperium Santa Monica and uh I've been working really hard lately on the Vanguard variants and the interior um so I'm going to show you a little bit about what I've been doing and uh how they all work so let me uh take you guys through

  25. 00:19:43

    a little walkthrough of how the Vanguard interior works in the front here is the cockpit and the Pilot chair behind it you can see there's kind of like a long hallway so the way that works is this pilot seat actually slides back on a track and spins around at this point right here let me pull up a view that shows that so here's is the pilot seat um at the back of the track purpose for that is I wanted you to be when you're when you're in the cockpit I wanted you to be in a really crammed tight space uh feeling isolated and I kind of wanted this motion of like you pushing back from a chair and then sliding into place when you get into the cockpit so it

  26. 00:20:30

    gives you kind of a different experience it's a little more of the style of being in a in the P38 Lightning where you're kind of closed in this space instead of in some like big open luxurious uh cockpit as you would see in some other ships like the Retaliator or the idea is to keep it feeling more crammed and tight and very personal with the ship moving back the pilot seat is raised up from the floor of the the rest of the ship and that's so that uh this gun in the front and the landing gear can fold up into the ship what you do is you walk down these this little ladder here to get to the level that the rest of the ship is at and then you enter into this pod it's a it's called like a life pod or for the different variants they have

  27. 00:21:19

    kind of different names for the ewar variants called like a e pod and then for the bomber variant it's called bomb pod but basically what this is is it's your two person Escape pod I had this idea that instead of going into these coffin-like Escape pods where you eject out of the ship and then you're just laying there waiting to be rescued I thought it could be cool to have a uh I don't know full room that ejects out you and your co-pilot will be in space floating around together in something that's slightly maneuverable and then when you walk through that you come out into the back here where which is where the stairs are to enter into the ship um as you can see right here and so the way the variants work life pot in the middle here is swapped out uh then the weapons will be change and the color way will be

  28. 00:22:08

    changed and then uh a little bit of change on the cockpit uh as well uh one thing I wanted to know is you see a lot of this empty space that you see uh at the top of the ship in the cutaways um that's actual space that will be used for different uh components avionics Shield generators it's space for all the internals that you're not necessarily going to see within the ship unless you remove some panels and have to access certain things it's not modeled in there at the moment and I've seen a lot of comments online saying what's up with all that wasted space it's actually there so that a lot of the things that are kind of behind the scenes that you'll see once you take panels off and need to go fix your power plants or your Shield generators or your avionics or whatever uh that's the space for all that and also up here there's going to be some ammo storage so all that space

  29. 00:22:56

    will actually be used um and also needs to be used for internal frame stuff and things like that for me as a concept artist I'm mostly concepting the things that you're going to see on a regular basis uh one of the things that I think is really cool and unique to this ship is this uh telescoping turret seat I really like the way that that turned out uh so basically it's on a mechanism that telescopes down you get into your seat here and then it kind of it's kind of like an elevator brings you back up and then you're up in the in your turret like that let me show you some art for for the bomber variant which is happens to be my favorite variant on the top here you could see instead of laser guns or whatever type of guns you have at the turret it's now a rocket turret uh each side has loaded 18 Rockets with a second

  30. 00:23:45

    load in the back here of 18 um and then it has a belt system that reloads in the back as you're shooting your Rockets out the front so here's the ship cut in half and I can show you some of the stuff that I was talking about before the back here this is how it folds down the doors start to open right here this is how the turret seat comes down and then up here this is how the pilot seat Works spins around and shoots you into place so with this bomb pod my favorite part in the inside here you have a glass partition and then you have three Torpedoes in the back these are size two torpedo they're pretty big as you can tell compared to the scale figure here the

  31. 00:24:32

    there's a door here it's kind of hard to see let me do it from this side when you are dropping your Torpedoes out there's this glass partition so it keeps you in a enclosed area instead of being open to space and with this glass partition you're you're staying a area that's controlled by gravity um you know by your ship systems and stuff like that but at the same time you get the option to see your bombs droping out and leaving your your bomb pod a base render of that yeah so on this side you got your beds and then on the other side where you walk down the middle the other side is your three large Torpedoes separated by that glass wall uh so imagine you know sleeping in your in your room with three huge bombs right

  32. 00:25:21

    next to you if you hit a bump or crash into something you might explode your whole entire ship and then the last variant is the ewar variant and so the ewar variant like I said before is is a little more uh meant for scrambling electric signals for other ships and then kind of shutting shutting them down and then maybe being able to sneak up sneak up on them uh board their Ships Take You Know pirate them take over yeah just a lot of like different uh server racks and workstations to fix your electronics and over here is kind of like a just a bunch of screens to do different type of send out different type of codes and signals and stuff like that so with the ewar variant um and with the herald coming up the design team really taking um a big step towards figuring out the

  33. 00:26:11

    game play and the role and the function of these e warships and how they're going to work um within the the whole universe putting in a lot of work on figure out the systems how they work how the game plays going to work how the players will will you know uh take down other ships electronically um and so you you'll probably be seeing a a bit of information on how all that works in the next coming weeks um and it's pretty exciting stuff I think it's going to be pretty fun for the way it works in game so all right guys well I hope you enjoyed what you saw with the Vanguard interior and variants um I've been putting a lot of work into these and uh really excited um how they turned out um and I hope you guys like them as well um as you can see it's pretty far along um and I hope to see a bunch of

  34. 00:26:59

    you flying them around in our universe when uh when that comes out all right see you later I think those variants are looking awesome and we are excited to share more about them with you tomorrow and speaking of ships let's see what ship shape has to say hello everyone and welcome to this week's episode of ship shape this week we're going to be talking about multic cruise ships and all of the different multic Cruise stations that you guys are going to experience so this is still work in progress but right now we have nine distinct stations that we wanted to share with you guys these could change a little bit we might add one might remove

  35. 00:27:48

    one as design moves forward but these are the nine that we have right now that we're ready to share with you now the goal in designing these multic Cruise stations is we wanted each one to have distinct functionality but at the same time we wanted them to have to interact with the other stations on a multi cruise ship so you're actually feel like you're working together as a team now on the bigger ships you're more likely to see all nine of these seats or even more whereas on a smaller ship that might only have two or three seats a lot of the rols will be combined into those stations now first is the captain station this is usually the owner of the ship and he has the ability to see what all of the others are currently doing he also has the ability if needed to override one of the other stations and take control of what's going on in that

  36. 00:28:36

    position he also has the ability to set permissions and set the security states to put the ship on high alert or at a peace state if you're in the less risky position second is the pilot who of course flies the ship helps with Docking and boarding and avoiding hazards during flight third is the engineering station and this role is responsible for power management think of it sort of as resource allocation there's a lot of different functions on the ship and they can't all have maximum power at the same time this includes things such as Weaponry Shields heating and cooling systems Etc next is the tactics station who's responsible for weapon strategy this includes ammunition management which weapons are in use at the time Target painting counter measures fifth is the navigation station whereas the Pilot's in control of actually flying

  37. 00:29:25

    the ship the Navigator is more in charge of the star m predicting what's going to happen on the route and fuel management if you've ever sat next to someone driving with a GPS you've done this position in real life the next station is the turret station who's in control of actually Manning the weapons that are being used and where applicable drone control after this you have the Science Station and this can mean a variety of things depending on the ship this could include ewar it could include medicine it could include scanning all depending on the ship next up we have the communication station who's in charge of all intern internal and external coms within the ship this can mean anything from talking to other ships to the intercom to all the passengers on the ship they also have visibility on all of the market data for any stores that might be within the ship next up we have the communication

  38. 00:30:12

    station which is in charge of all internal and external communication on a ship this includes everything from speaking over the intercom to interacting with other ships that might be in the area they also have the ability to access all of the market information for any stores that might be on board the ship and finally we have the security station this station is not only in charge of any crew NPCs that might be Staffing the ship but they can also perform a lot of functions across the ship such as locking and unlocking doors setting off alarms now those are the nine main stations and as I mentioned before smaller ships are of course not going to have all nine of those in a smaller ship such as the Super Hornet the pilot for example can fly the ship and also have access to to the main weapon the

  39. 00:30:59

    co-pilot has access to the rest of the weapons and a lot of the secondary features such as power management and the Shields and a ship like this wouldn't even have a science station functionality that's it for this week I hope you guys enjoyed learning a little bit more about the multic cruise stations that we have coming to you guys soon back to you Ben and Sandy thank you Lisa I would like to give an update on our events firstly starting with Dragon Con Ben give us the details I I will be headed to Dragon Con in about a week week and a half and I'm bringing with me two of our very best Daves Dave hadock and David ladyman we'll be answering all sorts of stares and questions hang out with backers and we're on several panels we'll have the exact schedule up later this week but I can tell you that the big St season Q&A is on Saturday so if you're coming to the com for just that just one day

  40. 00:31:47

    that's the one to do it at and I know fans have asked for me to join um I'm very busy at the moment but if I possibly can make it then I will try and make it on that Saturday that would be awesome I would love to show you d con I will try my very best citizen con all those plans are underway myself Chris and Thomas Hennessy will be flying from Los Angeles and it will be the whole UK team at Foundry 42 so it is looking great the venue is awesome the conord in it please stay tuned on the Comm link for updates speaking of conventions we have some photos from Quake con which we're taking by our fantastic volunteer moderator slacker legante he went out there to show these stares in flag and uh here's what he saw just want to give a little update on

  41. 00:32:48

    the character art we will be launching that little mini competition when the community Hub arrives that is the plan of the new interaction techn ology in the community Hub is going to allow backers to vote for their uh favorite art much more easily we are really looking forward to kicking that off as you already know the Vanguard Harbinger and the Vanguard Sentinel are coming they will be available in the pledge store tomorrow yep uh we've got all sorts of cool art that GMAC has put together uh the ship is looking really great uh both variants are very cool you're going to see them inside and out uh we're proud of this one and we hope you enjoy it our designers are also working on to post about electronic warfare some of the uh game design that's going to be behind the Vanguard Sentinel The Hornet tracker and even the herald we're hoping to have that up tomorrow um if it's not up then then early next week we also have a little

  42. 00:33:36

    question about glaes as you know we set aside some ships for backers who attended the games come event and now that they've had a chance we want to know if we should make the remainder available for everyone there's a forum thread that you can vote on right now yes and I know the guys at C us would be very happy if we did this CU we've been getting ticket after ticket of people asking for glaes and and uh you know there's a big backup of tickets since Gamescom and they are uh trying to work through those if you have a CS ticket uh be patient we will get to it MVP this week Ben do you have the envelope the envelope feel like there should be some music okay all right no not from you hold on here we go yeah good luck pronouncing

  43. 00:34:24

    M3 NEOS M3 the uh creator of the the Fantastic glass star citizens ships that have been popping up on the forums um he makes these these beautiful 3D models based in our ships with glass exterior so you can see the uh internal components so cool uh fantastic job congratulations M3 NEOS you are our MVP congratulations and we wouldn't leave you without an art sneak peak check it out be sure to tune in tomorrow to reverse

  44. 00:35:36

    the verse at 11:00 a.m. Pacific on Twitch we'll answer your questions about that sneak peek and everything else Star Citizen including uh what we expect to be plenty of Vanguard questions thank you to all of our subscribers for making this show possible as always we will see you next week on a round round the verse he

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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