Subliminal
10 for the Devs

10 for the Producers: Episode 09 (2015.07.13)

13 July 201500:32:44955 linesWatch on YouTube ↗

Transcript — every row opens the video at that moment

  1. 00:00:12

    everyone welcome to another round of 10 for the producers I am Darien Gorelick my merit carrying Davis so first off we want to thank our subscribers for full helping us people to do shows like this we greatly appreciate without you guys shows like this would not be possible yeah and thanks for answering all of our prompts on the forum oh it's it a great question yeah we may get some great questions from you guys so I guess we can start with the first one all right let's do it and you want me to go go for an I'll go first all right from Wintermute having heard more about the role you play in previous ten for producer videos I wondered if you would could explain any differences between being a producer and being a traditional project manager is this more down to industry terminology or does a producer entail more staff management than you would expected in a typical project

  2. 00:01:01

    management roles could I become a project manager in my current company and one day make the jump to becoming a video game producer great question it is and there's a lot of yes in ghosts yeah this is that I think the reason this one so tough is because there are so many intertwining responsibilities for these two roles a lot of overload yeah so that the term gets banded around differently based on region based on organization based on company based on people's previous experience there are a lot of similarities right there's a lot of crossover we do we do budget reviews we do schedule building we do team management we do personnel management and even within sig we have some project management some producers and we over are overwhelmingly intertwined quite a bit yeah so that's your first question yes there are very a lot of similarities

  3. 00:01:49

    between the two and it's a lot of preference based on the company itself and what their previous experience has been and then to your second question could i become a project manager my current company yeah totally absolutely there are skills that you would learn at a regular software company doing project management specifically project management right even certifications yeah like the PMP certification on the scroll absolutely absolutely these are all techniques that would help you understand what it would take to get a project done within games right so yeah a good example this is my brother he is a technical project manager for another video game company and he actually doesn't actually touch the games himself yeah which is why he's not considered a proof set producer at that company he's an internally facing producer so in that company he's considered project manager

  4. 00:02:37

    because he deals more with the console side of the technical aspects of it where people on his team who deal with the actual who are game facing they're considered the producers of the company yep totally I mean you've seen it where some companies will deem somebody producer because they may have a little more creative input let's say than a project manager right so it just it really does depend on the company and and it's it's more important to look at the job description more than anything else of what the person is looking for if you're going for a job as one of these two roles alright that's mention yeah okay question no all right next one this one comes from nostril o 1977 with the apparent style of World War two dog fighting and star citizen will see IG add various tobacco products to the game such as cigars cigarettes and pipes that players can smoke and you envision them being illicit well it's not directly production related question it does

  5. 00:03:25

    relate to outside aspects of game development which is rating system such as the ESRB and one considers right which which raining does our game fall into yeah because that kind of activity it's considered adult only that made bumper rating up to mature or higher yeah we're in game violence because it's much more I guess cartoony can be down weights like a you know age 13 and up yeah so whether we'll have it in the game that that's we haven't really centered ESRB rating just yet yeah so it's kind of one of those unknowns and it depends on what kind of market you want your game primarily to to appeal to something like Grand Theft Auto obviously a lot of adult themes their forts gonna have a mature reading do we want to have that kind of reading I

  6. 00:04:13

    don't know it's entirely up to Chris where he wants that game that I believe mass appeal is a drug that we're going with cleen won this game to be accessible by a large audience yeah so while there may be you know a bar a seedy bar kind of setting that you land on a planet where you can get you a bounty hunter vision stuff like that what kind of activities those characters will be up to it comes to left up in here yeah and you know if you kind of even go back to the lore or to the writers like what what does what should the universe have in it what should the characters have in it right I think that's something that's in Christmas header function exactly i don't know if it's you set out to make something to go i'm definitely gonna have that in my game it's like well does it does it inspire the world that the person is gonna be in this immerse them into this universe and if smoking suppose to be a part of it than sure right or is smoking completers outlawed ins you know you got it you never know in the future may never exist all

  7. 00:05:01

    tobacco plants go ahead you never know yeah good question next up uh fallen did you say fallen or Fallon follow see Fallon by fallon or fallen either way great name hey there i am plan to enter the university f I'm sorry I'm plan to enter the industry after University I am planning on being a 3d environment artist from your experience working with them especially the fresh meat would you suggest spending time going and working on a specific theme or style anesthetic preference or tailor to more realism regardless this is a great question that's all you oh yeah so this is so what I have seen from the artists I've worked alongside is do what inspires you more than just doing something what the

  8. 00:05:49

    industry requires right like if you love sci-fi you love spaceships right focus on that focus on 3d environments for that and there will be companies out there like ourselves we're looking for those kind of talent if you love cartoony if you like big world if you like lots of color right do that but what I've always kind of recommended to new artists coming in the industry is look to see kind of your dream company or your dream game and start building your portfolio around that right because it's always like if you can to apply for a job at a company that does for their environments just for us d stuff and all you have is this industrial you know broken down rusted environments they're going to go well I don't I don't know how to value you here I don't know how I don't know what I can use you for in the game we're making we don't have any that here so how do you do for us right so it's it more comes down to what you see

  9. 00:06:39

    in the industry that excites you what you think your strengths are tailored to your strengths and then building a portfolio around that I've seen a lot of really great new artists that kind of touch everything right that way they can see what they're skilled at and see what they're talented at and then they can tailor their portfolio to that company they're going to work for and that it usually works pretty well so you know your question of which one should you focus on I can't give you an answer it just spends on what kind of project you want to work on what kind of art do you want to make what kind of game or cinematic or movie or whatever it is industry want to go into that is really driven by you and what excites you really what I've seen with most artists it's what they're passionate about that's what they're gonna do the best but also does help to have a at least keep an open mind oh yeah as far as being able to be fairly versatile absolutely because there may come forward you may have a certain skill set

  10. 00:07:27

    or certain arts tell that your company likes yeah but at some point they may ask you to do something completely outside your comfort zone because well the needs of the company the project needs you to do something else total and either if you're not invested in that or the skill set you don't have you may it be either unhappy with the results the company me and being happy what so does pay to have at least a diverse skill set yeah begin what I I don't disagree um but like save some of the portfolios I'd be looking at with with some of our lead artist or art directors is say you're applying for a senior vehicle artist role and you just have done a bunch of 4c stuff I can't we can't associate what you do with vehicles right we can't associate what you do with the thing you're applying for so if you're going to apply for something or a company you want to work for I would still have your diversity but still build your portfolio around what they're looking for at that

  11. 00:08:15

    time because if we don't have a ton of time to look through everybody's let you know 600 pages of images that go oh that well they are really good at that one thing I wish we had the time to do that right which is why we always Sam on portfolios front-load give us your best stuff right away really give us a sense of who you are but it does help to do your homework on the company when work for boilers portfolio around it and when you apply really put that up front there you go awesome all right good question okay it's next one this one's addressed to me Oh excited I can't answer okay this next one is from X Todd man ex Darion for Christmas I would like a pony no no no okay dairy aisle what it says I was wondering why why was the call made to merge star marine and arena commander so early in the build could we

  12. 00:09:02

    have kept them separate and thus allowed updates to arena commander to continue whilst our marine was polished okay it's a great question it's a very difficult question answer because there's a lot of facets involved in that in that decision ultimately the decision Falls and Chris one facet of that decision is ease of development if we kept the build separate while we continue to work on arena commander by the time we get ready to release the FPS or star Maureen we'd have to merge those bills back together again and that can cause all kinds of unknown problems and bugs because as we iterate down the road there's going to be unique developments in that particular build on a rated commander that may not happen in star marine so we go to merge the builds all those bugs

  13. 00:09:50

    that we fixed in arena commander may either resurface and star marine or things that were going smoothly a star marine may cause bugs in arena commander so having them developed simultaneously and in a single system makes it a lot easier things like changing the skeletons for the animations on the characters that we at least having them unified is also a good way of doing that so without going into a multi hour long discussion about the logistics the best probably one of the best ways to describe is just simply for developmental purposes of keeping things very similar to one another ad to to avoid having bugs yeah yeah hope that works for you yeah that directly to you yeah well also that's really quick if you go to the website if you look at

  14. 00:10:40

    chris Roberts towering an FPS update that does give some information on all the development of this on wide excuse me on why certain things have happened within development of star marine so you may find some other information relevant there as well so I highly recommend reading it's very very good writeup by Chris yeah for sure all right good question all right next I'm up from Alex Valentine good name Alex Valentine I remember this is a good question yeah I've actually been a little curious about that myself he was referring to a question we had in the forums is there any kind of default experience that's looked for as far as producer positions I've debated trying to get into the industry possibly even within a star citizen studio but don't exactly have any direct experience however I'm a

  15. 00:11:29

    veteran of the military going on almost 15 years thank you for serving and have organized a variety of projects within it and in my civilian life as well would that exclude me snow from lacking a generic college degree or would I be able to find an open mind company on that aspect oh that's a really good one it's a good question and no you would not be excluded from a role right it depends on the job with your experience if it makes sense would you be able to jump right in and get a producer level role at some company maybe not right but the fact that you've got project experience right that you've done project in some form or fashion that you can speak intelligently about how you got that project from the beginning to the end those are great traits their skills you learn that we use every day

  16. 00:12:16

    that will help you in this environment would maybe a production assistant or coordinator role or even if those producer role in certain companies make more sense probably right but they it's definitely wouldn't there's no specific degree that would get you any one any higher than them experience the life experience you would bring to the role itself so it's one of the industry's I've seen is a very even playing field that all the times it's what you know not initially what where you went to school yep absolutely absolutely I mean actually let's look at blizzard how many producers how many senior producers we know that did not have call never even went to college sure and the one of them was like an air conditioning repairman what it was like just worked at a dot-com sales and the events that came senior and v producers yeah it's a very young industry and stoic so we still have a lot of we don't necessarily have a full degree program out there I think they're starting to pop up more for games but we don't most of the leaders

  17. 00:13:03

    of the industry don't necessarily come from a game school focused background right they got into the industry they loved it they work their way up they learn the industry they want to make the entry better and so I think all that kind of combined ya mean Italy you could totally get a role within some kind of producer role at some kind of game in studio I don't see why not I'm gonna actually had something just is a little nod to Alex may vary something he told me back when we were a blizzard yeah if you're looking to get into production don't look at it from the perspective of well I'm not an artist I'm not a programmer I'm not a designer I'm not an engineer so let's let for me i'll think i'll try production that is the wrong reason to get into production you have to have a very dedicated lover you have to love looking at spreadsheets keeping things organized now you with a military background that would obviously come into that having that discipline would

  18. 00:13:51

    help greatly but it's something is you have to have a passion for if you're someone who just won't buy defaults I can't do anything else industry I might as well get into production I've historically seen a lot of people who'd go that route tend to have a lot more trouble within within the industry yeah so find some if it's if you just want to get to the industry pursue a course that you want to if you want to be a designer start designing mods for different games things like that if you want to get a production that's very very specific skillset discipline to pursue yeah absolutely so great question and there's definitely still an opportunity out there for you absolutely sure alright next one this one comes from booyaka shasta here's what I've asked myself a few times given the advent of early access games given that star citizen requires near constant iterations and updates to playable build in the arena

  19. 00:14:38

    commander and soon star marine does this help or hinder the progress of the overall project if you didn't have to plan for these playable branches would production of the game be further along or is it just another layer in the game development process that only requires minimum attention and resources so this is kind of very similar to exit on a nexus question about why we mert we build them and produce them simultaneously again it's it's for efficiency purposes because developing them at the same time it keeps I guess what I'm looking for tell me out here basically unifying the system as we move forward and trying to find the right word for that so does this help or hinder the overall project probably a little bit of both well I know the arena commander guys would love just solely focus on arena commander and

  20. 00:15:27

    the starborn guys would love to just solely focus on star marine focusing on just that particular aspect of the development but given that our global office has to keep the eye on the ball everything everybody's doing it does both hinder and help the project yeah it this one's it's a really great question because there's a lot of companies a lot of people are starting to try to do this where you have essentially a live game that you're supporting while you're creating a game at the same time and a lot of companies have done this by separating the development teams right having a live team versus the creep people are creating in production pre-production saying exactly exactly not necessarily case for us but I I don't know if it hinders because there's a lot of things that mesh well and that may be what yours think you know thank you we benefit a lot from things that have come up during the live build that if they can then put into what we're

  21. 00:16:15

    trying to develop at the same time and vice versa and because we're working out at the same time we were more agile I don't think and moving that stuff around so maybe a little bit of both but I definitely think it helps a little bit more to have that live feedback to have things out there to get people playing it and and when people play our game it gets us excited to make it more right so it also thinks that it doesn't help that we're also kind of spearheading this yeah it's a brand new kind of project where we're kind of paving the way for that so we're kind of mostly not necessary learning as we go but we're breaking a lot of new ground years so there's gonna be learning experiences as we go yep absolutely awesome good question unto me all right from air Matthias Matthias Sammer time TS Matthias met the hair with artist hair Matthias will say that heareth us what

  22. 00:17:03

    do you think about presenting the project status page and they've linked the project page on a website in a better way and show it some love so that every backer also some that were away for six months or longer can see what is the current game status and stuff is currently being worked on for the next patch in inside two minutes he was reformed that's great he's referring to a page somebody was using more like a scrum board so this is a really great question and this is something i think we struggle with all the time of we have a lot going on all the time and internally we have a lot to track we have a lot to manage we have a lot to keep on top of you keep our developers focus to keep us focused to keep focused on getting out of product so we we we have our amazing community team down here that works really closely with us

  23. 00:17:52

    that just tries to pump as much information out as possible so going from the very high level one word this is the status of that into a broken down for each single one of those I think it's a great idea and I think would be something we'd love to do I don't know if it's feasible in the short term but I think it's definitely something we'd love to do in some way that we can provide you guys a lot of information quickly so that if you do go away and be like I'll be back when you get more game done and you come back you can see where at i think it's a great idea so we've definitely looked at stuff like that I just don't know for at that place yet I don't I don't know how well it would help transparency either yes because so many features get pushed up pushed back on regular basis just even within the arena commander team yeah calyx could be working on one thing one moment and because we have a deadline coming up he may have to shift focus on to something coming something completely different yeah and unless you know you've got one

  24. 00:18:43

    of the cloud imperium guys or ladies you know constantly updating like reason why he's shifting focus because of this without that kind of context it'll look like we either you know just stop developing it yeah and we don't want you guys get the wrong impression that we've stopped working on something when that developer just simply is sifting focus on to something else for the moment absolutely so it well we'd like to be able to give you those kinds of updates on a regular basis we have to kind of unified how we want to deliver that how we provide context on what's going on I think that's a very very challenging thing especially with how open our development already is in first place totally and going back to what Darren said about breaking new ground right we're doing new things some things that a lot of us didn't do with previous organizations and things were even learn how to do with you guys so I think we're constantly learning along the world of you know

  25. 00:19:29

    how can we be transparent and provide information but else can we stay get things done at the same time because there's that's two full-time jobs the two full-time things we need to do so we're always looking for ways to do that so it's a great question and a great reference thanks for referencing that that link this electrons by gravy any tips for setting realistic time frames especially when dealing with something the team hasn't done before would you consider it better to work in a certain amount of flexible time to the initial schedule when things run over or is it more like a plan runs off track and you start fresh where you are now so that actually pretty much defines what a producer does yeah is keeping things on track and there are always going to be surprises that pop up unexpectedly I mean if things rent perfectly like on a train track it would make production way too easy of a job so things are going to pop up schedules do skew whether it's

  26. 00:20:20

    you know we suddenly a blocker bug that you know something that prevents us from actually finishing the task that we're working on or prevents us from actually releasing it publicly because this bug is so severe obviously that's going to take higher priority and that's going to steer a lot of resources away from certain aspects depending on how severe that issue is yeah so in a nutshell it's gonna be a I guess that ubiquitous yes and no sure and I think to your first question about how when you're working on something brand new or someone's working on something never worked on before how do you essentially do what it sounds like is bidding right how do you bid out that work to understand the full scope of it and how do you set realistic timeframe yeah that's a very very great question and it is very difficult especially if let's say you don't work in the industry and you just want to

  27. 00:21:06

    make a feature for a game that exists or get an SDK and start building something with a designer and a program or a an artist right you've never done it before so how how do you bid it out it's a great question I the biggest thing is you you what I we usually do is we try to use folks that have done it before right we try to reach out to people that have done for first within the company right go hey have you worked on this before a previous company or even here maybe because we have multiple locations at your location how do you do that or what would your bid be for that to kind of give us set time frames if you don't have that at all it's just kind of instinct right it's it's breaking down that task with the person's going to do the work the best they can to go oh I think that would be these amount of days in this mondays and you you just schedule that out and then you'll likely be wrong hopefully you'll be too long so you can go look we got done sooner but that's not always the

  28. 00:21:53

    case so sometimes just trial and error and that's how it is when you're doing something you've never done before right that it becomes a lot of skill sets that you just kind of develop over time if we're developing you know a brand new torpedo model yeah historically look at okay you know Dan developed this model in three days Patrick and made in a day and a half so if this is going to be much bigger how do we scaled it up okay you know last time I tickets for days so let's add an extra couple days for QA time some plate testing so let's make it a week so you kind of start learning how to gauge things like that but ultimately any time you put a schedule together for production purposes I'm almost kind of a golden rule is a minute you put that schedule out it's going to be outdated and wrong right away that's right so because schedule you always going to be just a series of best guesses anyway that's right and and and our job is to update it every day and to move things

  29. 00:22:41

    around every day and and bring up red flags we were like hey the original idea was this looks like we're not going to make that date are we all okay with that what should we shift around to make that happen we do that all the time right so a great question it's good one all right all right this question comes from a someone we talked a question last time Aragorn bh we we try to come up with what bh stood for woody would you guess it stands for yeah Aragorn bh battle horn bad hat bad hat big head Aragorn battle hat what signs do you look for indicating feature creep has begun to infiltrate into the production of a game what specifically have you done to ensure that doesn't happen in star citizen finally have you developed a place for interesting concept and

  30. 00:23:29

    ideas that would be considered feature creep now but could be exciting additions after star citizen is officially released have any of these ideas already been given a green light for post create release creation so we went back long for yes so kind of going backwards forwards on your questions yes absolutely right we'll have we have a backlog of everything everything that's come up in any meeting we try to capture right we have this massive as much as we possibly could the sky's the limit i do those guys limit this blue sky idea scope like just go to town right you always want to encourage folks to get that out of their head just because it gets a big kick and gets excited or a be like what if we could do this and this and this and you know we've all done this grown up as kids with our you know we make things up when we play this play you know we do we all do this we have imagination so we do what encouraged that I want that to

  31. 00:24:16

    happen and then we capture that in the backlog and then we take that backlog and that's when we would filter out future Sprint's or future milestones or future deliverables whatever word you want to use for us its future releases right when we come up with a patch we got a few patch plans coming up and what we'd like to come out in that patch so we definitely do this frequently all the time what have we done to ensure it on star citizen that's a good question right because we again we're doing something new we've got a lot of great backers and subscribers that are helping us make this and we want to do something really cool we want to do something really big and something unique so no shortage of ideas and no short of ideas so we are constantly as producers working with this blue sky idea and then trying to put it reality so we can actually get some out for us all to play and have fun with this is this is a challenge this is a real challenge for us and we're every day I mean today we had meetings about things that you know

  32. 00:25:05

    we're like oh that's a great idea but it's got a scope right now how can we still get this out and then maybe make version 2 or 3 or 4 of it and you kind of think I saw this on one of the questions that we we're answering today was how do you say okay we're done we got a thing out we want to play it and now will iterate on it and you'll see this with people that sell their games for consoles and then you go to play it and there's a 500 Meg patch immediately right that was the same thing they had to get it out the heck there the win gold master they got off the product and they're like but we got all this other stuff we wanted to fix or get out there and I think that's kind of just the way now with this constant downloading streamable world we live in it's a it's actually a reality without impending or impeding our player base or our wonderful or wonderful folks that are playing our game so we're balancing that well it's

  33. 00:25:53

    trying to balance that so how are we insuring it by just looking at the schedule so realistic list of our schedules the realistic and nature of our dates how to get things out quickly and make sure people are having fun with this and then we try to be realistic and every meeting we go to every time we bring it up we always are the reminder like hey guys we were still trying to shoot they get this done Friday you know what do we need to do do that a lot of times cruisers have to be the bad guys that just says no we can't do this for now hey be later but right now no yeah and and a lot of times people understand they'll work with us on that will raise it up as a red flag again like I said before and use people like okay okay you're right we can't that doesn't that's not realistic without working twenty-four/seven which as much as we all want to do this because we love this project it's not physically or humanly possible so and you hate curbing brilliant suggestions especially when you have a lot of visionaries like Chris

  34. 00:26:42

    then Dan all the guys everybody contributes to the design of this game I mean you have such a collection of brilliant designers and ideas our ideas that it's really hard to say no we can't do this one right now let's do it later because you want to incorporate them all because like that like the designers we want to see this thing happen yeah that's right and and answer a question about do we already have kind of a green light for posts yeah we have an idea of you know we want to release this stuff at this time frame and but we still want to put this other stuff in so and you know based on what we we did in our original Kickstarter versus what we're still you know funds were raising we're we're looking at okay how can we continue to release those past our original scheduler or roadmap we've got yeah we've gots a long term stuff road mapped out yeah yeah so and those road maps will change probably each patch but we still try to keep it a long-term

  35. 00:27:31

    vision I try the best we can yep yeah alright last question alright comes from way on six of Imperium dear producers we have seen the process of fixing bugs on bug smashers awesome programmer sits down thinks and magic code fixes fly out his fingers is that is that what Mark does that's not a death sale okay now I know is the process of implementing a new feature similar a lot of people seem to think so could you walk us through beginning to and the process of taking a feature from an idea out of chris Roberts head or someone else's all the way to being played on our computers including some obstacles you run into and how you overcome them that's actually it is kind of a sequel to this question here on a lot of time that we do have to limit those ideas a good example of that would be the Vanguard that kayla was a variant that chemicals working on and he had

  36. 00:28:20

    this idea of a certain role that he wanted to variance to have it was a great idea but once the ship team and the designers and the production team sat down and looked at how does that variant fit with the rest of the functionality battleship realized it wasn't one that fit with its role so we had to kind of cut that variant out and then just start building the rest of the variance from their release design and document the design briefs on how we wanted the rest of the variance to go so it's kind of echo what Eric was saying the last question we do have some blue sky ideas so we sit down we look at what we want to have in each this Egypt a fixed version that will release each patch so for example right now we're getting ready to work on one point one point five and then after that we've got the next version after that next version

  37. 00:29:07

    after that next version after that we have what features we want listed for those versions and that pretty much helps us plan out what tech we need to have ready by one what ships we have to have ready and fly by a certain date and that dictates what tasks we give to our designers are programmers or artists so by having those ideas roadmap doubt roadmapping those actually is the skill set in itself because we can't just say you know this month we want one ship that does this next month we want you know 100 people will fly all these ships in you know we're out of planet at the same time that's not very realistic so we have to have at least realistic expectations when we put these plants together but this is where a lot of communication production comes from talking with designers talking with artists and you kind of come to

  38. 00:29:54

    consensus on what's possible can we do this is this a good idea of the direction we want to take the game and ultimately chris is the ultimate authority on whether something whether we want to take a game a certain direction or not yeah and I think to some part of the question about the feature as well you know there's the planning and the ideas and then there's work time right and that's kind of the magic that's the magic fingers part right like we get these really talented people together they construct a plan for how to get this done we help track it we help keep them on pace to make sure we hit those deadlines we work together things fluidly move around as quickly as humanly possible get it done and then magically it's done right and we test it with QA we make sure it works then we get out to you guys so without going into taking a feature and then saying this artist did this and this developer did that and this programming to that it's it is kind of magic right

  39. 00:30:42

    it's just you get a bunch of very good people that know exactly what they're doing with their job and and they take pieces and they are really proactive but then get it done because we're all super passes about or doing and a lot of things that go on behind Lisa that you behind the scenes that you don't see it you know someone staying here till one o'clock in the morning just waiting for someone in the UK office to get in just because they have to ask them a question regarding something needs to be fixed right away that's right so there's a lot of challenging things that go on behind the scenes it's not as easy as you know Mark having magic fingers as much we like we wish them to have magic fingers to be able just we know fix things on a whim he just waves is you know keyboard wand and everything yeah that's right there's a lot of difficulty that goes on to that okay so there you go I'll have what the answer I hope we answered your questions yeah oh um this is team purple people eaters I don't know how this

  40. 00:31:32

    happened yeah this was not planned we promise yeah yeah so but first off you wanted to thank all our subscribers and our backers for being able to make shows like this happen yeah without you guys this would not be possible so a heartfelt thank you and thank you to everybody yes thank you for everybody that's interested in watching this and hanging out with us every day so or at least we need to come up so I am Eric Davis well no you're not that's not who you are if you're gonna be our games you be here at Karen Davis okay i'm eric kieron davis there you go and i'm darian borlock signing off thank you guys see ya hey guys thanks for watching 10 for the chairman if you guys would like to see more episodes go here if you guys would

  41. 00:32:21

    like to subscribe to our YouTube channel and always keep up to date with all our video content go here and if you guys would like to watch episodes around the verse go here please and I will see you in the verse you

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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