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Around the Verse

Star Citizen: Around the Verse 3.10 - UK

20 October 201600:33:04803 linesWatch on YouTube ↗

Transcript — every row opens the video at that moment

  1. 00:00:13

    [Music] hello and thanks for joining us on another episode of around the verse our weekly look at behind the scenes of star citizens development I'm Sandy Gardner and I'm Forest Stefan CG supervisor with citizen con behind us everybody has now turned and their focus on to the next releases that's right we got 2.6 shaping up 3.0 is gearing up fast and of course Squadron 42 is moving full steam ahead so nothing's happening then I just wanted to say that how touched the team was um for the reception that we got for the BR to Citizen con my go yeah it's so amazing it's really cool to be able to show off what we've been working on as it's being developed it is very cool and a special thanks to all the subscribers who make that extra depth possible that's right so now let's check into to uh let's check in with Phil Miller for a

  2. 00:01:01

    Foundry 42 update hey everyone I'm Philip Miller uh AKA miles Zar chiby older brother and I'm here to bring you the UK Studio update even though I'm currently here in Los Angeles could be worse a number of us came over from the UK office to help with sitz and con and it was good to have the extra boots on the ground in the days leading up to the presentation and it also gave us the chance to celebrate and have a few beers with our awesome Community cienc was the ideal place to reveal the RSI Polaris such a nice ship really nice this small Corvette class capital ship is perfect for both UI Navy and local militias and here to talk us through the thought process that when is designing this ship is Paul Jones and Dan yasta so today we are talking about the hotly anticipated highly waited for a new Corvette for Star Citizen um I think the fans have

  3. 00:01:52

    you know they've had a lot of chat about this they've been really sort of hungry to see this ship um originally we had the Idis which was a cool Corvette and then we supersized it and then we lost our Corvette classification for that so we had a hole in our sort of ship load out um and so this is basically the RSI Polaris and this is the sort of the new introduction to that classification of ship so the ship is um it's turned out super cool um you know it's it's an RSI ship so we've already got a couple of ships you know we've got the Bengal we've got the constell um and so taking those styling cues aggressive angles um kind of sort of gunam feel um you know previously it's been worked on

  4. 00:02:40

    by Ry Ryan church out of house at this time we brought it inhouse um so this has been work on by Dan on the concept team I love working here I love working with the concept department and today I'm hopefully bringing you something you really really really like of course the Polaris the hotly anticipated submarine missile launcher I was given an entire level blockout made by my Budd Steve and uh we just sat in a meeting and we looked at what was possible how am I going to dress this up how am I going to give the ship the Aesthetics that match with a the design brief and B the RSI style right so this is a a newer RSI ship so we're going to break away a little bit but all of the essential RSI style cues are still in

  5. 00:03:29

    there the ship is basically designed to a carry a small fighter and B most importantly be quick and deliver uh a torpedo Salvo and this ship was specifically made and designed to be as focused as possible you can see it in the exterior it's basically a giant triangle a super aggressive shape so everything about this ship just says like I'll get in I'll destroy and I'm getting out the front of this ship has the typical RSI style cockpit with the faceted class um held together by a robust metal framework as you can see right here so inside it looks like this which is um cool because the faceted glass is going to allow for some really nice shading

  6. 00:04:18

    and really nice Reflections and it allows of course for optimal visibility so the crew is uh positioned in these little recessed bunker style uh stations so that the captain can always View and look over them um and between this is like kind of a gang way that extends into the cockpit so you can get a really really nice view all around you of whatever Planet you're visiting the hanger which you can see here with two uh doors so when the doors open up the floor Rises to uh to accommodate us smaller fighter and then the floor just drops down again and then you'll have your usual compliment of um breakr you know

  7. 00:05:08

    mesro um engineering habitation Bridge all that good stuff so I think I think I think players are going to be really excited by it you've got living quarters uh where the where the crew can hang out shoot some pole through this little window you see the other end of the ship that contains the bunking area where sleeps we've got corridors of course also uh taken into account the new slanted angular RSI style of course the torpedo Launches on the bottom are super cool you'll be able to fire four missiles at the same time the biggest size missiles in the game at least and you'll be able to fire four of them at the same time which is of course amazing like these big gaping holes fire two * two torpedo Salos or separately if you

  8. 00:06:00

    want but I'd go for the Firepower of course the missile room so those 2 * 2 torpedo Salos that you just saw being fired in this shot come out of these Beauties so you got the loading mechanism right here this guy's inspecting just doing regular maintenance uh and then the Torpedoes get loaded into these slots and fire out when this thing turns up or you see it on Horizon or you see it silhouetted against the nebula you're like I know what that is you know and you know if you're on the if you're on the sharp end of the stick you're really going to want to start worrying about what's going to happen imagine rocking up in this ship from behind just hitting them with the torpedo your enemy doesn't even know

  9. 00:06:48

    what's coming for them and then you get out like nobody's seen you that's super cool and this is the one you want on your uh in your Fleet that's going to be your sort of mid to large size cap ship killer you know if you have a few of these in your Fleet then you'll be in good stad as you can see a lot of hard work has gone into this ship both from Dan and design team the directors across the whole company um we think it's a great addition to the fleet you know it's the it's the new Corvette uh you know we really love it um and we hope that the fans do too see you around the ver and next we have car and Steve here to highlight the work being done to make sure the camera is more dynamic in game so one of the things that we're looking to improve on is our Global camera system that we use at the moment um

  10. 00:07:36

    essentially all of our camera systems are kind of broken down depending on what type of camera we use so we've got cameras for whether you're on foot whether you're in a ship or spectator cameras and death cams so we're looking to basically unify all of that we have been receiving feedback from the community and we have noticed that uh players are interested in having more control over the camera and having better cameras overall so I have been assigned with the task of improving the whole camera system trying to get uh better controls uh better quality in the movements in the in how the camera feels how the camera looks so what we are trying to achieve is pretty much that every single day we see streams YouTube videos screenshots that all of our

  11. 00:08:23

    community members have made some of the most impressive looking stuff was basically coming from people who were using an exploit with one of our weapons and that was allowing them to manipulate the camera in a number of different ways so from that we basically realized that there was a demand to provide people with tools and controls so just allowing them to make the content that they want to make um in 2.6 the fans should expect having more control to the camera they should be able to change the lens size they should be able to load and save different camera angles so they'll have their regular first person third person flight but if if a player say wants to move the camera into a certain position on their Gladius for example they can save that view so they'll be a to angle it change the lens size and get a like the way that shot looks and they can

  12. 00:09:11

    basically save it and call that view anytime that they like one of the things we have trying to implement uh is adding the control of the lens size so you can change the camera lens size and that will uh change the feel of view so that way you can get very close up views of the character of the ship or whatever or or the opposite you can go back Chris himself has quite a big love for cinematography so one of the things that he wanted to get away from is the existing system we've always had for orbit views and for person is it comes across Fame which is a camera on a stick because there's no actual inertia or real movement to it so what we've also added is what we call Operator shake so our cameras going forward will basically

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    have a gentle movement to them which is what you would expect if somebody was actually holding a camera filming your ship for all these ships that our players have purchased it will basically just give them a way to show them off in a better light and generally make a much more realistic Viewpoint for while they're playing the game one of the things we want to try is uh giving the the camera a shake depending on the environment for example if you have explosion uh the camera should shake because you are close to explosion uh if you you have a something that affects like a terraform which affects the turbulence in the area the camera should reflect that So the plan which is still something we want to do is having the camera shows that shake depending on where you are in the world if you're

  14. 00:10:47

    focusing on your ship and the ship pulls away fast there may be a little bit of a lurp for the camera to catch up and also when you decelerate it may well catch up and then a bit of smooth movement as it rolls off making it much more of like an actual cinematic experience just during the regular gameplay you're actually feeling more of a sensation of speed just purely through the camera in theory it will be much easier to fix bags with this system because we don't have to look for the bag in different places in the code everything will be unified everything will be easier to find and fix all of this is continuing into 3.0 and we are also planning to have a spectator mode uh where all this camera control will also be involed D actually I'm looking forward to looking what people can do with the new features we're implementing so I'm really looking

  15. 00:11:35

    forward to seeing what our players do uh with these new tools essentially I believe that we're going to see some pretty incredible stuff straight off the bat because we see amazing things every single day that they're doing so giving them this extra tool set I'm loving the idea of seeing what comes back from that and what we can do to improve on that further so during C come we premiered the homestead demo which heavily featured the Ursa Rover current in set down to discuss what design did get this versal vehicle ready for the spotlight at Gamescom we made the r work for the first time we showed it properly to the public so as people have seen in the preview ATV the design radically changed from the previous one but that's because we changed the metrics of a lot of stuff over the years it was really interesting because well we we had to

  16. 00:12:23

    look at all old stuff to make it work in a new way like we did for the ships years ago so the thing is that the dragonfly is something that is pretty cool because you're like you're on a bike but the is another kind of cool because well this is the first real ground vehicle this is an all-in-one which means that obviously you can put two people in it at the front but you can also put four people at the back on top of that or you can replace those four people at the back with four cargo units you can use a turet at the top and you can by basically go in some places that the dragonfly wouldn't be really interesting to use because the dragonly is floating but well you're using a vehicle you're on the ground you will do some uh

  17. 00:13:12

    nice jumps or you will do some going into some places like the canyon instead which was really interesting whatever and uh we had some challenges for animations because obviously you're using a wheel and not just a joystick or something like that we had some issues as well with VFX uh because obviously when you're going on a planet you will have to see some dust coming from the tires this kind of stuff so here we can see the lights as well um obviously reacting to the dirt VFX so for example if we go yeah in the shadows we can see the lights there on the sand it will behave differently than if it is on metal for example it will behave differently if it's going up and down or if it's on a flight surface in third

  18. 00:14:01

    person basically we can see that it's a bit difficult to turn there which is due to the material of The Landing Pad but if we go on the dirt here this is way different to turn there's a bit of drift for example but Al it it's a bit easier to turn so it will be we will have to constantly um try to find the friction the good friction for for every kind of surface in cayene we have to balance Vehicles a different way like uh like the center of gravity um how it will drift uh the speed the weight of the Rover this kind of stuff should it be bouncing around should it be uh going

  19. 00:14:50

    forward when it does a jump this kind of stuff it's staying close to the ground but we can trick we can trick the the mass on on everything like this so we can see that it's still physicalized right now I know that Chris really liked uh the r like he like the dragonfly so this W be the last ground vehicle that we will make in the game and hopefully this will be uh something really interesting to look forward like uh whether it's race vehicles or utilitarian Vehicles like trucks or whatever or even offensive Vehicles like obviously well military stuff that we don't know what we will make right now but this is a really interesting process so obviously it's not completely finished yet because you

  20. 00:15:39

    will get the final product in 3.0 but it's it's really interesting on uh obviously feedback is important whether it's from other designers from QA from uh Chris from other from players when it will be available so I'm really looking forward with what the player El will do with the r because well this obviously we Le some some interesting stuff whether it's some really um cool views or some really cool videos or some as well obviously some new bugs that we will have to look at and fix that because uh yeah this is really the first true ground vehicle in Star Citizen so the Rover is also the star of last week's bug smashes so make sure you check out the episode to see how we

  21. 00:16:26

    resolved an issue which had the Rover's wheel floating away after being blown off the vehicle after watching Homestead how much do you just want to jump in one of those vehicles and go around on the massive Planet so much I want to do some stunts like line up a bunch of Argos grab a dragonfly and just see how many I could clear of course he does sounds like a great way to ruin a bunch of Argos and wreck your dragonfly well speaking of crashes ship shaped this week looks at what it took to make that destroyed Javelin looks so amazingly awesome the homestead initially was a demonstration to show the planet planetary Tye V2 with all the different biomes the snow the desert the the forests and we kind of wanted to finish

  22. 00:17:15

    it on a high note basically the challenge was to take a huge capital ship and crash it into the desert and make it look like it been there for years and it was kind of rotting and decaying so initially I was given a board by Nathan dersley the art director um and this contains lots of images of decaying uh ships and boneyards of um old crashed uh military ships that were kind of being salvaged um and that was kind of the starting point there's these kind of places where cargo liners are kind of parked on a beach and the locals turn up and they kind of tear tear these cargo liners apart to recycle them um if you look on on online you'll find very kind of fascinating ref where there's these huge boats just kind of split into and

  23. 00:18:03

    you can see all the sub decks and decks um so that that was the first portol obviously you know there there is a strong link to jaku in episode 7 um but we kind of wanted we didn't want to religiously follow that so we we had the moods in place but also kind of like Mad Max um the most recent one obviously set in the desert um Thunderdome episode 3 from The Originals as well was kind of looked at a lot um simply because the whole the whole kind of subject matter of those films is very close to what we were trying to create so there's this kind of Rich Heritage of history with the ship being there um and it's okay well what would happen if like these Nomads took it over how would they make it secure how would they live there and there's a lot of things that you didn't see in a demo which people kind of ran past but there are actually like little beds in there with a little kind of

  24. 00:18:49

    radio little these little stories and personal touches which make a lot of difference to me and you know you you'll see a lot more of that in the future as well we had to think about how sand would build up on the surfaces and how you get it to look as though um the ship is no longer pristine and clean and it's kind of it's been out in the sun for years um kind of rusting away so we made use of the blend shaders in cry engine to kind of blend from the original paneling that was already there on the javelin and Blended that into either rust or into sand and the way way we approached it was the exterior Hull of the ship that was kind of Sandy and as though the exterior the ship would be

  25. 00:19:37

    treated so it could withstand the elements as it were but then everything that was exposed from the interior that was just like rusting away and kind of decaying and that was the way we kind of approached it so that as you revealed the inets of the ship you could see it kind of um you know dying over time when you got around the studio that we were going to we were going to kind of do this with the javelin um a lot of the team were biting at biting at the cookie to try and kind of you know get get on the team that we're making that um because it it's it's a it's a it's a break for us you know we're making these pristine ships all the time um when you when you when you get the opportunity to do something that's not you know this pristine spaceship and in space that you want to kind of bury in a

  26. 00:20:25

    desert or or another kind of biome you can get very kind of creative with that stuff um and and tell these stories and you know the guys fundamentally were all environment artists that's how we all started and it's always nice to kind of go back there and keep keep keep touch with that stuff so you're trying to tell that story a crash basically so you wouldn't expect the girders and the beams and the framework to just be sliced we kind of spent a lot of time cutting in to these meses so the the day night cycle is in the previous ver of the engine was quite easy to do um you could link glows to a certain time of day so the the the previous kind of system had a 24-hour day night cycle um and you could tell the glow in a Shader to go oh you know what at 6:00 at night

  27. 00:21:13

    switch on and at 6:00 in the morning switch off we don't know how far we are from the closest star right now which would be the Sun so we actually don't know how long a day is going to last at a certain point on the planet right so there's a lot of kind of um things that we kind of need to work out with that so we have those challenges to kind of think about as well me and all the guys we do read the forums and we look at the feedback and it seems to have gone down really well everyone here is really proud of their work and I think everyone did a great job on on the crash Javelin um and I think now we know how to damage a midsize ship and a smaller ship and now we've learned a lot about how to damage these Capital ships and it's only going to help push things forward in the future yeah so all that beautiful work the environment team did

  28. 00:22:00

    uh really inspired uh the character team it really allowed us to Branch out and do something a little more diverse something a little more different and so uh Josh Herman had this idea that he wanted something that was like something no one had ever seen before and so he created this character called the San Nomad and that went over to concept and they worked together back and forth him him and Jeremiah and then they kind of got this amazing look and we're like this is what we want to go with um once from there it went over to James coup who did this incredible High poly sculpt uh and then Omar and James coup teamed up to model the whole character out got that in the game we're like yes this is awesome this is the diversity we're looking for in the Pu this is the customization that you could kind of put something together and see something very different uh and then once we got it running around we got some cloth physics in there for the first time that we've never done before and so it really

  29. 00:22:47

    came together nicely very very cool in addition to the environment and characters the sound design also added a lot to bring Homestead to life it did here to explain exactly what went into the demo is Mato from the audio team take it away Mato yeah I'm mainly been working on the ambiances for Homestead I've been spending quite some times with the um with the with the sandstorm itself you know like we would have different wind intensity changing according to how close or far you are from the sandstorm and sound design is all like designing thing it's not like oh you know I need the sound of a real Sandstorm to actually have the sound of a sand storm it's not it doesn't really work that way it's more like um um it's more like breaking down all the element that a

  30. 00:23:34

    sandstorm can bring so you go from wind and that you can record just like sand debris so you can record uh just like you know debris of of metallic debris and things like that and that's when you when you combine all those layers together that's when you get the the overall really Sandstorm and you know metal shaking all those all those kind of stuff um but not that you know I would not recommend anyone to just go on a sand stor and record really so this one is the sound of um of the debris um like metal debris um it's quite loud but we're not going to hear it now because the wind because the wind is not strong enough really we can bring the the level of the of the wind higher so that so that this sounds in particular will start resonating as

  31. 00:24:22

    well and just going to do it through here and again if I bring if I bring the volume down for the wind things will get more subd is the way we want it to work it basically so we want to populate uh the entire map the entire area with as many let's call it silent sounds as we can and that we will let the wind just basically automate all of that really um so we will let the wind or any other natural elements really to basically have it you know to heavy um to drive the the audio itself the most difficult part would be um would be to actually procedurally generate sound in a way that it fits with the level we cannot

  32. 00:25:10

    just manually put things on on a level otherwise we have to C we have to manually cover each planet and that that won't be possible really um since the scale is so huge we need to um we need to address things in a more in a in a in a way that as more dynamic as possible really and that's that's what real challenges um if we jump back here in the javelin um you can see that there are tons and tons of just like audio trigger spots which most of them will not make any sound until there will be some wind elements those audio trigger spot are not making any sounds at the moment but as I bring the sandstorm closer we'll start get some more wind there you go so it's the sensor is a bit

  33. 00:26:01

    far away it's not that close so the wind is not that strong really but we starting to get some of the elements already here some of those debris you we can hear some rattling here as well which is not is not too crazy I mean the the sandor is still is still far away but as as we approach with this as the Sandstone get closer that's when we got more of those elements really coming up to life and been really really loud in the space so you can hear like the old how how The Old Ship itself is rattling and you get all those sand debris and as I turn um as I bring the

  34. 00:26:49

    sandstorm far away from it basically we get more of just the debris sounds and less of the rattling really and that's really what we what we H for with this is that so that we can just populate the entire the entire area with all the silent s your trigger spot and then just make them really resonate make them you know bring them to life with uh with with the wind elements and this system can pretty much work um with with with with many other solution it's not you know it can it can be not just for wind not just for the Sandstone but um we can just like have entire buildings so uh Ling or resonate as a as for example as a Thruster as a spaceship will fly by really so we can meor the thrusters of the of the spaceships and

  35. 00:27:37

    that that will drive and make that drive the sounds of of specific objects in the game there's so much sound designed to do for this game is like from the most sci-fi uh weird sounding spaceship to the most common I don't know like wind sounds or like just like recording General ambiances so it's it's a project that is so big that basically allows allows us to um to just like to play with all type of sounds really to just like it never gets boring always great to hear from the audio oh I know you're GNA do that is that an old school ATV I'm not saying anything Ben's not here so you know all right on that note uh let's go over to Jared for this week's Community update hello everybody Community manager

  36. 00:28:26

    Jared Huckaby here filling in for for Tyler wikin who is on a well-deserved vacation with this week's Community update let's talk about Awards Star Citizen and our partners at turbulent recently won the Adobe and fwa Cutting Edge Award of the year for their work on the arc starm map the star map is one of many Innovations turbulent has brought to Star Citizen and you can see it in action every other Wednesday in our L makers Guide to the Galaxy series of videos here on YouTube in addition to that the golden joystick awards are one of the longest running game awards in the business and Star Citizen is currently nominated for most Wanted game of the year so as Chris Roberts once said tell your family tell your friends tell your pets if that's what it takes and let's get the word out we're up

  37. 00:29:13

    against some tough competition this year so you can vote at the link below and voting ends October 31st in this week's news another issue of jump Point magazine our monthly behind the-scenes look at the development of Star Citizen for subscribers goes out tomorrow it's just one of many perks those who subscribe receive so if you'd like to know more you can do so by going to Robert space industries.com pledge subscriptions now who doesn't like to fly spaceships for free we just completed our annual All Ships free fly for existing backers in celebration of Citizen gone and now we're doing another free fly for those of you who are brand new to Star Citizen so starting tomorrow and going through October 31st anyone who signs up for a Star Citizen account with or without a purchase will be able

  38. 00:30:02

    to fly one of our Premier dog fighters in the Star Citizen Universe the f7cm Super Hornet I expect all those pirates around yila to be cleared out in no time so get to it and this weekend also marks the fan created citizen con Germany now this is a new completely fan organized Star seon Event not unlike the Brien con event that happened in the UK earlier this year several members from found 42 Frankfurt are expected to be in attendance so you can learn more about that event if you're interested in attending at citizen con. de of course what would a community update be without this week's MVP I'll tell you the candidates for MVP every week have been racking up and we have an abundance of deserving winners but this week it was rice maiden and their work on a 164th scale misk Reliant core made from laser

  39. 00:30:52

    cut birch plywood that caught my eye as you can see in the photos rice Maiden put a lot of time and Care into their work and even linked the design files to the forums so others can benefit from their effort so congratulations rice Maiden you're this week's MVP finally looking ahead to next week is our October monthly subscribers town hall on Wednesday October 26th it'll be hosted live here in our La studio with special guests Eric Kiren Davis Forest Stefan and the always enlightening Sean Tracy look for that live on Twitch at 12:00 noon with that that's our community update for this week so back to you Sandy and Forest so I may be totally biased uh but I think that Star Citizen has one of the most interesting communities out there I

  40. 00:31:40

    think it's the best community out there you had a good time at citizen con and which is why it's incredible when we get to meet our backers in person like at citizen con and all the bar citizens that we have that's right because without them uh we just wouldn't be here that is true and all of your support subscribers and backers make it so that we get the chance to create the game that we've always wanted to yeah so uh tune in tomorrow at 8:00 a.m. Pacific uh 400 p.m. GMT uh to join us for reverse the verse and until next week we will see you around around the verse thank you for watching so if you want to

  41. 00:32:44

    keep it with the latest and greatest and staff citizen of Squadron 42's development please follow us on our social media channels see you soon

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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