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Calling All Devs

Star Citizen: Calling All Devs - Squadron 42

13 March 202000:39:291,007 linesWatch on YouTube ↗

Transcript — every row opens the video at that moment

  1. 00:00:08

    hello everybody welcome to our first edition of calling all devs for 2020 I'm your host Jared Huckaby now calling all dez is our question and answer show where we take questions from you the star citizen community and pose them directly to our developers over videoconferencing it's meant to simulate many of the same conversations that we have every single day it's informal its candid it's your questions put directly to the people most closely associated with the answer that's available for your question and we usually put up a thread where folks can submit their questions and vote on which ones they want to see answered most and we did that back in January and to the surprise of virtually nobody the number one most voted up question was about squadron 42 and the squadron 42 roadmap so we thought to do more than just answer that

  2. 00:00:56

    question we're gonna take this first episode and theme it entirely for squadron 42 so to start that off we're gonna start at the at the very top of squadron 42 development and talk to Brian chambers our VP of development Brian how you doing man I'm good Jared are you welcome back to video Brian it's been a while it has been a lot spin a spell hasn't it good so good to be here well we'll see if you still feel that way by the time we're done seriously I did say and I know do you were trolling all right well we're gonna go like I said unrehearsed real raw that's the calling all devs way before we get into the questions for folks who may have joined the project since the last time

  3. 00:01:45

    you appeared on video let's talk a little bit about who you are and what you do for squadron 42 cool as Jared said I'm Brian chambers when I first started with CI G my title was Development Director so it was me and a handful of guys starting up the office here in Germany and so I spent a few years really focusing on getting that team solid in conjunction and working with Aaron on some on global development and looking teams and and you know seeing what we can help and push mid last year roughly we restructured a few things within the company with our growth that just made sense to look at that and see you know if the current structure we have still works for everybody part of that

  4. 00:02:34

    structure was to pull in studio managers for each office so they could work on the the day-to-day stuff that just takes you know to keep the lights on and general admin stuff and everything right that allowed me to then come and focus more on death so at that point I became VP of development and I now work really really close with Aaron on a daily basis to drive the team globally the the development team come November December me and Chris and Aaron talking and looking across the projects and seeing how things were structured we said okay with squadron the size it is and and you know what we wanted to be as far as how

  5. 00:03:22

    it lives up there as far as expectations it absolutely needed some more dedicated focus so I am now primarily focusing on squadron 42 Aaron's now primarily focused on the PU we both have visibility and say and that either side a lot of stuff crosses the boundaries per se right so one call will actually works for both but so yeah my primary focus now is squadron working with the team every day seeing what's going on with schedules and with progress and yeah it's gonna be good imagine this kind of reorganization is a normal part of video game development happens in projects all over the place it's it's not necessarily because of

  6. 00:04:10

    issues or problems and things it's just that you're always you always take those moments so we usually do it at the end of one year the beginning of another year to take a step back to reevaluate how things are going in to find ways to improve to make things more efficient yeah yeah no it wasn't it wasn't due to any deficiency it was just now that we have a studio manju they and they can handle all this other stuff that I needed to take care of that now frees up my time to go back to my roots which is game development and if I'm free and errands free let's split that focus so we give so the more that dedicated attention it's definitely definitely a positive thing yeah yeah and I'm excited about it working with the team you see progress every day it's it's good stuff all right so you've been focused on this for a

  7. 00:04:58

    couple months now now you gotta answer the you got to answer the big question here from the star citizen community what's the deal with the squadron 42 roadmap why haven't we updated it that's that's a good question I'm just I'm gonna let you go I'm gonna go get a drink three hours later exactly know the roadmap honestly though is it's one thing that you know I've looked at more of more recently and other people on the team and we are scratching our heads to going way to hold on what's going on here it the roadmap as it currently exists starting chapters at the top going to the bottom and just you know spreading out horizontally it doesn't make sense

  8. 00:05:48

    there's so many things that we do a majority of what we do crosses all chapters right hmm when you talk about mechanics when you talk about technical work and so on and so on when we're working on characters and you're working you know whatever it might be across most disciplines it touches all chapters so in theory if you were to leave it as it is you know all chapters would basically be done all at the same time all right got every little thing excluding a couple little bits that are gonna be very specific and very unique so the due to the nature of the development and in what you you push on you know if we call it triple a or quadruple a or whatever it might be you know it really doesn't work for the way

  9. 00:06:35

    I think when we first started it was just logical it was like let's put all the chapters down and we're cool follow a linear progression it's it's it's easy to understand it's not like we had an example to look at there are other triple-a games out there with up with a publicly facing development roadmap in the development so we had to kind of figure this out as we went you tried you tried we tried with for a linear presentation but as you're saying development runs parallel yeah and I actually scrubbed through stuff the other day looking or not the other day maybe a couple months ago looking okay what other triple-a games are giving a level of detail that we do and I think some had some roadmaps but they're just kind of very chunky like hey we're a quarter the way done or halfway done and so on right big key thing for us though is we don't want to give away spoilers it's

  10. 00:07:25

    incredibly important to me and and it's incredibly important to Chris that you know we hold that stuff tight because we want that experience when people actually when we get into people's hands that they play it and they experience it new you know I'd rather not give away although we may have already most of them I'd rather not give away any more characters locations and it's actually hardwood we do monthly updates and so on there's a lot of stuff we get from the team that I'd prefer to publish that is awesome progress as so many spoilers in it I'm like now can't do that can't do that nope nope nope right so it's a chore however you know if I say it's it's not the current format doesn't work to show the progress the way that we

  11. 00:08:15

    think is the best or you know in a in a format that makes sense for what we're doing with that set we're currently in the process of investigating new ways that we can provide information progress is being done every single day awesome stuff we we have global reviews with the directors and leads and Chris Roberts every single week where we go over and see people's progress so progress really cool stuff is being done so it's up to us to find a way that we can present that to everybody publicly and that's something that we're actively looking in absolutely right so it's not all doom and gloom we recognize that the the the roadmap for squadron 42 isn't as

  12. 00:09:04

    effective a tool as we were hoping in conveying the information without spoilers mostly due to its linear nature and our parallel development not just within between all the chapters but our parallel development between squadron and start and star citizen as I said it's it's very hard to present that in a way to backers in graph form and lines anything that that that without the context without the context that we can't give because the context is all spoiler related but it's not all doom and gloom we are we do haven't a couple ideas we have and we're still looking for more about how we can be more open about squadron 42 s development how we can convey more information on its progress and if I can I'm going to put you on hold and I want to bring Tyler Wiccan into this call for our first calling all Deb's a three call here so

  13. 00:09:54

    give me a second let me see if I can make this work okay so how you doing it good construction outside so hey calling all devs is raw and real unfiltered just like we like this including cloud constructions I don't hear right now so we'll try to get through this it's good storming this morning hail you done you done alright so we just got done talking about the roadmap in and why it's not as effective as we'd like but we we are exploring exploring some new communication options some new ways to share squadron 42 s progress going forward Tyler I wanted you to walk us through some of what we're considering

  14. 00:10:43

    yeah sure sure so yeah we're thinking a lot about the roadmaps lately and ultimately we want to improve how we communicate in a variety of ways so we can basically provide a better idea of what's being worked on why something may have changed etc so more specifically we're looking at some creative ways that we think we can better illustrate our progress that ties closer into how we're blocking out our internally we're already well underway with exploring some creative options for how we can visualize that now we can share that with everybody but of course it's gonna take a little bit of time but I think we're a heading in the right direction to take work on seems like locking out time I mean some of that stuff we already do in the dev side as well we're you know we block out Sprint's that guys are working on and

  15. 00:11:30

    you can see their completion progress so we even talked about maybe could that be existing information we have that pulls in again as long as it doesn't give away spoilers and so on so yeah absolutely I mean we also recognize that as we're developing squadron 42 much of that content ends up making its way into the PU which is something that we feel we can track and also illustrate it better and so that's another thing I'm working on but in the short term obviously you can still look forward to the monthly reports you may have seen recently we did an AMA on prisons so we would like to continue doing those AMAs more regularly and actually talk scourging for you to when we can like Brian mentioned we don't want to spoil the game but as often as we can when it makes sense if we can if we can do some AMA surrounding different aspects of squadron 42 we'll take those

  16. 00:12:18

    opportunities you know one of the favorite parts of inside star citizen the sprint report we're gonna start leveraging the sprint report for squadron 42 content again as often as we can I mean you kind of probably see the pattern here is that we just want to start injecting more squadron 42 content into our regular communications but also getting creative and seeing if we can introduce some new stuff for example we might do some fun regular video check-ins with Brian with you and let's go to 42 team you know about that right sure yeah but we've been talking about some fun ideas I think that you guys are gonna like like the direction we're gonna go with that yeah we're now now where we're exploring everything I mean we're looking at it from all angles we even had some discussion it's you know

  17. 00:13:05

    as we've said and and everybody knows that you know a lot of things that we do from squadron make it to PU or PU to squadron so could we even have some type of shared map that that you know calls out which ones are shared which are unique and so on because a lot stuff you CMP you although we don't we're not loud about it absolutely makes itself in the squadron right so it by nature it are we start showing some of that progress there there's just be us calling it out yeah and then of course on the video side opening up shows like calling all devs to to host squadron questions when appropriate maybe even an inside star citizen segment here and there it related to squadron again where we could find where we can find stories to tell that don't spoil the the story being

  18. 00:13:54

    told basically it's what it sounds like is we're it's we're gonna pull back the curtain we're gonna we're gonna push open the closed door as much father it's gonna be slow at first we had to be careful not to not to spoil anything and see what we can do but yeah it sounds like a it sounds like an exciting time to really see what we can do see what new ways we can use to to explore Stars squadra 42s development yep I'd say the key takeaway is that we recognize that we haven't been able to share progress as effectively as we would have liked to with the way that we've been set up and so we're kind of in an area now where we're willing to experiment we're willing to tweak things and and kind of see what we can do you know to ultimately give more information and I think that one of the big parts that I'd

  19. 00:14:42

    like to note is that you know we're gonna be looking to spectrum you know there there goes the construction we're here looking the spectrum for y'all's feedback we'll start a few feedback threads and we want to hear you know what you think with the direction that we're taking it we want to hear your suggestions and we want to keep that conversation open so that ultimately you know we can give you guys as much information as we can without spoiling the game exactly it's gonna be a delicate balance but but between the between the three of us and everybody else that works here I think I think we can pull it off yeah I'm confident you know that will find a way that's you know informative and gives people a good idea what we're doing on a regular basis absolutely yeah alright well with that I think it's a good idea if I if I put a call out to

  20. 00:15:29

    some of the other creatives and developers or squadron 42 and see what they're working on so I'm gonna let you guys Go Go thanks to having been on the show bringing all these spaces back all right take care guys all right so at this point in the show we're gonna put some calls into some squadron 42 developers and get updates on their particular aspects and we're gonna start with Nick Elms the creative director for squadron 42 Nick how you doing yeah good thanks Jared thanks beer hey see if you still feel that way by the time we're done so let's start let's start us off what does a creative director do for squadron 42 okay as scrap Tetris 142 I guess I'm steward for for Chris's vision in the game I work across the whole company to ensure that

  21. 00:16:18

    we're aligned on what's required across all teams to deliver this engaging cinematic experience that Chris has promised for squadron and I know the big chunk of your focus is the design aspects subscribe for you to how is design a structured for squadron squadron we've we've split the design team into three principle groups you've got the FPS team you've got the flight dogfighting team and you've got the social team they're all set together here in the limbs of office so you know they all work seamlessly across the various game chapters and it's just that we're we are experts in various fields that drive elements of the game forward maintaining consistency and quality across the game and folks who follow start star systems development will notice that the ship combat the FPS combo and the social aspects are the

  22. 00:17:05

    same divisions we use for our AI as well yeah yeah I mean they work in tandem with those guys literally every day and you know the teams are in constant communication with the AI teams on the various aspects well now we talked to Brian earlier about the roadmap and how difficult it can be to track progress on squadron 42 at least accurate publicly without spoilers and stuff like that what we know that many aspects of squadron 42 were developed in tandem with star citizen what can we learn by looking at star citizen's development and apply that to where we think squadron development is or what we know about squadron development yeah I mean like I said you know both squadron 42 and star sits and a completely adults in tandem so you know

  23. 00:17:53

    what you see in the flight model right now is what we have in squadron you know what you see in the AI and the FPS side that's what we have in squadron and again that's something that you know we've actually seen is a big benefit for scoring because we can kind of refine that experience with the help of the backers you know we can take the feedback of what people like and don't like and you know put it in into squadron and make sure that you know we're closer to the bullseye when the game comes out without spoiling anything which is cool we're not exactly where we want to be right now but but we're pretty close we're getting we're getting closer by the day I think it's fair to say that a quite that many people will share this the sentiment that what you know it is not where we want it to be but as we've as we've as we review as we re-examine at the top of every year find new ways to improve stuff we've done things that

  24. 00:18:41

    create the vehicle experience team to help refine the the flight model we're going to talk to Francesco kuchi about advances in AI that we've made a little bit later I think we're really posed to make some terrific progress this year yeah absolutely yeah we've had some really good hires some new additions to a company that really made a difference in those areas we talked about how things are similar one of the things that squadron has that the star citizen doesn't are the heavy narrative scenes what can you tell us about the development of those yeah that was obviously one of the pillars is calling for we - it's very cinematically driven and that so Chris has wanted it to be so you know we've got the addition of these sort of heavily narrative scenes that drive the story forward we're shooting for a level of immersion I guess you weren't seen in most games previously you know you're not just a

  25. 00:19:29

    disembodied get spectator on conversations when you go there you can you can break out you can abandon you can rejoin conversations don't timeout you know you actually feel that you're actually part of the the scene completely and that's quite engaging I mean obviously you know rudeness will carry a negative marker so if I wander off in the middle of a conversation with you but we have that even filter into the story as well so you know if you if you upset someone then later on there might be rude to you sounds very complex yes yeah but overall it does you know it makes you feel part of the crew you feel like you're there which is good before I let you go I'm gonna I'm gonna poke here for something is there something we can update us on that isn't spoiler related today set some some some some aspect of development that we recently completed a

  26. 00:20:18

    recent recently made great progress on yeah I guess from looking for a non spoiler which you know is also quite difficult squadron and we've recently been working on the new female player pcap as with everything in star sitting scoring 42 it's more than just a head and voice replacement we're integrating a full performance to each scene to enhance the experience you know Vijender choice in the game so if you choose I choose the female character and you will you will have a different performance within the game if Chris has been vocal in the past about almost presenting the cinematic and story elements of the game it's a direct to cut kind of thing but but we've always said you know allow the player to wiggle out of that and experience it the way they want to so you will see a the nuances of a female performance within the same scenes if you choose that gender now in the game

  27. 00:21:05

    and with all the subtle differences in the storytelling and the performance of other characters that that might entail yes yes I see you've got a lot of slightly different er actions as well in there so yeah it's gonna it's gonna be interesting we shot we shot quite a lot of scenes so that was where it's a lot of work but it but it makes a big difference I suppose it adds to the replay value too because you can go through playing with one gender and then go through and play with the other journalist see and see the differences I know if I know folks of a lot of other single-player RPGs and we won't name names I enjoy seeing the differences between the performances so I was really excited to hear that we were actually pursuing that as well yep and of course the recent filming we just did was not the first time they were there were pickups it was additional filming with with our

  28. 00:21:53

    yes female player character yeah absolutely and you know we don't you know in future obviously we are gonna be doing pickups here and there you know a lot of the story elements as they develop cool all right I think we got it I'm gonna let you go welcome back to welcome back to talking about squadron 42 thanks Jared oh I'll try to be less wouldn't LexA god you're gay man take care alright thank you so much Nick now for our next topic we know that the community has a lot of questions about AI specifically how it relates to squadron 42 so we are going to francesco rokuji in our frankfurt studio and see what he has to say for jessica how you doing man good so I'm gonna get right into it because I have a feeling you got a lot to talk about ai we all know how important a is to the persistent universe but it seems like for squadron 42 its kind of everything

  29. 00:22:42

    so tell us give us an update on AI and where it's at right now cool so yes you guys probably already know I it's exactly the same between Pio and squadron in the sense that we use the same system we don't use the same type of behavior structure we'd have to use the same core functionalities so right now our major focus is play between our three subsystem sub teams so we have social chip and combat social team is mostly focused on improving odds the stability of our usable system how we can basically improve our pipeline to allow designers to construct and build new behaviors new content very quickly for first quadrant for example you know creating scenes that are required for

  30. 00:23:30

    the story in a much more efficient way compared to what we're doing before you know allowing multiple disciplines working at the same time like you know cinematics with level design and so on shape has been in the past year one major point of improvements for us we've been working very closely with physics is to get to the basically to the new Trinity but finding functionality that we're just released in 3/8 and we are gonna reduce with new updates in 39 training about finding basically doesn't use any of the classic approach to it when iPad finding so we didn't want to have a I the requirement of building new knowledge about the system when waiting physics getting in or creating our own graph and then parsing it to find a point A to point B pass what we wanted

  31. 00:24:19

    to do was to use as much as possible information we already have even to optimize performances so we use the SDF from physics so the distance field calculation to understand which objects we have near us and then we basically start from the assumption that we can fly anywhere and then we just need to find the best approach to reach the location and then we basically fly around in our closed environment avoiding obstacles avoiding you know terrain avoiding planets or asteroids basically this is also very important for collision avoidance to predict where ship sag remove and so on and basically yes this is this is a major improvement that we were released and it's gonna be part of school and also for example to have cases where a ship is leaving another ship wash or you know a ship is

  32. 00:25:07

    needing the player the player is leading the eye then we have a PS Comet that had the main fog is basically under a factor of the combat behavior what I wanted to achieve was a behavior that was very modular so what we do is I we structured the behavior in which we have different tactics that can be performed and both tactics are also basically being able to handle cases where we want to not reload because we don't have enough bullets for the next act you want to use or you know we have different weapons if we have a shot can want to use specific approach techniques but if we have a rifle we want to do something different besides that the team has been focusing on improving a lot of the clever generation C system so now we have not only covered location but also what we call great

  33. 00:25:54

    covers that are covers that are good if nothing better is around pretty much so we can use the basically any metric for the environment to to progress and getting close you know lighting day I getting close to the to the play and are we also improving the perception system we want to use more information about the room system to propagate out you around and make sure that you know the I reacts correctly to the player and and folks who've been watching ISC for the last year I've seen a lot of stuff about the bartender updates that tell us why what the bartender it's part the bartender stuff is more than just a part of the bartender's just the wrapper that we're using to develop this so what are we what are we developing with the bartender so basically what we're doing at the bartender and why we are working

  34. 00:26:43

    for so long the bartender is because the bartender is one of this classic example that encapsulate so many different problems that are using different behaviors so first of all right now the bartender it's actually just a bender so we have vendors in squadron 42 and we have vendor in peel and there would be no difference in behavior except like their attitude their skill and their personality right so somewhat tenders might ask you why you want somebody else might not ask you or some vendors actually might not ask you what you want and they just cannot wait for you to interact with them or you know some vendors might take back the object the new us to look at before they show you another one someone so the bartender has this very complex environment where we have a super-realistic bar right where you can create cocktails you can create bar you can pick up objects from

  35. 00:27:31

    pre-existing location let's say you have a fridge with beer bottles right does beer butter already exist you just want to pick them up but if you are creating a cocktail well you have the original sources for the type of drink right you have maybe Cola your whiskey and you want to mix them up and you want to put like a slice of lemon on top of the glass right and this is why we are working on basically our system right now allows all of those that means the designers will be able to get a lot of condom very easily starting from that template not just for vendors of course but vendors will be a major part already of the pure releases and there will be characters in in squad room you know for providing your weapons or providing you other stuff and yeah so this is why it's taking so long and he's also taking resource from

  36. 00:28:20

    cold and designed to work tightly close to each other so that we can basically get the best out of those systems yeah you know what's very easy to see the benefits of ship AI and and and FPS combat AI in the you know the combat aspects the the bartender the is representative of the social AI aspects everybody's played the old Wing Commander game is to remembers you know going into the mess and talking with shotgun or shot glass and and and and and getting the gossip of the day it's it's and you don't just want them to recite things you want conversations and if them to feel like a living breathing person and and the bartender is our gold standard if you will for all of our social interactions that happen with every vendor throughout start for that last one forty two absolutely central place you know in every year old playing

  37. 00:29:09

    you know Syfy or a fantasy that you know the center of the world and we want more than just vendors that show up and say nope we don't have that no we don't have nope we don't have that you know yeah absolutely alright Francesco thank you so much I'm gonna let you go but rest assured before this is all said and done we're gonna be back with more questions I I can guarantee it it's gonna be my pleasure okay take care alright alright so now last but certainly not least on our extra long extra length supersize calling all devs all about squadron 42 we can't talk squadron 42 without calling up my good friend at least I think is from we're gonna find out Nate dears Lee squadron for you to art director Nate T I'm good yes what you didn't see is he was literally about to

  38. 00:30:04

    yeah okay so we're leaving in what's raw it's real Nate how you doing you're the art director for squadron 42 how you doing I'm very well thanks how are you doing I'm doing well it's been a long road putting this show together but we're here at the end now I want to ask you a couple questions the last big update we had about squadron 42 was that visual update that we put out in December honor about Christmas what's the story behind that because I know it that didn't come around as a marketing thing we wanted to put out to the community how's that I wanted to do some sort of you know push the envelope a little bit more as a closeout for the year's holidays would be motivated about kind of coming back in the new year it's been a tough one and so I collect I went through the year

  39. 00:30:56

    the year of data the year of visuals collated the lo information and pretty much kind of cut it all together into like one edit one expert video to show to the entire company internally only our point al in the original video was just over ten minutes long there was an awful lot of content you liked it it had characters in it had lots more cinematics and everything and then of course it's funny because it I showed it and everyone was quite silent in and then I get the email from Chris hey man like this is really cool we should totally do something with this we should show our backers and then long story short we just basically went through all that footage removed anything that was too spoilery cuz obviously we there being a narrative during game it's it's

  40. 00:31:45

    very hard to show content severe to the outside world without without spoiling certain characters story moments and that's a theme of this episode so far as the spoiler right yeah I mean everything's quite sensitive like this there's not really much that goes on in in in you know the story that would give stuff away if that makes sense and so for example if we just showed you one character you okay I get it I know who you use in the script and I was for you so yeah want to avoid that so yeah and that's how we that's how we kind of ended up with that with that basically like show and tell like it's certainly not finished it's not polished I'd say the visual quality right probably about 40% in that video it's still a lot to do visually but yeah I thought I thought I

  41. 00:32:34

    think it's coming together and it was really nice actually seen the video where it shows how I guess sort of like diverse the locations are like the games not going to suffer the visual fatigue in the slightest that's one of the one of the key things I wanted to avoid so yeah now we showed that then how have things progressed since I know it's only been by the time this airs you know it's only it's only been about two months maybe maybe three months since since the visual update went out um how are things how are things progressing visually first why didn4t - in general so visually it's pretty pretty much we're on a run the curve up you know game devs kind of just draw a curve it's kind of like this for a long time and at the end of the process it goes straight up to the top

  42. 00:33:22

    so it's not a linear curve but I think we're just approaching that kind of crest now but yeah we've we've sort of come in in the new years always nice to kind of get that break and then just really sort of resurvey like how the team's operating and how the teams are split up from while they're focusing on and we have our internal reviews as well so it's a good time for us all to sort of speak about a project get a lot of stuff happening open and just really kind of work on that feedback as a team but as for the game as a whole like it's it is genuinely like really beginning to come together now that we had we had Chris hit beat before last and it was really refreshing to be able to sit down and what was a six-hour review at the end of it the game work a crash once that's sort of unheard off at this point

  43. 00:34:10

    dev and pretty much you know everything was being into it one of the most technical aspects of the game was was running and people were doing their things NPCs were doing the things you could speak to people have conversations people you in the idris floating around this system and looking outside at the epic view and when you see these little nuggets kind of coming in it really it's really sort of helpful and really motivational so yeah visually it's it's just sort of like you know continue to grow on that momentum now obviously we've got planetside locations in development we got stations in development ships other ships from other races were trying going to all sorts of build a bit of everything and part of that kind of like the review process is also always trying to find it's really trying to make the most of

  44. 00:34:58

    people's passion so I've never wanted you know someone limiting to be working on something that they don't want to work on if that makes sense I'm not gonna get my child and so so yeah that's that's generally what's been what's been happening and of course dare I say it there's there's there's a lot of cool stuff being being put together for a certain show at the end of the year so we'll see if that makes we'll see if that stays in the edit or not all right so no we won't start okay all right so we're off the rails now all right since you're in the mood to share Nick goodnight jeez since you're in the mood to share Nate I know from working with you as long as I have that you've

  45. 00:35:47

    always got something up on your screen you're doing some review you're doing something what's on your screen right now can you share it with us what what I've normally got on my screen is I'm hunting for faults I'm jumping in and finding finding things that we can improve or anything like that but no I like to I like to I'm an individualized to lead by example so I try and try and stay completely in touch with the game dev the game dis cycle and be completely hands-on with it right so but yeah I mean I've got I've got one of our stations in in front of us that I'm going through a slot don't finish yet there's like two areas which I can actually show you you can see what they saw so there's like me dead we're not usually a visual show usually talking

  46. 00:36:35

    head show but let's end on a high note here what can you show okay and I haven't seen this this is this is this is true and honest again I don't know what we're about to see you I've just didn't hit balancing the lighting anyway so so yes I see a tow station and you ever seen this briefly in the trailer certain areas of it at least and I just sort of pulled you out and just sort of go through some of the setup of this stuff so it's one of our comms a race taken by sort of set up by RCA Doh you have to excuse on my shadow issues we've got static shadow region issues at the moment and obviously you'll notice this is in completely black space because this is an object container set up in these object containers gets stuck into the larger system later and you don't we

  47. 00:37:23

    don't sort of all from where they are and but without further ado just sort of like this jump in likely show you the set up of you know how this thing lives in breeze it is very much similar to what we would do on a ship and it has its own power systems it has its own com'd as everything that it needs to function and correctly so on entering this space it's not you'll probably notice it's not a sterile station there is obviously kind of story elements that are going on here and the main story element for this station in particular is that it's sort of like in it's in the process of being decommissioned and ultimately recycled so this is the maqams center ooh you'll notice darkside is generally the bit that's being

  48. 00:38:11

    decommissioned everything starting to get covered in you know cellophane and cloth and whatnot but if you come through the other side you'll see that this side is still operational and is functioning as you'd expect it so yeah I'm sorry if I've made people dizzy because I'm one of these people it just looks around it everything's and going around Nate thank you so much man we're gonna let you go this is of course just one room of a fully explorable station it looks terrific man my pleasure guys remember calling all devs calling knows we'll be back in a couple weeks with a second episode we'll be back to answering your questions as you guys submit them in the thread and vote them up for calling all devs I want to thank I want to thank Brian Chambers when I think Tyler wicked I want to thank Nick Elms want to take Francesco Riku Chi and of course Nate

  49. 00:38:59

    dears Lee for taking the time for this special extended length extended edition squadron 42 based version of calling all devs and we'll see you next time 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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