The Inside Star Citizen episode Brand New Episode - Summer 2020 was published on 24. July 2020 on the CIG YouTube channel.
Topics and timestamps[]
Topic | Timestamp |
---|---|
Branding - Recognizability of different companies or groups | |
Sprint report |
Video[]
Transcript[]
1 00:00:01,280 --> 00:00:05,680 [Music]
2 00:00:04,400 --> 00:00:08,800 yeah my favorite brand
3 00:00:05,680 --> 00:00:10,480 is of course origin
4 00:00:08,800 --> 00:00:12,719 that's a very difficult question i have
5 00:00:10,480 --> 00:00:14,719 to think about this cds which is clark
6 00:00:12,719 --> 00:00:16,640 defense systems
7 00:00:14,719 --> 00:00:18,240 let me think what else is a good
8 00:00:16,640 --> 00:00:21,279 manufacturer
9 00:00:18,240 --> 00:00:24,560 would be argo drake what's
10 00:00:21,279 --> 00:00:25,519 what's good other than drake though no
11 00:00:24,560 --> 00:00:27,359 surprise surprise
12 00:00:25,519 --> 00:00:28,840 my favorite manufacturer is an fps
13 00:00:27,359 --> 00:00:31,840 manufacturer
14 00:00:28,840 --> 00:00:31,840 no
15 00:00:34,880 --> 00:00:38,559 right now the narrative team is managing
16 00:00:36,640 --> 00:00:41,440 about 250 brands
17 00:00:38,559 --> 00:00:42,640 that cover a wide variety of areas from
18 00:00:41,440 --> 00:00:47,280 consumer goods to
19 00:00:42,640 --> 00:00:47,280 government agencies to service providers
20 00:00:47,360 --> 00:00:51,840 the reason there are so many brands in
21 00:00:49,520 --> 00:00:54,320 star citizen and squadron 42
22 00:00:51,840 --> 00:00:55,199 is that it helps the developers and the
23 00:00:54,320 --> 00:00:57,680 players
24 00:00:55,199 --> 00:00:58,800 distinguish between the form and
25 00:00:57,680 --> 00:01:01,039 function of an item
26 00:00:58,800 --> 00:01:02,559 basically help provide coloring context
27 00:01:01,039 --> 00:01:04,720 for location
28 00:01:02,559 --> 00:01:06,720 and it helps inform the the overall
29 00:01:04,720 --> 00:01:08,320 history of the entire star citizen
30 00:01:06,720 --> 00:01:10,640 universe
31 00:01:08,320 --> 00:01:11,920 let's take origin for example if you see
32 00:01:10,640 --> 00:01:13,600 that ship coming at you it's gonna
33 00:01:11,920 --> 00:01:15,520 probably have these sleek and elegant
34 00:01:13,600 --> 00:01:17,119 lines that's very visually distinct
35 00:01:15,520 --> 00:01:18,960 if you're flying one you know it's gonna
36 00:01:17,119 --> 00:01:21,439 be high performance and
37 00:01:18,960 --> 00:01:22,000 probably cost you a lot in development
38 00:01:21,439 --> 00:01:24,479 let's
39 00:01:22,000 --> 00:01:26,400 take for example argo which up until
40 00:01:24,479 --> 00:01:29,439 recently only had one
41 00:01:26,400 --> 00:01:32,159 small little ship in its entire line but
42 00:01:29,439 --> 00:01:34,720 they wanted to expand upon it
43 00:01:32,159 --> 00:01:36,560 when it came to argo we did work on a
44 00:01:34,720 --> 00:01:38,479 another ship it was massive
45 00:01:36,560 --> 00:01:40,000 i mean it came before the srv and it
46 00:01:38,479 --> 00:01:43,040 came before the mole and
47 00:01:40,000 --> 00:01:45,600 even though it was never fully realized
48 00:01:43,040 --> 00:01:46,159 there was a lot of technology and shape
49 00:01:45,600 --> 00:01:49,439 language
50 00:01:46,159 --> 00:01:50,399 came from that ship and so it was super
51 00:01:49,439 --> 00:01:54,399 useful
52 00:01:50,399 --> 00:01:56,880 that basically is informed a lot of
53 00:01:54,399 --> 00:01:58,640 the srv in the mall so everything is
54 00:01:56,880 --> 00:02:00,880 slightly exaggerated
55 00:01:58,640 --> 00:02:01,759 everything feels like it's got thicker
56 00:02:00,880 --> 00:02:04,079 skin
57 00:02:01,759 --> 00:02:05,119 we've introduced um some big chunky
58 00:02:04,079 --> 00:02:07,840 vetos
59 00:02:05,119 --> 00:02:09,920 it's not like it's not paper thin metal
60 00:02:07,840 --> 00:02:12,879 we keep it orange so it's still got that
61 00:02:09,920 --> 00:02:14,080 sort of industrial vibe and so you have
62 00:02:12,879 --> 00:02:15,920 a cowling of
63 00:02:14,080 --> 00:02:17,680 general sort of cleanliness and then
64 00:02:15,920 --> 00:02:21,040 under underneath it's just
65 00:02:17,680 --> 00:02:22,400 hardcore high density mechanical tech
66 00:02:21,040 --> 00:02:24,640 so there are all these sort of things
67 00:02:22,400 --> 00:02:28,000 that start to come in they're
68 00:02:24,640 --> 00:02:28,000 over influenced by the name
69 00:02:28,319 --> 00:02:31,519 in development uh brands can do more
70 00:02:30,400 --> 00:02:33,519 than help an
71 00:02:31,519 --> 00:02:35,120 artist determine the visual style of a
72 00:02:33,519 --> 00:02:37,440 ship they can
73 00:02:35,120 --> 00:02:39,360 also help designers figure out the
74 00:02:37,440 --> 00:02:41,680 balance of items like
75 00:02:39,360 --> 00:02:43,440 fps weapons so one of the things that
76 00:02:41,680 --> 00:02:45,599 we're looking at doing this quarter is
77 00:02:43,440 --> 00:02:48,400 um putting all of our fps manufacturers
78 00:02:45,599 --> 00:02:50,239 into what we call a bounce triangle
79 00:02:48,400 --> 00:02:52,239 a bounce triangle is used in a lot of
80 00:02:50,239 --> 00:02:52,560 different industries actually and it's
81 00:02:52,239 --> 00:02:54,879 more
82 00:02:52,560 --> 00:02:56,000 commonly seen in stuff like product
83 00:02:54,879 --> 00:02:58,159 design um
84 00:02:56,000 --> 00:02:59,760 where you're looking at you've only got
85 00:02:58,159 --> 00:03:00,959 a finite amount of time and money so
86 00:02:59,760 --> 00:03:03,200 you're trying to decide if you want to
87 00:03:00,959 --> 00:03:05,840 make it quickly if you want to make it
88 00:03:03,200 --> 00:03:06,480 good or if you want to make it on the
89 00:03:05,840 --> 00:03:07,920 cheap
90 00:03:06,480 --> 00:03:09,599 and you're essentially trying to pick
91 00:03:07,920 --> 00:03:11,440 this point on the triangle in whichever
92 00:03:09,599 --> 00:03:12,720 direction you go in it comes at the cost
93 00:03:11,440 --> 00:03:13,760 of two other things
94 00:03:12,720 --> 00:03:16,080 so when we're talking about
95 00:03:13,760 --> 00:03:17,040 manufacturers for consistency we want to
96 00:03:16,080 --> 00:03:18,879 make sure that
97 00:03:17,040 --> 00:03:21,519 they have their own identity and that's
98 00:03:18,879 --> 00:03:23,040 where the same bounce triangle comes in
99 00:03:21,519 --> 00:03:24,799 so the three points that we chose for
100 00:03:23,040 --> 00:03:25,120 our weapons that made the most sense to
101 00:03:24,799 --> 00:03:28,319 us
102 00:03:25,120 --> 00:03:28,879 were power which generally translates
103 00:03:28,319 --> 00:03:30,879 into
104 00:03:28,879 --> 00:03:32,480 the amount of damage it puts out per
105 00:03:30,879 --> 00:03:34,879 shot um
106 00:03:32,480 --> 00:03:36,640 speed which is just translates mostly to
107 00:03:34,879 --> 00:03:38,080 rate of fire and how fast it can get
108 00:03:36,640 --> 00:03:40,799 bullets down range
109 00:03:38,080 --> 00:03:42,000 and range as well so essentially how
110 00:03:40,799 --> 00:03:44,799 steady the weapon is
111 00:03:42,000 --> 00:03:46,080 is in the hand if it loses much energy
112 00:03:44,799 --> 00:03:48,480 over time as it travels
113 00:03:46,080 --> 00:03:50,319 and essentially just if something is
114 00:03:48,480 --> 00:03:51,760 skewed towards range then obviously
115 00:03:50,319 --> 00:03:53,680 it can fire more effectively at longer
116 00:03:51,760 --> 00:03:55,280 ranges
117 00:03:53,680 --> 00:03:56,720 so the way this ties into the bigger
118 00:03:55,280 --> 00:03:58,480 picture is
119 00:03:56,720 --> 00:04:00,480 really especially with it giving us more
120 00:03:58,480 --> 00:04:02,319 consistency across the brand
121 00:04:00,480 --> 00:04:04,959 you need something that's going to tie
122 00:04:02,319 --> 00:04:06,720 everything together narrative art and
123 00:04:04,959 --> 00:04:08,879 essentially design than the way these
124 00:04:06,720 --> 00:04:10,480 things work and we need them to be
125 00:04:08,879 --> 00:04:13,040 identifiable for everyone
126 00:04:10,480 --> 00:04:14,720 kind of upon first look so if i for
127 00:04:13,040 --> 00:04:16,560 example found a
128 00:04:14,720 --> 00:04:17,840 a kasdak shotgun i know it's going to be
129 00:04:16,560 --> 00:04:19,440 about the
130 00:04:17,840 --> 00:04:20,799 power and i can see it on the floor it
131 00:04:19,440 --> 00:04:21,919 looks like a cast like weapon it is a
132 00:04:20,799 --> 00:04:22,479 cast like weapon it's going to be about
133 00:04:21,919 --> 00:04:25,759 power
134 00:04:22,479 --> 00:04:27,199 and all of that ties together um but
135 00:04:25,759 --> 00:04:29,040 as we've identified on a weapon to
136 00:04:27,199 --> 00:04:29,840 weapon basis there are some manufacturer
137 00:04:29,040 --> 00:04:33,520 outliers
138 00:04:29,840 --> 00:04:35,120 um like say for the gemini s71
139 00:04:33,520 --> 00:04:36,639 uh it's a marksman rifle and that will
140 00:04:35,120 --> 00:04:38,160 never fire faster than the assault
141 00:04:36,639 --> 00:04:40,400 rifles that we've got so
142 00:04:38,160 --> 00:04:42,000 we're quite okay with having the odd
143 00:04:40,400 --> 00:04:43,440 outlier per manufacturer
144 00:04:42,000 --> 00:04:44,800 kind of like a car manufacturer award
145 00:04:43,440 --> 00:04:46,240 where they might try something a little
146 00:04:44,800 --> 00:04:48,080 bit different
147 00:04:46,240 --> 00:04:49,759 and it either works out it doesn't uh
148 00:04:48,080 --> 00:04:50,960 but at their core they're still making
149 00:04:49,759 --> 00:04:54,960 weapons that are skewed
150 00:04:50,960 --> 00:04:56,800 in one direction brandt also extend
151 00:04:54,960 --> 00:04:58,080 past items though they can they can be
152 00:04:56,800 --> 00:04:59,680 groups of people
153 00:04:58,080 --> 00:05:01,520 they could be something like let's say
154 00:04:59,680 --> 00:05:03,759 nine tails outlaw pack
155 00:05:01,520 --> 00:05:05,440 if you see a nine-tailed symbol on a
156 00:05:03,759 --> 00:05:07,840 ship or on a piece of armor
157 00:05:05,440 --> 00:05:08,800 or even spray painted on the wall in a
158 00:05:07,840 --> 00:05:11,759 location
159 00:05:08,800 --> 00:05:12,240 that may tell you to either avoid that
160 00:05:11,759 --> 00:05:14,000 area
161 00:05:12,240 --> 00:05:15,680 or head on in depending upon whether
162 00:05:14,000 --> 00:05:18,160 you're friends with that group or
163 00:05:15,680 --> 00:05:20,240 your enemies with it and and we're going
164 00:05:18,160 --> 00:05:23,120 into this level of detail
165 00:05:20,240 --> 00:05:24,000 because it it really will enrich in the
166 00:05:23,120 --> 00:05:27,120 game
167 00:05:24,000 --> 00:05:29,520 make it feel more alive and lived in
168 00:05:27,120 --> 00:05:31,840 it'll help provide context and color
169 00:05:29,520 --> 00:05:35,039 it'll it'll deepen the history
170 00:05:31,840 --> 00:05:37,120 to help explain how we have gone
171 00:05:35,039 --> 00:05:39,680 from here to there so by doing this we
172 00:05:37,120 --> 00:05:42,080 hope to make the the world more familiar
173 00:05:39,680 --> 00:05:44,400 and relatable to players and just in
174 00:05:42,080 --> 00:05:46,160 general more immersive
175 00:05:44,400 --> 00:05:47,759 because really what what's more
176 00:05:46,160 --> 00:05:53,840 immersive than seeing
177 00:05:47,759 --> 00:05:53,840 brands everywhere you look
178 00:05:53,919 --> 00:05:57,600 with more than 250 corporations
179 00:05:56,160 --> 00:05:59,759 currently spanning everything from
180 00:05:57,600 --> 00:06:01,520 vehicle components to financial services
181 00:05:59,759 --> 00:06:03,520 to food and drink and more
182 00:06:01,520 --> 00:06:04,960 you can learn all about the brands being
183 00:06:03,520 --> 00:06:07,039 used to inform nearly
184 00:06:04,960 --> 00:06:09,360 everything in star citizen and squadron
185 00:06:07,039 --> 00:06:10,319 42 by checking out the portfolio
186 00:06:09,360 --> 00:06:12,240 articles in both
187 00:06:10,319 --> 00:06:13,360 our monthly jump point digital magazine
188 00:06:12,240 --> 00:06:15,520 for subscribers
189 00:06:13,360 --> 00:06:17,440 as well as the weekly lore posts found
190 00:06:15,520 --> 00:06:18,160 on the robertsspaceindustries.com
191 00:06:17,440 --> 00:06:20,000 website
192 00:06:18,160 --> 00:06:21,199 both of which have archives going back
193 00:06:20,000 --> 00:06:23,199 to 2012.
194 00:06:21,199 --> 00:06:24,800 but up next let's look ahead at what's
195 00:06:23,199 --> 00:06:28,000 going on in development now
196 00:06:24,800 --> 00:06:28,000 in this week's sprint report
197 00:06:28,400 --> 00:06:32,400 putting a button on this week's brand
198 00:06:30,080 --> 00:06:34,479 theming directors recently reviewed logo
199 00:06:32,400 --> 00:06:35,199 options for four brand new brands being
200 00:06:34,479 --> 00:06:37,600 worked on
201 00:06:35,199 --> 00:06:38,479 including spearfish a maker of emp
202 00:06:37,600 --> 00:06:40,639 weapons
203 00:06:38,479 --> 00:06:42,800 rook heavy metals a direct supplier of
204 00:06:40,639 --> 00:06:44,479 metals and custom alloys to the uee
205 00:06:42,800 --> 00:06:46,800 military and advocacy
206 00:06:44,479 --> 00:06:48,639 galavan publishing the terran-based
207 00:06:46,800 --> 00:06:49,759 publisher of whitley's guide for vehicle
208 00:06:48,639 --> 00:06:53,199 enthusiasts
209 00:06:49,759 --> 00:06:55,360 and the navy surplus brand offering bdus
210 00:06:53,199 --> 00:06:58,800 jackets pants and more that have been
211 00:06:55,360 --> 00:07:00,720 retired from active service
212 00:06:58,800 --> 00:07:02,800 building blocks the all-purpose ui
213 00:07:00,720 --> 00:07:05,120 system that allows our systems designers
214 00:07:02,800 --> 00:07:07,680 to prototype and iterate on everything
215 00:07:05,120 --> 00:07:09,680 from heads up displays to kiosk screens
216 00:07:07,680 --> 00:07:11,919 to vehicle dashboards and more
217 00:07:09,680 --> 00:07:13,039 continues to be improved on like this
218 00:07:11,919 --> 00:07:15,199 recent work adding
219 00:07:13,039 --> 00:07:16,400 drop down and scrollable menus to its
220 00:07:15,199 --> 00:07:18,720 array of tools
221 00:07:16,400 --> 00:07:20,240 now it may seem like a simple thing but
222 00:07:18,720 --> 00:07:22,800 making features that scale
223 00:07:20,240 --> 00:07:24,720 both visually and contextually for the
224 00:07:22,800 --> 00:07:25,680 tremendous volume of different screen
225 00:07:24,720 --> 00:07:28,880 types in the verse
226 00:07:25,680 --> 00:07:30,639 is no easy task and before anybody goes
227 00:07:28,880 --> 00:07:31,360 reading too much into the text that you
228 00:07:30,639 --> 00:07:33,759 see here
229 00:07:31,360 --> 00:07:35,919 this is all just a collection of random
230 00:07:33,759 --> 00:07:37,520 terms the folks in ui use to fill out
231 00:07:35,919 --> 00:07:40,639 the various spaces
232 00:07:37,520 --> 00:07:42,560 there's no info to mine here
233 00:07:40,639 --> 00:07:44,240 work also continues on the layout
234 00:07:42,560 --> 00:07:45,039 transitions and drag reordering
235 00:07:44,240 --> 00:07:46,639 functionality
236 00:07:45,039 --> 00:07:49,039 that will serve as the basis for
237 00:07:46,639 --> 00:07:50,720 managing players physicalized inventory
238 00:07:49,039 --> 00:07:52,720 when that's scheduled to come online
239 00:07:50,720 --> 00:07:54,000 later this year and after seeing the
240 00:07:52,720 --> 00:07:56,639 prototype iterate
241 00:07:54,000 --> 00:07:58,240 there's also been some discussion about
242 00:07:56,639 --> 00:08:00,960 other systems this tech
243 00:07:58,240 --> 00:08:04,000 might also be used for now who wants to
244 00:08:00,960 --> 00:08:05,680 take some guesses as to what
245 00:08:04,000 --> 00:08:07,680 members from the environment art team
246 00:08:05,680 --> 00:08:08,720 are continuing their work adapting the
247 00:08:07,680 --> 00:08:11,120 gas cloud tech
248 00:08:08,720 --> 00:08:13,120 originally developed for squadron 42 to
249 00:08:11,120 --> 00:08:15,120 be used in the persistent universe
250 00:08:13,120 --> 00:08:17,280 like this test for the space scaping of
251 00:08:15,120 --> 00:08:19,280 service stations that sit along lagrange
252 00:08:17,280 --> 00:08:21,520 points throughout the stanton system
253 00:08:19,280 --> 00:08:23,440 now work like this will not only be used
254 00:08:21,520 --> 00:08:24,720 to bring added texture and visual
255 00:08:23,440 --> 00:08:26,639 breakup to the system
256 00:08:24,720 --> 00:08:28,240 but it's also anticipated we'll add a
257 00:08:26,639 --> 00:08:29,520 fair number of new gameplay
258 00:08:28,240 --> 00:08:31,840 opportunities as well
259 00:08:29,520 --> 00:08:33,839 as we continue to explore the various
260 00:08:31,840 --> 00:08:35,919 ways we can incorporate this tech
261 00:08:33,839 --> 00:08:37,049 across the breadth of stanton's various
262 00:08:35,919 --> 00:08:38,959 points of interest
263 00:08:37,049 --> 00:08:40,640 [Music]
264 00:08:38,959 --> 00:08:42,080 work also continues to pace on the
265 00:08:40,640 --> 00:08:44,320 upcoming cargo decks
266 00:08:42,080 --> 00:08:45,920 which aim to bring new depth to cargo
267 00:08:44,320 --> 00:08:47,760 and player to player trading when they
268 00:08:45,920 --> 00:08:49,360 come online later this year
269 00:08:47,760 --> 00:08:51,600 and while there's still some time left
270 00:08:49,360 --> 00:08:52,640 before players can jump in and explore
271 00:08:51,600 --> 00:08:54,160 for themselves
272 00:08:52,640 --> 00:08:55,839 we'll continue checking in on their
273 00:08:54,160 --> 00:08:57,279 development via sprint reports
274 00:08:55,839 --> 00:09:00,160 as we have since they were merely
275 00:08:57,279 --> 00:09:00,160 concept paintings
276 00:09:00,720 --> 00:09:04,880 finally before we let you go some very
277 00:09:02,880 --> 00:09:06,560 early updates for one of star citizen's
278 00:09:04,880 --> 00:09:08,399 original five spacecraft
279 00:09:06,560 --> 00:09:11,920 including work on the constellation
280 00:09:08,399 --> 00:09:14,080 taurus's expanded cargo bay
281 00:09:11,920 --> 00:09:15,920 and early prototyping of an automated
282 00:09:14,080 --> 00:09:16,880 docking process for the merlin and
283 00:09:15,920 --> 00:09:19,120 archimedes
284 00:09:16,880 --> 00:09:21,040 into the constellation's custom docking
285 00:09:19,120 --> 00:09:22,959 port it's early days yet
286 00:09:21,040 --> 00:09:25,120 but the promise of being able to launch
287 00:09:22,959 --> 00:09:28,560 parasite craft from the constellation
288 00:09:25,120 --> 00:09:28,560 just got one step closer
289 00:09:29,440 --> 00:09:32,959 so what we learned this week well we
290 00:09:31,360 --> 00:09:34,800 learned that brands can help artists
291 00:09:32,959 --> 00:09:35,440 develop a consistent visual style as
292 00:09:34,800 --> 00:09:37,279 well as
293 00:09:35,440 --> 00:09:38,560 direction against the challenges of blue
294 00:09:37,279 --> 00:09:40,560 sky development
295 00:09:38,560 --> 00:09:42,080 that they can form the basis of balance
296 00:09:40,560 --> 00:09:44,480 decisions for our designers
297 00:09:42,080 --> 00:09:47,200 while being used by players to inform
298 00:09:44,480 --> 00:09:48,720 about innate functionality at a glance
299 00:09:47,200 --> 00:09:50,399 and that brands can be used to add
300 00:09:48,720 --> 00:09:52,640 context flavor
301 00:09:50,399 --> 00:09:54,000 and history to a universe making it seem
302 00:09:52,640 --> 00:09:56,240 just a little more lived in and
303 00:09:54,000 --> 00:09:58,240 recognizable for the players within
304 00:09:56,240 --> 00:10:05,839 for inside star citizen i'm jared
305 00:09:58,240 --> 00:10:05,839 huckabee we'll see you next week
306 00:10:19,839 --> 00:10:21,920 you