The Inside Star Citizen episode Jump On It - Fall 2019 was published on December 5, 2019 on CIG's YouTube channel.
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1 00:00:05,680 --> 00:00:09,519 jump points
2 00:00:06,640 --> 00:00:11,200 the gateways between star systems these
3 00:00:09,519 --> 00:00:11,599 wormholes through space bring with them
4 00:00:11,200 --> 00:00:13,840 the
5 00:00:11,599 --> 00:00:15,599 promise of star citizen's expansion
6 00:00:13,840 --> 00:00:18,800 beyond just a stanton system
7 00:00:15,599 --> 00:00:20,640 and at citizencon 2949 we got to see
8 00:00:18,800 --> 00:00:22,800 the first successful traversal between
9 00:00:20,640 --> 00:00:23,680 stellar clusters with our arrival in
10 00:00:22,800 --> 00:00:25,760 pyro
11 00:00:23,680 --> 00:00:28,080 now from the branching path design to
12 00:00:25,760 --> 00:00:29,920 the volumetric cloudtech encompassing it
13 00:00:28,080 --> 00:00:31,840 from the massive gateway structure
14 00:00:29,920 --> 00:00:33,360 itself to the particle eddies the player
15 00:00:31,840 --> 00:00:36,160 must navigate within
16 00:00:33,360 --> 00:00:37,680 from the lighting to the vfx and more to
17 00:00:36,160 --> 00:00:39,760 celebrate this milestone
18 00:00:37,680 --> 00:00:41,200 we sat down at the desk of assistant art
19 00:00:39,760 --> 00:00:44,079 director jake gainey
20 00:00:41,200 --> 00:00:45,680 for a decompressed discussion of all
21 00:00:44,079 --> 00:00:47,039 aspects covering the creation of our
22 00:00:45,680 --> 00:00:48,640 very first jump point
23 00:00:47,039 --> 00:00:50,559 and to hear from some of the members of
24 00:00:48,640 --> 00:00:51,600 the team who work to bring star
25 00:00:50,559 --> 00:00:59,840 citizen's first
26 00:00:51,600 --> 00:00:59,840 gateway between star systems to life
27 00:01:32,200 --> 00:01:44,079 [Music]
28 00:01:42,880 --> 00:01:46,000 we've always known we want to do like
29 00:01:44,079 --> 00:01:48,240 wormholes and jump points uh some
30 00:01:46,000 --> 00:01:51,680 previous was done i think back in 2014
31 00:01:48,240 --> 00:01:52,560 2015. a lot of early concepts went out
32 00:01:51,680 --> 00:01:54,640 to chris
33 00:01:52,560 --> 00:01:55,840 i was working with marcel on the concept
34 00:01:54,640 --> 00:01:57,119 side of things
35 00:01:55,840 --> 00:01:59,840 so we've done a lot of loose
36 00:01:57,119 --> 00:02:01,119 investigations first to understand
37 00:01:59,840 --> 00:02:03,280 do we want something big do you want
38 00:02:01,119 --> 00:02:04,560 something small um does it fit into the
39 00:02:03,280 --> 00:02:05,759 law of sc
40 00:02:04,560 --> 00:02:07,360 there's several things that you can play
41 00:02:05,759 --> 00:02:08,080 with such as you know is it spherical is
42 00:02:07,360 --> 00:02:10,160 it cylindrical
43 00:02:08,080 --> 00:02:11,680 is it square um the very kind of like
44 00:02:10,160 --> 00:02:12,480 core core shapes that you can kind of
45 00:02:11,680 --> 00:02:13,840 play with
46 00:02:12,480 --> 00:02:15,760 and then how that thing would operate
47 00:02:13,840 --> 00:02:16,879 how you'd enter it and what's it look
48 00:02:15,760 --> 00:02:18,560 like
49 00:02:16,879 --> 00:02:21,200 to the third person as well as the first
50 00:02:18,560 --> 00:02:23,200 person so just to get those ideas out
51 00:02:21,200 --> 00:02:24,239 there and then several iterations for
52 00:02:23,200 --> 00:02:26,000 weeks right
53 00:02:24,239 --> 00:02:27,760 and then we kind of like settled on what
54 00:02:26,000 --> 00:02:29,840 you kind of saw in the demo
55 00:02:27,760 --> 00:02:31,280 so kind of like it's a really good
56 00:02:29,840 --> 00:02:32,720 opportunity for me to now
57 00:02:31,280 --> 00:02:34,720 show you some of the content live in the
58 00:02:32,720 --> 00:02:36,879 editor maybe run through some of the
59 00:02:34,720 --> 00:02:38,480 processes that we went through to build
60 00:02:36,879 --> 00:02:39,840 this content and just speak a little bit
61 00:02:38,480 --> 00:02:41,440 about our processes
62 00:02:39,840 --> 00:02:43,840 this is the this is the stanton location
63 00:02:41,440 --> 00:02:45,360 but it isn't just confined to one area
64 00:02:43,840 --> 00:02:47,360 as well like the cool thing is is that
65 00:02:45,360 --> 00:02:49,599 i don't even notice from the demo but we
66 00:02:47,360 --> 00:02:51,200 we arrived at the edge of a nebula
67 00:02:49,599 --> 00:02:52,720 this is all contained in the same scene
68 00:02:51,200 --> 00:02:54,879 so i can zoom out of this location
69 00:02:52,720 --> 00:02:54,879 though
70 00:02:56,160 --> 00:03:00,239 and you can see again this is fully
71 00:02:57,519 --> 00:03:02,400 volumetric so the the approach for this
72 00:03:00,239 --> 00:03:04,080 is using the gas cloud tech that's been
73 00:03:02,400 --> 00:03:06,959 developed i mean it's
74 00:03:04,080 --> 00:03:07,280 been developed specifically for the coil
75 00:03:06,959 --> 00:03:08,720 but
76 00:03:07,280 --> 00:03:10,000 the more that we've developed with it
77 00:03:08,720 --> 00:03:11,280 the more that we've realized that we can
78 00:03:10,000 --> 00:03:13,760 actually start to build
79 00:03:11,280 --> 00:03:14,480 entire space scenes with this and for
80 00:03:13,760 --> 00:03:16,800 the
81 00:03:14,480 --> 00:03:19,440 persistent universe obviously it's less
82 00:03:16,800 --> 00:03:21,920 of a linear experience than it is for
83 00:03:19,440 --> 00:03:23,599 um squadron 42 because with squadron 42
84 00:03:21,920 --> 00:03:25,200 we know the exact location that will
85 00:03:23,599 --> 00:03:26,799 bring players into these
86 00:03:25,200 --> 00:03:28,159 these spacecapes and we'll know how
87 00:03:26,799 --> 00:03:28,720 we're going to direct the player into
88 00:03:28,159 --> 00:03:30,000 them
89 00:03:28,720 --> 00:03:32,080 when we're building content for the
90 00:03:30,000 --> 00:03:33,680 persistent universe it needs to be
91 00:03:32,080 --> 00:03:35,440 a little bit more 360 than that it needs
92 00:03:33,680 --> 00:03:36,799 to be a bit more flexible so you can see
93 00:03:35,440 --> 00:03:38,640 from this
94 00:03:36,799 --> 00:03:40,640 gas cloud that we've got here we can
95 00:03:38,640 --> 00:03:43,040 pretty much move it to any position
96 00:03:40,640 --> 00:03:44,799 and we'll still be able to get like a
97 00:03:43,040 --> 00:03:45,360 kind of a good feeling from it in a cool
98 00:03:44,799 --> 00:03:46,720 vibe
99 00:03:45,360 --> 00:03:49,040 the cool thing is and something that
100 00:03:46,720 --> 00:03:51,440 we've done a lot in squadron 42 as well
101 00:03:49,040 --> 00:03:52,799 has been able to actually construct
102 00:03:51,440 --> 00:03:55,200 these areas
103 00:03:52,799 --> 00:03:57,040 with polygons with the design team to
104 00:03:55,200 --> 00:03:57,760 get exactly what we want represented in
105 00:03:57,040 --> 00:03:59,360 the engine
106 00:03:57,760 --> 00:04:00,959 just to show you a little bit behind the
107 00:03:59,360 --> 00:04:03,200 the process
108 00:04:00,959 --> 00:04:04,959 and to building um spacescapes like this
109 00:04:03,200 --> 00:04:07,360 with this volumetric tech
110 00:04:04,959 --> 00:04:08,959 we do use a little bit of houdini to
111 00:04:07,360 --> 00:04:11,280 kind of generate this content
112 00:04:08,959 --> 00:04:12,720 and i can show you this is the obviously
113 00:04:11,280 --> 00:04:13,200 this is a combination of various
114 00:04:12,720 --> 00:04:14,640 different
115 00:04:13,200 --> 00:04:17,120 different elements we've had a lot of
116 00:04:14,640 --> 00:04:20,000 internal tools developed by
117 00:04:17,120 --> 00:04:20,639 the kind of the vfx tech team who have
118 00:04:20,000 --> 00:04:23,600 built
119 00:04:20,639 --> 00:04:26,080 what we call cig cloud tools they they
120 00:04:23,600 --> 00:04:29,440 build the cig cloud tools to be able to
121 00:04:26,080 --> 00:04:32,080 basically turn geometry into gas cloud
122 00:04:29,440 --> 00:04:33,360 so um with with this kind of like shape
123 00:04:32,080 --> 00:04:34,080 that you see here this has all been
124 00:04:33,360 --> 00:04:36,320 built
125 00:04:34,080 --> 00:04:38,000 out of geometry out of my own preference
126 00:04:36,320 --> 00:04:39,919 i've built this in 3ds max
127 00:04:38,000 --> 00:04:42,160 but really you can build this in houdini
128 00:04:39,919 --> 00:04:45,280 as well and then we're able to
129 00:04:42,160 --> 00:04:46,720 almost sculpt environments with geometry
130 00:04:45,280 --> 00:04:49,120 and then turn it into the gas cloud
131 00:04:46,720 --> 00:04:49,120 afterwards
132 00:04:49,520 --> 00:04:53,520 so i can just quickly boot up the actual
133 00:04:51,520 --> 00:04:56,160 wormhole itself
134 00:04:53,520 --> 00:04:57,120 this is um it's a separate scene
135 00:04:56,160 --> 00:04:58,560 obviously in the game
136 00:04:57,120 --> 00:05:00,400 it's part of an object container so we
137 00:04:58,560 --> 00:05:02,000 stream this in um
138 00:05:00,400 --> 00:05:03,680 the the kind of technology we've had
139 00:05:02,000 --> 00:05:05,759 like a new entity built i don't know a
140 00:05:03,680 --> 00:05:07,120 great deal about the entity
141 00:05:05,759 --> 00:05:09,120 the awesome part of this is i should
142 00:05:07,120 --> 00:05:11,120 traverse them through the
143 00:05:09,120 --> 00:05:12,720 the wormhole we're actually going into a
144 00:05:11,120 --> 00:05:14,240 completely new system you know we're not
145 00:05:12,720 --> 00:05:16,240 faking anything here we're
146 00:05:14,240 --> 00:05:17,600 actually traveling to a new system and
147 00:05:16,240 --> 00:05:19,759 even even
148 00:05:17,600 --> 00:05:21,440 myself working on this every single day
149 00:05:19,759 --> 00:05:22,720 that still blows my mind i'm still kind
150 00:05:21,440 --> 00:05:24,960 of completely
151 00:05:22,720 --> 00:05:26,639 taken aback by the the technology that
152 00:05:24,960 --> 00:05:27,600 we're able to kind of bring with this
153 00:05:26,639 --> 00:05:30,560 game
154 00:05:27,600 --> 00:05:32,639 we had um ben parry who's the one of the
155 00:05:30,560 --> 00:05:34,560 graphics engineers in the uk
156 00:05:32,639 --> 00:05:36,479 come in and build as a brand new shader
157 00:05:34,560 --> 00:05:38,720 there's already a shader that the vfx
158 00:05:36,479 --> 00:05:39,919 team has used that's mostly for doing
159 00:05:38,720 --> 00:05:41,360 kind of like where you would use a
160 00:05:39,919 --> 00:05:42,160 particle effect but you don't want to
161 00:05:41,360 --> 00:05:44,560 have one
162 00:05:42,160 --> 00:05:45,840 and that's called vfx transparent so
163 00:05:44,560 --> 00:05:48,320 that has a lot of
164 00:05:45,840 --> 00:05:49,840 tweakable slidery kind of things for
165 00:05:48,320 --> 00:05:52,080 them to mess around with
166 00:05:49,840 --> 00:05:53,759 so what we actually did was combine that
167 00:05:52,080 --> 00:05:55,520 with a more traditional shader that
168 00:05:53,759 --> 00:05:56,720 could do lighting and opaque geometry
169 00:05:55,520 --> 00:05:58,880 and that kind of thing
170 00:05:56,720 --> 00:06:00,400 and then threw all that in front of jake
171 00:05:58,880 --> 00:06:01,759 and he picked out which bits he was
172 00:06:00,400 --> 00:06:03,039 actually going to use so then we just
173 00:06:01,759 --> 00:06:04,560 deleted out all the bits that we didn't
174 00:06:03,039 --> 00:06:06,240 want to use and then started
175 00:06:04,560 --> 00:06:07,680 specializing different parts of it to
176 00:06:06,240 --> 00:06:08,880 get the kind of details that he wanted
177 00:06:07,680 --> 00:06:10,160 out of it
178 00:06:08,880 --> 00:06:11,919 we just kind of fly through it and you
179 00:06:10,160 --> 00:06:13,360 can see some of the kind of variations
180 00:06:11,919 --> 00:06:14,880 that we have to the tunnels
181 00:06:13,360 --> 00:06:16,639 this is all this is all real time in the
182 00:06:14,880 --> 00:06:18,080 engine as well like um
183 00:06:16,639 --> 00:06:19,600 we're kind of again we're not faking
184 00:06:18,080 --> 00:06:20,880 anything here this is all this is all
185 00:06:19,600 --> 00:06:22,000 kind of constructed
186 00:06:20,880 --> 00:06:24,000 and you can see there's lots of kind of
187 00:06:22,000 --> 00:06:25,680 cool variations we built this for the
188 00:06:24,000 --> 00:06:26,400 the demo we never actually go down these
189 00:06:25,680 --> 00:06:28,639 routes but
190 00:06:26,400 --> 00:06:29,680 um conversations that we had with design
191 00:06:28,639 --> 00:06:32,560 very early on
192 00:06:29,680 --> 00:06:32,960 with tobias indesign we were saying okay
193 00:06:32,560 --> 00:06:34,240 well
194 00:06:32,960 --> 00:06:35,759 we have the capability with the
195 00:06:34,240 --> 00:06:37,360 technology that we have to build
196 00:06:35,759 --> 00:06:38,880 secondary routes
197 00:06:37,360 --> 00:06:40,560 um do you want them in and he was like
198 00:06:38,880 --> 00:06:42,240 yeah cool put them in we might not go
199 00:06:40,560 --> 00:06:43,840 down them but we've got them and we can
200 00:06:42,240 --> 00:06:45,600 explore them if we need to
201 00:06:43,840 --> 00:06:46,720 so it's good to know that in the future
202 00:06:45,600 --> 00:06:48,400 that we'll hopefully have kind of
203 00:06:46,720 --> 00:06:50,639 branching paths and the opportunity to
204 00:06:48,400 --> 00:06:52,400 go to different locations here
205 00:06:50,639 --> 00:06:54,479 so you can see from from here like the
206 00:06:52,400 --> 00:06:56,400 defamation of the surface has
207 00:06:54,479 --> 00:06:57,520 we we had vertex defamation in the
208 00:06:56,400 --> 00:06:59,440 engine before
209 00:06:57,520 --> 00:07:02,000 but the vertex deformation that we had
210 00:06:59,440 --> 00:07:03,919 the deformation by the way is driving
211 00:07:02,000 --> 00:07:05,120 the the kind of i suppose the animation
212 00:07:03,919 --> 00:07:06,800 on the surface of this thing
213 00:07:05,120 --> 00:07:08,880 the vertex deformation we had in
214 00:07:06,800 --> 00:07:11,599 previous shader work was very uniform
215 00:07:08,880 --> 00:07:12,960 and we couldn't get any variation or
216 00:07:11,599 --> 00:07:14,800 displacement to the way that that kind
217 00:07:12,960 --> 00:07:16,160 of animates on the surface
218 00:07:14,800 --> 00:07:19,280 so something that ben put into the
219 00:07:16,160 --> 00:07:21,039 shader with it for us was the ability to
220 00:07:19,280 --> 00:07:22,720 put variation in that deformation so we
221 00:07:21,039 --> 00:07:23,759 could get this kind of like overworldly
222 00:07:22,720 --> 00:07:24,960 feel to it
223 00:07:23,759 --> 00:07:26,880 and i think that's something that really
224 00:07:24,960 --> 00:07:28,560 helped when it came online and then we
225 00:07:26,880 --> 00:07:30,800 had caleb who's the principal
226 00:07:28,560 --> 00:07:32,240 vfx artist come online and build a lot
227 00:07:30,800 --> 00:07:33,199 of the local particles that we see in
228 00:07:32,240 --> 00:07:35,039 the tunnel as well
229 00:07:33,199 --> 00:07:37,919 and i actually think that that really
230 00:07:35,039 --> 00:07:39,280 helped give directionality to the tunnel
231 00:07:37,919 --> 00:07:41,199 when we felt like we were losing it
232 00:07:39,280 --> 00:07:42,960 because of the speed being slowed down
233 00:07:41,199 --> 00:07:44,800 caleb came in and built these particles
234 00:07:42,960 --> 00:07:46,319 that you see here and i felt that
235 00:07:44,800 --> 00:07:48,080 brought a lot of that back hopefully
236 00:07:46,319 --> 00:07:49,440 just in time for the demo
237 00:07:48,080 --> 00:07:51,520 it was something that kind of tripped us
238 00:07:49,440 --> 00:07:54,479 up as well though because quite late on
239 00:07:51,520 --> 00:07:55,840 um we had some feedback during i think a
240 00:07:54,479 --> 00:07:57,520 very late play test
241 00:07:55,840 --> 00:07:59,199 we received quite a lot of feedback on
242 00:07:57,520 --> 00:08:01,440 the first iteration of this thing
243 00:07:59,199 --> 00:08:02,960 because we wanted to feel incredibly
244 00:08:01,440 --> 00:08:06,000 fast which meant i made it
245 00:08:02,960 --> 00:08:08,160 incredibly fast but then you couldn't do
246 00:08:06,000 --> 00:08:09,520 two straight turns you couldn't do a 90
247 00:08:08,160 --> 00:08:10,639 degree turn because the carriage would
248 00:08:09,520 --> 00:08:14,000 100 crash
249 00:08:10,639 --> 00:08:15,680 because it like the speed i had but we
250 00:08:14,000 --> 00:08:17,680 got feedback constantly that it was like
251 00:08:15,680 --> 00:08:18,720 no i want more turns i wanted more up
252 00:08:17,680 --> 00:08:20,400 and downs i wanted
253 00:08:18,720 --> 00:08:22,560 uh we got a good reference with space
254 00:08:20,400 --> 00:08:24,960 mountain and we looked a lot of
255 00:08:22,560 --> 00:08:26,000 youtube videos on like that and roller
256 00:08:24,960 --> 00:08:28,080 coasters in general
257 00:08:26,000 --> 00:08:30,000 especially with this like how you build
258 00:08:28,080 --> 00:08:31,840 up to this like
259 00:08:30,000 --> 00:08:33,760 when you go up before you get a free
260 00:08:31,840 --> 00:08:35,760 fall so then jake and i
261 00:08:33,760 --> 00:08:38,159 we just talked and made changes to his
262 00:08:35,760 --> 00:08:40,240 spline because obviously that modular
263 00:08:38,159 --> 00:08:42,159 set was kind of working then so we could
264 00:08:40,240 --> 00:08:44,720 go to houdini which he worked in
265 00:08:42,159 --> 00:08:46,240 move the spline around quickly export it
266 00:08:44,720 --> 00:08:47,600 which was a little bit of work but then
267 00:08:46,240 --> 00:08:48,480 we could get it into game and we could
268 00:08:47,600 --> 00:08:50,320 test it again
269 00:08:48,480 --> 00:08:51,839 so what you can see here on the screen
270 00:08:50,320 --> 00:08:54,720 is is the
271 00:08:51,839 --> 00:08:56,480 tunnel route entirely and so it's from
272 00:08:54,720 --> 00:08:59,279 start to finish
273 00:08:56,480 --> 00:09:00,959 the way this began is that tobias and
274 00:08:59,279 --> 00:09:03,920 design would go away and he would
275 00:09:00,959 --> 00:09:05,040 construct the tunnel out of what we call
276 00:09:03,920 --> 00:09:07,440 designer solids so
277 00:09:05,040 --> 00:09:08,880 simple primitives in the engine and then
278 00:09:07,440 --> 00:09:12,160 we would come in afterwards
279 00:09:08,880 --> 00:09:13,040 and use houdini to generate that into a
280 00:09:12,160 --> 00:09:16,399 mesh
281 00:09:13,040 --> 00:09:17,760 my first point i put in my head that i
282 00:09:16,399 --> 00:09:19,360 always kept there was like it needs to
283 00:09:17,760 --> 00:09:20,640 be modular built so it could use our
284 00:09:19,360 --> 00:09:22,160 modular tech
285 00:09:20,640 --> 00:09:23,760 that we're already building and we're
286 00:09:22,160 --> 00:09:25,920 using for like the red stops
287 00:09:23,760 --> 00:09:27,680 so you can see this is the obviously the
288 00:09:25,920 --> 00:09:30,800 kind of final generated mesh
289 00:09:27,680 --> 00:09:32,959 all of the um the chambers and also if i
290 00:09:30,800 --> 00:09:36,560 zoom in here as well
291 00:09:32,959 --> 00:09:38,160 you'll see you'll see the um obviously
292 00:09:36,560 --> 00:09:39,519 you know columns are obstacles we call
293 00:09:38,160 --> 00:09:40,480 them in terms of the obstacles that you
294 00:09:39,519 --> 00:09:41,920 fly between
295 00:09:40,480 --> 00:09:43,680 they're all procedurally generated
296 00:09:41,920 --> 00:09:44,880 across the surface of the tunnel as it
297 00:09:43,680 --> 00:09:47,279 builds the match
298 00:09:44,880 --> 00:09:47,920 and it's all driven by this spline here
299 00:09:47,279 --> 00:09:50,160 so
300 00:09:47,920 --> 00:09:52,480 um what we've built in the end is we
301 00:09:50,160 --> 00:09:53,760 were very very keen to build a system
302 00:09:52,480 --> 00:09:55,760 that we could
303 00:09:53,760 --> 00:09:58,080 you know generate hundreds of these in
304 00:09:55,760 --> 00:09:59,040 the future or to build more and more of
305 00:09:58,080 --> 00:10:01,600 this content
306 00:09:59,040 --> 00:10:02,880 and to also have that flexibility that
307 00:10:01,600 --> 00:10:06,560 we needed from design
308 00:10:02,880 --> 00:10:08,560 so design would come online and say
309 00:10:06,560 --> 00:10:10,880 we want like this part of the tunnel to
310 00:10:08,560 --> 00:10:12,560 be a 90 degree turn
311 00:10:10,880 --> 00:10:14,800 it's like it's no problem because you
312 00:10:12,560 --> 00:10:16,560 can take the split in here
313 00:10:14,800 --> 00:10:18,320 you can move it around it takes a little
314 00:10:16,560 --> 00:10:20,800 while to generate but you can see how
315 00:10:18,320 --> 00:10:21,519 straight away we've got an entirely new
316 00:10:20,800 --> 00:10:23,680 route there
317 00:10:21,519 --> 00:10:25,040 and it's procedurally generated the
318 00:10:23,680 --> 00:10:26,800 columns across that route
319 00:10:25,040 --> 00:10:28,720 it's procedurally generated the chambers
320 00:10:26,800 --> 00:10:29,440 across that route so we've got a system
321 00:10:28,720 --> 00:10:31,600 hopefully
322 00:10:29,440 --> 00:10:32,880 that's got a lot of flexibility to it we
323 00:10:31,600 --> 00:10:34,240 need to change anything we need to build
324 00:10:32,880 --> 00:10:34,959 anything it's all there and it's all
325 00:10:34,240 --> 00:10:36,720 possible
326 00:10:34,959 --> 00:10:38,399 and actually in the end we we had an
327 00:10:36,720 --> 00:10:39,040 awful lot of support from both the vfx
328 00:10:38,399 --> 00:10:40,640 tech team
329 00:10:39,040 --> 00:10:42,480 and also a lot of vfx artists on
330 00:10:40,640 --> 00:10:44,000 building the final content so
331 00:10:42,480 --> 00:10:45,120 actually what we delivered was was a
332 00:10:44,000 --> 00:10:46,399 real team effort for building the
333 00:10:45,120 --> 00:10:48,399 workholes
334 00:10:46,399 --> 00:10:49,760 so what we learned this week we learned
335 00:10:48,399 --> 00:10:51,040 that the technologies developed for
336 00:10:49,760 --> 00:10:52,959 squadron 42
337 00:10:51,040 --> 00:10:55,200 can benefit star citizen's persistent
338 00:10:52,959 --> 00:10:56,880 universe in new and exciting ways
339 00:10:55,200 --> 00:10:58,640 and that jump points are more than just
340 00:10:56,880 --> 00:11:00,560 connections between star systems
341 00:10:58,640 --> 00:11:02,560 the aim to test the pilot's metal as you
342 00:11:00,560 --> 00:11:05,279 navigate its eddies and flows
343 00:11:02,560 --> 00:11:06,480 obstacles and branching paths within for
344 00:11:05,279 --> 00:11:08,910 inside star citizen
345 00:11:06,480 --> 00:11:12,839 i'm jared huckaby we'll see you next
346 00:11:08,910 --> 00:11:15,839 [Music]
347 00:11:12,839 --> 00:11:15,839 week
348 00:11:16,720 --> 00:11:20,240 thanks for watching for the latest and
349 00:11:18,160 --> 00:11:22,079 greatest in star citizen squadron 42
350 00:11:20,240 --> 00:11:23,839 you can subscribe to our channel or you
351 00:11:22,079 --> 00:11:26,839 can check out some of the other shows
352 00:11:23,839 --> 00:11:29,519 and you can also head to our website at
353 00:11:26,839 --> 00:11:38,160 www.robertsspace
354 00:11:29,519 --> 00:11:38,160 thank you very much for watching
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