Star Citizen: Around the Verse - Los Angeles Studio Update
Transcript — every row opens the video at that moment
- 00:00:15
hello and welcome to another episode of around the verse I'm sandy Gardner and I'm Dave haddock it's good to have you back Dave thank you thank you good to be here this week we have a studio update from right here in Los Angeles yep studio director Eric Karen Davis will take us through the various teams and departments and see what they've been up to since the last time we checked in with them with so many disciplines under one roof there's always a lot going on in LA so let's go to Eric Karen Davis now for the update hey everyone I'm Eric Karen Davis studio director here in Los Angeles and we're glad to have you back the LA studio employs all kinds of different disciplines including marketing community video Human Resources legal finance IT facility operations and of course development we have ship artists character artists tech artists designers
- 00:01:01
and ioan ears animators writers and producers all working passionately on projects that we all believe in now since you last stopped by we've made some slight adjustments to our development production practices aligning feature and pipeline teams to allow for faster iteration even better quality clarity and focus this was mentioned in our January monthly report so let's dig in to some of the things the teams here in Los Angeles have completed over on the ship team we've been focused on getting as many ships and vehicles through the pipeline as quickly as possible so to start we have the tumbrils cyclone base model entering its flight prep stage if you know anything about our internal pipeline steps which are detailed in our monthly ship shaped segments on around the verse the flight prep phase is one of the best steps in getting any ship ready for
- 00:01:49
flight I know what you're saying but Eric the cyclone isn't a ship and that's correct it's a ground vehicle but since the pipeline was initially established to build flying contraptions we're sticking to that nomenclature whatever the vehicle may be in this phase we are setting up damaged States and generating all LOD versions to allow for the best possible performance the cyclone is getting ready to join the other 50 flyable ships and vehicles in the verse another ship we're making progress on is the anvil hurricane this fighter packs a wallop and is currently entering the final art stage which means we're breaking out you've ease applying custom normals as well as final materials and decals finalizing animations and making sure we achieve the quality of what you've come to expect in the verse while art is into its final phases the other disciplines are working on wrapping up
- 00:02:37
their work before the hurricane enters flight prep and we're looking good to hit our SC alpha 3.2 goal as seen on the public road map bringing the classic consolidated Outland Mustang into the New World Order is going swimmingly and this reworking is also entering the final art stages like the hurricane before continuing through the pipeline the updated Mustang is also planned for delivery in the SC alpha 3.2 patch in q2 [Music] the last ship currently being worked on
- 00:03:53
in Los Angeles is one that we featured two weeks ago on ship shape the anvil Terrapin our art team has been pencils down as other disciplines push forward to wrap up their work such as implementing the final player animations like getting in and out of the pilot seat the door opening and closing landing gear folding in and out as well as the armored shell we've made steady progress on lots of different tools to help speed up and simplify things allowing the team to get more done quicker one tool that was we knocked out together was this unified tool installer a definite quality of life improvement for our teams this allows for automatic updates to each of the tools our artists and designers use a1 installer to rule them all kind of thing another tool we implemented alongside our global compadres was support for loadouts in one of our commonly used programs maya
- 00:04:41
this allows for animators across the globe to polish and preview their animations given a particular loadout a loadout can be anything the character is wearing that obviously will affect the animation for example a character might be sitting at a table but their arm isn't touching the table surface it's just floating there without their armor on you wouldn't actually know why that elbow is just floating awkwardly these poses change dramatically when polishing animations and now our team can see them in Maya ahead of time instead of guessing until they see it rendered in-game and since our last update our character team knocked out a tremendous amount of work on both the star citizen persistent universe and squadron 42 some of which you saw in the vertical slice at the end of the year all right
- 00:06:14
all right let's get them out of there Eddie out laga get the door no I've never been in one of these it's nice not as nice as a Bengal but
- 00:07:10
nice movie I'll come I'll clear out what no please MCS gonna have to teach you screw top some manners are you looking to start trouble always is ya know she's trying to get a rise now did I'll get a rise out of you Alto that's enough let's go over there the big ones coming out no she saw the Moose relax son
- 00:08:01
no Larry ya ain't not gonna be here long ain't no they're gonna be here long Eva what the hell you will go on about it's very simple we're LMC and I went see belongs to sound car the sound car doesn't like people messing with these things you got me they've been pressing forward on all kinds of uniforms armors and clothes such as the upcoming port olisar collection we have several pieces of this product collection in production from high poly to in-game mesh which will soon be headed to texturing rigging
- 00:08:49
and implementation for in-game stores around port olisar we've also made lots of progress on several legacy armor sets as well the legacy light outlaw just moved into its in-game mesh stage where we'll make a low poly version that helps with performance but also allows for maximum quality once that's done it'll move into final texturing rigging and final implementation like a young Edna mode once believed capes are always in fashion so we're understandably excited about this one the other two legacy outlaw sets both the heavy and the medium just started their high poly phase which lets us flush out the nooks and crannies of the armor before getting getting ready for final texturing the legacy light marine armor has also entered high poly phase and will soon go into the in-game
- 00:09:38
low poly modeling texturing and rigging all of these armor sets help to keep flushing out the look and feel of our universe and all of them are on track for their respective releases found on the public road map for SC alpha 3.2 our sets of armor have lots of layers and customization options as evidenced by the upcoming ship checker set designed for squadron 42 that's making its way into the star citizen persistent universe we're starting on the under suit before working through all of the other ship jacket pieces and getting the full set ready to go on top of that the team has other PU characters in various states of production such as high quality mission givers not unlike miles and Rudo as well as concept for upcoming characters planned for future releases we also have one of our newly refined feature teams focusing on the character
- 00:10:26
customizer the internal excitement is palpable for this feature as our first base line of character customization the feature team is working on the base implementation building on the great work that was done last year and putting the final touches on this first implementation it will include the ability to choose head skin tone eye color hair style and hair color for your character all of these new settings as you'd imagine need to persist so the team is putting the finding final touches on the backend functionality so it works as expected to allow for strong performances not
- 00:11:37
just on our human characters but also on our aliens we've implemented a facial rig that elegantly translates human performances into ones that are well a lien you've got a glimpse of the performance from anti circuses behind-the-scenes featurette and this will allow the characters animation to connect to his and other strong performances we're getting in squadron 42 in all of phases of development we're always rding our prototyping work prior to committing final resources to completing it and one feature feature that we're very passionate about is our director camera mode we've listened to your feedback and we are striving to make this much more robust and user-friendly we plan on developing these a much more intuitive and obvious controls to make it so you don't have to do wacky button combinations to get great shots or videos in our game like it says in the caveats you won't find
- 00:12:26
certain features like this on the public road map because we want to make sure we've got something we're happy with before a legate O'Ree sources that are needed as it aligns with their backlog and then pushing to get an in-game and your hands as quickly as possible last but certainly not least we've had our newly focused vehicle feature team spearheading tons of ship optimizations the intention with optimizations is not just finding that big-ticket item that will fix everything although that's great but focusing our efforts on breaking down tasks that our code base is running from milliseconds down to microseconds the team has been pushing hard converting remaining items from items 1.0 to item 2.0 such as missiles missile racks object databank EMP and various bugs and crashes to get that FPS counter as high as possible and that about does it for us here in Los Angeles we hope you enjoyed our update because
- 00:13:14
we always enjoy having you along for the adventure of making squadron 42 and star citizen and sharing every possible detail that we can thanks from all of us here for watching and a big thank you to our subscribers for labeling us to give you the in-depth look at that nitty gritty particulars as well as our backers for letting us pour our passion into something as great as these two projects take care and we'll see you in the verse thanks for that Eric let's look forward to coming out of the teams in LA and I personally cannot wait to get my hands on the character customizer it's going to be fun to see some more versity out there in the verse Dave indeed and you can also get a recap of what we've been up to in LA as well as a comprehensive rundown of what the other studios have been up to in our monthly report which is going to be going live on the RSI website today and if you've been following along with our public
- 00:14:03
roadmap also on the RSI website you've probably seen a lot of features for alpha 3.1 have moved from an in development state into polishing that's right and we've also pushed some items into the 3.2 release but our teams continue to fine-tune features and content while also working on optimization as we head towards that evocati release the AG is Vulcan remains available as a concept pledge add one of these versatile support ships to your fleet and kickstart a career in assisting ships in distress with a Vulcan and it's for remote-controlled drones you can repair refuel and rearm ships on the fly and if you missed it actually last week's episode of reverse averse answered a lot of the questions about the ships planned in game mechanics so if you're curious about the Vulcan make sure to check that out and also take a look at the Aegis wrecking crew ship pack which features the Vulcan
- 00:14:52
along with the Eclipse avenger warlock Titan and the reclaimer which is a crazy amount of ships that pack is available now very cool and you can tune into a new reverse the verse tomorrow at 12:00 PST this week's episode will be our monthly subscribers edition dedicated to answering questions from our subscriber community so I had to spectrum and get those questions in while you still can this week also saw the release of new episodes of calling all devs and bug smashers so head to the website or our youtube channel and tune in for some quality QA and some harrowing bug decimation thanks to our subscribers for sponsoring those and all of our shows we're looking forward to seeing some of you next week here in LA that's right next week we are actually going to be shooting and airing a very special episode of a TV featuring a live studio audience
- 00:15:40
made up of some of our subscribers it should be a lot of fun and it will also feature our latest Star citizen project update so you definitely won't want to miss it and of course thank you to all of our backers for continuing to support the development of both star citizen and squadron 42 yes thank you very much and that's all for us from today until next week we will see you thanks for watching for the latest and
- 00:16:43
greatest in star citizen squadron 42 you can subscribe to our Channel or you can check out some of the other shows and you can also head to our website at
Transcript from YouTube’s automatic captions — punctuation and Star Citizen jargon are approximate. The video itself is hosted by CIG on the official channel.

