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255 moments across 174 videos

  1. space and accurately reflects all the real parts and attachments like the thrusters and weapons this was accomplished by building a list of the render nodes that were selectively rendered to a render target using a custom material shader we can apply…damage status of the vehicle parts whilst avoiding some of the more expensive features of doing a full physically-based forward render this render target vehicle can then be rendered whenever

    Watch at 00:01:51
  2. needed to help well before we let you go uh just a couple quick questions uh we're building Star Citizen here what your favorite ship in Star Citizen it's it changes a lot especially now that I'm working with…different ones um previously I would have said uh the Hornet I I like the looks of I'm basing it on looks mainly and I I like the Hornet and the ghost in particular the black one and it's kind

    Watch at 00:15:11
  3. fiction of the law then we try and adapt it so you kind of have things that are sort of based on reality you know like you have you have shards of um present day physical truths that exist in the future…would would be appropriate but of course you don't take everything because like you know the way we're building the game and like all the vehicles we're doing they probably wouldn't be the most efficient way to design

    Watch at 00:30:11
  4. pretty cool and when it comes to building that universe there's a department essential for keeping it all running take a look I'm Mike Jones and I'm director of corporate and publishing technology for cloud Imperium games and right…think that's the longest title we have in the company and it's based because of the merging of our DevOps and our IT departments and so my responsibility for IT covers the hardware side of things and the infrastructure side

    Watch at 00:15:35
  5. gets touched because of this for the first time in our development we are going out with two parallel PTU builds there will be a three point three that has OCS and a three point three that does not have…happens you know what that that's coming that's an effort for us to basically basically cover all our bases and figuring out where bugs exist in one and where bugs don't exist with other it servers request

    Watch at 00:48:15
  6. producer. Huh? Nah. Let's go over to Daniel Kimaenski who is talking ship materials and how we build them. All right. I'm Daniel Kimaenski, surfacing artist at Cloud Imperium Games and today I'm going to be showing you some…little bit of my process and how what we use works. And so, we're using what's called physically based rendering. It's just a fancy term

    Watch at 00:26:07
  7. artists new artists to just come in pick up go oh that's what that manufacturer looks like based on existing ships versus the hardest part is coming up with it you know you've got all these different manufacturers each…cool uh next question comes from Cav guy one of the fascinating things for me watching you guys build Star Citizen is how you pull it all together can you talk through the changes to the ship pipeline over the last year

    Watch at 00:12:01
  8. system there are many teams are involved and to get the teams on the same page yeah we're just building an emblems in a room talk for one week aligning all gods that we can just go out and crank…long time so it's communication easier if you know each other and getting forward to yeah equating on goals based on that we can more efficiently execute two or two ago because especially in a global company where time zones

    Watch at 00:03:16
  9. main hub for for the synth world this is where the researchers this is where the the people who are building it this is where they're stationed this is where if you're gonna bring in a bunch…synth world right now while under construction is well the 18th battle fleet which still patrols this system and is based at our change'll station would not take to that kindly so this is where you're going to want

    Watch at 00:14:09
  10. here puts them in. So, our main priority is getting stability up. We want to have a very stable build before we go to PTU um to ensure things are looking good. At the moment, I am working on a method…worst ones. So, I'm working on a method of looking at the percentage of these crashes that have based on the total

    Watch at 00:17:18
  11. lava will soon be added afterwards in an incremental 3.3 patch very cool so 3.1 and 3.2 we're date-based releases what happened with 3.3 object container streaming is a foundational technology for the game…make the date so he said well we're going to shift it at the same time putting two builds out in the hands of our vacati members and ultimately the rest of the community to test

    Watch at 00:01:05
  12. major makeover of era city of putting in parks and green SP spaces and opening up like nice apartment buildings for rent and giving a lot of kind of uh tax credits and stuff for investments into the City and it slowly…well was is Sor was able to convince The Intergalactic Aerospace Expo who we watched recently just had it is based out of Keel now that wasn't always the case the Expo used to hop from system to system floating around

    Watch at 00:09:57
  13. asset approved faster and that means the faster we can get approved faster we can get into the build the faster we can get it on your computers to play with these assets and that's kind of the advantage of this…gonna help the game be more balanced which is really important because we have PPR which is physically based sort of rendering and so therefore the actual materials have made to respond to certain different kind of light levels

    Watch at 00:07:37
  14. mobile apps right now that gives you all the information about the room that you are in my role based on the system was to outline the sound design elements of it speaking with design and codes and animation and basically coming…work closely with you and Braun use one of our audio programmers and together we kind of start to build this system be able to give audio feedback to what the actors state system is doing so the player can have here

    Watch at 00:19:37
  15. yourself something to raid and loot hopefully yeah now players who follow the our side road map up on Roberts base intercom will notice that we recently expanded out and showed 3.5 quarter quarter 1 2019 so as we go through each…under the overall AI roadmap though so you may not see a specific call-out on that as we're building out smaller parts here and there I've been thank you all let you get back to work thank you thank

    Watch at 00:01:49
  16. know you know the naming of the Hornet and quite a few other Wing Commander ships were always B based on sort of you know historical precedent cuz I took a lot from World War II or present day sort…know on Star Citizen I was like okay we need a a ship I need a ship to build that we can fly around uh and I can sort of test out um you know all the different things in terms

    Watch at 00:07:25
  17. kind of really tried to lean into when we were developing the Rambler was Drake's kind of mentality towards building their ships I think it kind of ticked that box of exactly what Drake would do they've got this chassis…design ethos so I'm I'm very happy with how it turned out the Rambler really takes the the base cutter to the the next level in terms of living on board I think we all saw that when the cutter

    Watch at 00:08:52
  18. example will be sent after the same item rather than having their own distinct item to collect they'll now build on that work by adding support for abandoning missions as well as unlawful and lawful asymmetric missions for multiple players this…kythera AI this is part of an ongoing effort to create all ship AI functionalities we need for subsumption based AI for the remainder

    Watch at 00:05:03
  19. Pyro. How cool is that that the new building we just moved into could be used this way for the new solar system? Of course, the IR we captured is also digital, which allows us to use them in game. So, where…some concepts together for the new Pyro solar system we showed some videos of during the latest CitizenCon. Based on the art direction I received, Pyro is a hostile environment. Any life developing on those planets is based on very different rules

    Watch at 00:04:55
  20. signature buildings of new Babbage this is what we're calling the aspire brands good job Glen see we get through there fancy dancy one interests his background is probably where if you were starting in a new Babbage…today what the view out of that's where the hats going to be so if you want your home base or your land your have to be on you Babbage that's where it's going to be yeah

    Watch at 00:22:06
  21. getting you know uh clicks building up here and beeps building up there and and um notifications and stuff it can it can get too busy like anything I guess and you you've got to kind of pick your battles when…Interest we have talked about degradation quite a lot haven't we yeah um I mean mostly for ship based stuff really was that you know you have that whole repair C with ships not so much for like you know handheld

    Watch at 00:39:32
  22. next question uh Revan 67 asks will organizations upon discovering new systems be able to colonize planets build stations put up defenses so that's that's a great uh question that is actually something that we long-term want…will have some mechanics in there that will allow planets themselves or Outpost themselves to evolve um during the game based on player action or what's happening in the universe which I think will be really cool and we'll fold

    Watch at 00:07:17
  23. planet it the result of the ground is never the same what we try to do when we build an asset library for the procedural system is to not for example define the final service material so what…system this is making sure that we can put more in our memory because we're using the same base elements

    Watch at 00:20:54
  24. guys I'm Ryan Archer I'm the marketing artist here at uh Cloud Imperium games based in Austin Texas and I get the privilege of being here with our character art team in Austin and so let's go around…characters as good as they can look and that they will work within the awesome universe that we're building uh my name is Billy Lord I'm here in the Austin office I'm a junior character artist I'm responsible

    Watch at 00:00:07
  25. based on what's going on in your game at a certain time if you're coming up in a dangerous situation you'll notice it with the thrilling kind of music kind of thing probably not exactly the thing but something…much everything in the game that's going to really enhance the experience John UR and turbulent web team is building their leaderboard that's right we can't have the dog fighting module out there without knowing who's really good

    Watch at 00:01:38

Transcripts come from YouTube’s automatic captions, so they are accurate on ordinary speech and rougher on Star Citizen jargon. Search matches words rather than meaning — a phrase nobody actually said will not be found even if the idea was discussed. Timestamps link to the official videos on the Star Citizen channel; nothing is rehosted here.

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