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Roberts Space Industries · transcript archive

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378 moments across 142 videos

  1. with the storekeeper is very conventional instances of you know the what we've done so far has been a lot of franchise stores actual companies that own you know that are selling wares uh you know who have customer service

    Watch at 01:08:03
  2. what's already existing and then we just tweak it a little bit so i think like the prongs for instance like

    Watch at 00:26:14
  3. bags for instance were were set up uh was that they were all kind of part of the ship right it was just an animated pod but this will set us up to allow us to detach those uh for other people

    Watch at 00:06:24
  4. Just with a few additional overrides that we can make use of and key frame on a um per instance basis. So, one shot

    Watch at 00:10:33
  5. like the reunion for instance, you you're used to referring to it as the the Mercury commercial or whatever. We didn't It didn't It wasn't called the reunion until about 30 hours before it was published

    Watch at 00:37:03
  6. basically in each character or each entity in general, it depends on entity type, we can configure some instance properties. And some are are behavior related, right? So, the one that we can show you here is that this is like

    Watch at 00:08:50
  7. what they might look like thematically in the future yeah like uh i mean we do have like for instance like it it doesn't mean we're not gonna delve into like

    Watch at 00:10:36
  8. maybe not the same manufacturer because i think like the best companies would kind of like work together like for instance when mclaren and mercedes they did like a like a collab type of thing this is probably what would have happened

    Watch at 00:32:47
  9. simplistic ways try and telegraph that to the player so when you're in a dog fight for instance you can kind of hear the sound changing and you can learn that hey that's above me that's below me because

    Watch at 00:12:04
  10. model and basically it's a lot cheaper than modeling it in with with geometry right this is an instance where using texture memory is a lot cheaper because those kind of cylindrical

    Watch at 00:47:22
  11. know it's not the same as like um if you're doing like concept art for instance you don't have those same restrictions you know it's purely about the design and the aesthetic and stuff and then production artists

    Watch at 00:56:56
  12. right. Is there any chance ships maneuvering VFX will increase in size or intensity in the future? The Carrick, for instance, demonstrates palpable vertical thrust cones when strafing upwards, but most spacecraft produce small candle-like flames representing multiple Gs. What were

    Watch at 00:26:37
  13. have, you know, it might have certain features associated with it. So, we've kind of, you know, there are instances where we've created these assets, you know, purely as an as an art content team, we've created them

    Watch at 00:12:02
  14. which is quite futuristic, right? Um It's the same with like the cardboard boxes for instance. We have a lot of cardboard boxes in the game. They were just like that's just an asset that was made, you know, quite

    Watch at 00:57:29
  15. determine which ship gets made first next what this after this uh our history is replete with many instances of we're going to do this and then we want to do this and then we want to do that team will

    Watch at 00:51:27
  16. look for updates is obviously the status page that they have or you can follow along on twitter for instance i know they're doing a lot of status updates there so because everything is kind of shady we're gonna forego

    Watch at 01:00:25
  17. will be bumping up and grey downwards they will be bumping down i can demonstrate this quite easily by for instance just famous last words here i can demonstrate this easily yeah yeah so minutes

    Watch at 00:15:16
  18. quite um it's quite interesting because a lot of um a lot of the assets in star citizen for instance

    Watch at 00:08:51
  19. yeah it's um it's quite uh yeah the scalability is really important especially for um say props for instance where you have

    Watch at 00:24:51
  20. wait to see so right if if it's resolved before we go live for instance it's like maybe it doesn't need to yeah yeah um 310 has new electron damage for fps weapons

    Watch at 00:53:46
  21. style is and forms but then the reference board here will inspire me to make different shapes like for instance like this shape right here i was looking at this pauldron right i was like oh that's actually a really cool

    Watch at 00:42:36
  22. responsible concept artist will try to draw notes from their clients or who their boss right so like for instance if chance was like hey jeremiah i don't like that

    Watch at 00:52:18
  23. that at some point we will start notching the bullets towards the target but it won't be like an instance swap but it will be a a fluent yeah it would be a flew the ratio towards the target

    Watch at 00:06:37
  24. disturb." I'm not answering this question now. For instance, I've already got stuff on, so leave me be. Uh I'd say we just keep creating problems for him. It's stuff, you know. Feel

    Watch at 00:53:52
  25. often is the case the associated gameplays is done by teams that are outside the ship team for instance and and different schedules and different workloads and and different priorities so sometimes those two don't always align in a ship

    Watch at 00:08:10

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