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The Inside Star Citizen episode Life Among the Clouds - Winter 2020 was published on 31. January 2020 on the CIG YouTube channel.

Topics and timestamps[]

Topic Timestamp
What does a producer do for Star Citizen and Planning week
0:40
Behind the scenes - Path to creating concept art
5:05

Video[]

Inside_Star_Citizen-_Life_Among_the_Clouds_-_Winter_2020
basic

Transcript[]

The transcript was created automatically and needs to be proofread. Words may have been transcribed incorrectly.

1 00:00:05,920 --> 00:00:09,599 here at cloud imperium

2 00:00:07,359 --> 00:00:11,759 the start of every new year begins with

3 00:00:09,599 --> 00:00:14,799 something we creatively refer to as

4 00:00:11,759 --> 00:00:17,279 planning week where a host of directors

5 00:00:14,799 --> 00:00:17,920 engineers programmers designers artists

6 00:00:17,279 --> 00:00:20,000 and more

7 00:00:17,920 --> 00:00:22,240 get together review how the previous

8 00:00:20,000 --> 00:00:24,080 year went and work with their producers

9 00:00:22,240 --> 00:00:25,279 to formulate the intended direction for

10 00:00:24,080 --> 00:00:27,359 the year to come

11 00:00:25,279 --> 00:00:29,840 now while some version of this happens

12 00:00:27,359 --> 00:00:31,279 quarterly monthly and even bi-weekly

13 00:00:29,840 --> 00:00:33,200 it's planning week at the beginning of

14 00:00:31,279 --> 00:00:34,800 the year where the work of our various

15 00:00:33,200 --> 00:00:37,520 producers around the globe

16 00:00:34,800 --> 00:00:38,559 really gets their chance to shine now

17 00:00:37,520 --> 00:00:41,200 often elusive

18 00:00:38,559 --> 00:00:42,160 forever busy and very hard to track down

19 00:00:41,200 --> 00:00:43,680 when you want to film one of the

20 00:00:42,160 --> 00:00:45,200 developers for a show

21 00:00:43,680 --> 00:00:47,120 we thought it'd be fun to turn the

22 00:00:45,200 --> 00:00:48,559 tables this week and put many of these

23 00:00:47,120 --> 00:00:50,800 faces that you've never seen

24 00:00:48,559 --> 00:00:52,800 in front of the camera and get a sense

25 00:00:50,800 --> 00:00:53,600 of not only what a producer does in game

26 00:00:52,800 --> 00:00:55,199 development

27 00:00:53,600 --> 00:00:57,039 but why something like planning week is

28 00:00:55,199 --> 00:00:58,320 an essential endeavor in bringing star

29 00:00:57,039 --> 00:00:59,680 citizen to life

30 00:00:58,320 --> 00:01:04,079 each and every quarter throughout the

31 00:00:59,680 --> 00:01:04,079 year what does a producer do

32 00:01:04,640 --> 00:01:09,680 depends on where you are what is it like

33 00:01:08,080 --> 00:01:13,280 being a producer

34 00:01:09,680 --> 00:01:15,439 producer organizes a project so that

35 00:01:13,280 --> 00:01:17,360 everything goes smoothly and makes

36 00:01:15,439 --> 00:01:19,759 everyone lives easier

37 00:01:17,360 --> 00:01:20,479 is that what actually happens uh

38 00:01:19,759 --> 00:01:22,799 sometimes

39 00:01:20,479 --> 00:01:23,759 being a producer is like being a

40 00:01:22,799 --> 00:01:26,640 shepherd of

41 00:01:23,759 --> 00:01:28,400 kittens a lot of people say cat wrangler

42 00:01:26,640 --> 00:01:31,520 and you have to get them

43 00:01:28,400 --> 00:01:34,400 to a fountain of milk i would kind of

44 00:01:31,520 --> 00:01:36,240 want to use like an orchestra

45 00:01:34,400 --> 00:01:38,240 metaphor i guess but you don't really

46 00:01:36,240 --> 00:01:39,200 have control over kittens right they all

47 00:01:38,240 --> 00:01:42,560 have their own

48 00:01:39,200 --> 00:01:46,320 personalities definitely a

49 00:01:42,560 --> 00:01:47,920 very individual people all you can do is

50 00:01:46,320 --> 00:01:54,560 just kind of

51 00:01:47,920 --> 00:01:56,240 shepherd them there

52 00:01:54,560 --> 00:01:59,280 planning week is a global alignment of

53 00:01:56,240 --> 00:02:01,680 all teams and studios within cig

54 00:01:59,280 --> 00:02:02,320 all of the producers and teams sort of

55 00:02:01,680 --> 00:02:03,840 collaborate

56 00:02:02,320 --> 00:02:06,079 and see what's deliverable for the

57 00:02:03,840 --> 00:02:07,360 quarter during planning week you tend to

58 00:02:06,079 --> 00:02:10,160 talk to everyone

59 00:02:07,360 --> 00:02:11,599 there's no other time where producers

60 00:02:10,160 --> 00:02:12,720 from separate teams are really going to

61 00:02:11,599 --> 00:02:14,000 come together and compare their

62 00:02:12,720 --> 00:02:15,520 schedules

63 00:02:14,000 --> 00:02:17,280 i currently work with the environment

64 00:02:15,520 --> 00:02:19,520 concept team the

65 00:02:17,280 --> 00:02:20,879 audio team being narrative producer the

66 00:02:19,520 --> 00:02:22,879 weapons feature team

67 00:02:20,879 --> 00:02:24,720 a couple of the ui teams the weapons

68 00:02:22,879 --> 00:02:27,680 content team character team

69 00:02:24,720 --> 00:02:28,160 and also the prop team so this will be

70 00:02:27,680 --> 00:02:29,920 my

71 00:02:28,160 --> 00:02:32,800 second planning week that i've done this

72 00:02:29,920 --> 00:02:34,640 is my seventh planning week

73 00:02:32,800 --> 00:02:36,560 producers take all the information given

74 00:02:34,640 --> 00:02:38,560 to them by the

75 00:02:36,560 --> 00:02:40,640 pipeline and pillar teams and be able to

76 00:02:38,560 --> 00:02:42,800 break that down so it is a global

77 00:02:40,640 --> 00:02:44,560 alignment so we all share exactly the

78 00:02:42,800 --> 00:02:46,239 same vision of what we are going to do

79 00:02:44,560 --> 00:02:49,280 and what we all want to accomplish in a

80 00:02:46,239 --> 00:02:51,200 very large global company like cig

81 00:02:49,280 --> 00:02:52,640 that's a lot of time zones that you have

82 00:02:51,200 --> 00:02:55,599 to plan through that's a lot of

83 00:02:52,640 --> 00:02:56,879 people we're trying to negotiate between

84 00:02:55,599 --> 00:02:59,440 lots of different teams

85 00:02:56,879 --> 00:03:00,720 and how much we have to adjust based on

86 00:02:59,440 --> 00:03:03,440 the big picture

87 00:03:00,720 --> 00:03:05,360 it's important because you need every

88 00:03:03,440 --> 00:03:06,800 team to

89 00:03:05,360 --> 00:03:08,959 understand every other team's

90 00:03:06,800 --> 00:03:10,879 requirements because you tend to get

91 00:03:08,959 --> 00:03:12,400 more requests and you can actually

92 00:03:10,879 --> 00:03:15,280 fulfill in a quarter

93 00:03:12,400 --> 00:03:16,879 roughly 60 teams in the company and each

94 00:03:15,280 --> 00:03:18,800 of them has a deliverable

95 00:03:16,879 --> 00:03:20,080 for the quarter lots of different jigsaw

96 00:03:18,800 --> 00:03:20,319 pieces that we're trying to fit together

97 00:03:20,080 --> 00:03:22,080 to

98 00:03:20,319 --> 00:03:23,599 create an overall picture the idea is

99 00:03:22,080 --> 00:03:25,120 that we think about everything so it's

100 00:03:23,599 --> 00:03:25,440 not just your schedule you're accounting

101 00:03:25,120 --> 00:03:27,599 for

102 00:03:25,440 --> 00:03:28,799 it's your schedule and this team's

103 00:03:27,599 --> 00:03:30,879 schedule and

104 00:03:28,799 --> 00:03:32,959 your director's schedule and so on and

105 00:03:30,879 --> 00:03:33,440 so forth it doesn't matter how hard or

106 00:03:32,959 --> 00:03:36,560 how

107 00:03:33,440 --> 00:03:38,159 mundane or how tedious it may be it

108 00:03:36,560 --> 00:03:39,040 really helps us kind of figure out

109 00:03:38,159 --> 00:03:40,720 exactly

110 00:03:39,040 --> 00:03:42,159 what we should be focusing on i think

111 00:03:40,720 --> 00:03:45,200 it's important for

112 00:03:42,159 --> 00:03:46,319 the community to make sure that they're

113 00:03:45,200 --> 00:03:50,080 putting all the feedback

114 00:03:46,319 --> 00:03:52,879 onto the different forums that we've got

115 00:03:50,080 --> 00:03:55,120 because during planning weeks when a lot

116 00:03:52,879 --> 00:03:56,319 of that feedback comes down to the teams

117 00:03:55,120 --> 00:03:58,640 something that hopefully the community

118 00:03:56,319 --> 00:04:00,400 has seen and has to continue

119 00:03:58,640 --> 00:04:02,480 making the internal teams feel

120 00:04:00,400 --> 00:04:04,080 successful and because if the internal

121 00:04:02,480 --> 00:04:06,239 teams feel successful you see that

122 00:04:04,080 --> 00:04:08,480 direct benefits in the community as well

123 00:04:06,239 --> 00:04:10,159 in our live patches into you know sort

124 00:04:08,480 --> 00:04:12,159 of you have stability and what we're

125 00:04:10,159 --> 00:04:14,000 actually releasing the public know

126 00:04:12,159 --> 00:04:16,000 exactly what's going on so if you make

127 00:04:14,000 --> 00:04:18,000 the internal teams happy and successful

128 00:04:16,000 --> 00:04:19,280 you'll succeed with the public roadmap

129 00:04:18,000 --> 00:04:21,600 as well

130 00:04:19,280 --> 00:04:23,280 so with plans in place almost every

131 00:04:21,600 --> 00:04:24,160 aspect of game development starts in the

132 00:04:23,280 --> 00:04:27,199 same place

133 00:04:24,160 --> 00:04:29,360 a concept whether that's a spaceship a

134 00:04:27,199 --> 00:04:29,759 game level a career path or in today's

135 00:04:29,360 --> 00:04:32,080 case

136 00:04:29,759 --> 00:04:34,160 a cast of characters the concept phase

137 00:04:32,080 --> 00:04:36,960 can often be fraught with adversity

138 00:04:34,160 --> 00:04:38,639 as concept artists those warriors of

139 00:04:36,960 --> 00:04:40,320 willingness go toe-to-toe with the

140 00:04:38,639 --> 00:04:43,520 abstract in their attempts to bring

141 00:04:40,320 --> 00:04:46,400 idea and a vague sense of

142 00:04:43,520 --> 00:04:48,080 is this what you're thinking to life

143 00:04:46,400 --> 00:04:49,919 they take the unknown so that the

144 00:04:48,080 --> 00:04:51,120 hundreds of 3d and technical artists

145 00:04:49,919 --> 00:04:53,280 that come after them

146 00:04:51,120 --> 00:04:54,639 have as clear and unimpeded a path to

147 00:04:53,280 --> 00:04:56,720 success as possible

148 00:04:54,639 --> 00:04:58,320 now with auras in the first landing zone

149 00:04:56,720 --> 00:04:59,680 of the upcoming planet crusader

150 00:04:58,320 --> 00:05:01,759 the character art team has been working

151 00:04:59,680 --> 00:05:03,840 diligently to create a look and feel for

152 00:05:01,759 --> 00:05:05,680 its denizens unique amongst those found

153 00:05:03,840 --> 00:05:07,759 on stanton's other planets

154 00:05:05,680 --> 00:05:09,680 the journey hasn't been the easiest one

155 00:05:07,759 --> 00:05:10,160 for them as the desire to do something

156 00:05:09,680 --> 00:05:12,000 different

157 00:05:10,160 --> 00:05:14,400 means little you can pull from what came

158 00:05:12,000 --> 00:05:16,000 before so we sat down with lead concept

159 00:05:14,400 --> 00:05:17,520 artist jeremiah lee for a candid

160 00:05:16,000 --> 00:05:19,280 discussion on process

161 00:05:17,520 --> 00:05:20,880 and a behind-the-scenes look at not just

162 00:05:19,280 --> 00:05:21,520 what you may see in the upcoming landing

163 00:05:20,880 --> 00:05:23,360 zones

164 00:05:21,520 --> 00:05:25,759 but much of what you most certainly

165 00:05:23,360 --> 00:05:27,440 would not

166 00:05:25,759 --> 00:05:29,360 what's your favorite part about making

167 00:05:27,440 --> 00:05:30,720 concerts

168 00:05:29,360 --> 00:05:33,440 i don't i don't know the answer to that

169 00:05:30,720 --> 00:05:33,440 question anymore

170 00:05:34,479 --> 00:05:40,880 no formulating new ideas

171 00:05:38,479 --> 00:05:42,880 that we've never seen before where i

172 00:05:40,880 --> 00:05:44,800 like being put in a box

173 00:05:42,880 --> 00:05:46,800 but i try to stretch the box as far out

174 00:05:44,800 --> 00:05:49,360 as i possibly can

175 00:05:46,800 --> 00:05:49,840 because if you give free reign then you

176 00:05:49,360 --> 00:05:52,800 just

177 00:05:49,840 --> 00:05:55,280 it's hard to grasp things and it's hard

178 00:05:52,800 --> 00:05:59,680 to like just

179 00:05:55,280 --> 00:06:03,840 you get lost by exploring like too far

180 00:05:59,680 --> 00:06:05,840 so the fun thing about concepting is

181 00:06:03,840 --> 00:06:07,759 try to come up with crazy new ideas but

182 00:06:05,840 --> 00:06:11,520 then still within

183 00:06:07,759 --> 00:06:13,759 a certain restriction

184 00:06:11,520 --> 00:06:15,120 that's what really gets the cool ideas

185 00:06:13,759 --> 00:06:17,840 out really

186 00:06:15,120 --> 00:06:19,919 having some sort of restriction brings

187 00:06:17,840 --> 00:06:20,720 concepts and designs actually closer to

188 00:06:19,919 --> 00:06:22,240 reality

189 00:06:20,720 --> 00:06:24,080 with star citizen and that's kind of the

190 00:06:22,240 --> 00:06:25,120 style that we're going for but at least

191 00:06:24,080 --> 00:06:27,520 the fun part for me

192 00:06:25,120 --> 00:06:29,280 is being able to go all the way to the

193 00:06:27,520 --> 00:06:35,440 end of my leash and barking

194 00:06:29,280 --> 00:06:36,560 but not completely let go

195 00:06:35,440 --> 00:06:38,160 i'm not gonna lie there's some days

196 00:06:36,560 --> 00:06:39,440 where i'm just like i got i got this

197 00:06:38,160 --> 00:06:40,960 right i got this and

198 00:06:39,440 --> 00:06:43,039 and uh there are times when he's like oh

199 00:06:40,960 --> 00:06:44,639 it's great and we're super excited

200 00:06:43,039 --> 00:06:47,039 uh but there's some times when you're

201 00:06:44,639 --> 00:06:50,560 just like i'm i'm not really sure

202 00:06:47,039 --> 00:06:50,560 that i i nailed it

203 00:06:53,759 --> 00:06:57,120 so this was our very first take at orzen

204 00:06:56,160 --> 00:06:59,440 in general and

205 00:06:57,120 --> 00:07:00,160 this was ship builders and also for the

206 00:06:59,440 --> 00:07:01,759 engineers

207 00:07:00,160 --> 00:07:03,199 we knew that orison would be building a

208 00:07:01,759 --> 00:07:04,800 lot of stuff a lot of ships a lot of

209 00:07:03,199 --> 00:07:06,720 large ships so we're like first we need

210 00:07:04,800 --> 00:07:08,319 to make sure we've got the engineers

211 00:07:06,720 --> 00:07:10,319 so we were kind of sticking to a little

212 00:07:08,319 --> 00:07:10,880 bit of bomber pilots and just world war

213 00:07:10,319 --> 00:07:12,800 ii

214 00:07:10,880 --> 00:07:14,240 uh references and we're like ah we don't

215 00:07:12,800 --> 00:07:14,880 have that in the game but i'm gonna give

216 00:07:14,240 --> 00:07:18,000 it a shot

217 00:07:14,880 --> 00:07:18,880 and um we threw it out um just to chris

218 00:07:18,000 --> 00:07:20,000 and all the directors see what they

219 00:07:18,880 --> 00:07:23,680 think and chris was like

220 00:07:20,000 --> 00:07:23,680 no i was like okay

221 00:07:24,400 --> 00:07:27,280 so i just work on the tour guide and

222 00:07:25,840 --> 00:07:28,160 this is actually the tour guide right

223 00:07:27,280 --> 00:07:29,759 here

224 00:07:28,160 --> 00:07:31,280 uh which was more kind of like more

225 00:07:29,759 --> 00:07:33,120 corporate side

226 00:07:31,280 --> 00:07:35,120 and so i used a little bit of that style

227 00:07:33,120 --> 00:07:36,400 and we showed it to show this to chris

228 00:07:35,120 --> 00:07:37,759 and chris was actually digging some of

229 00:07:36,400 --> 00:07:40,160 this and we're like okay we got our

230 00:07:37,759 --> 00:07:40,160 direction

231 00:07:40,560 --> 00:07:45,039 and so we use the the tour guide as kind

232 00:07:43,120 --> 00:07:46,800 of like the the gold standard

233 00:07:45,039 --> 00:07:48,400 and the more i talked with chris and

234 00:07:46,800 --> 00:07:50,560 let's talk with dave uh

235 00:07:48,400 --> 00:07:51,840 the egg's example was like hello welcome

236 00:07:50,560 --> 00:07:53,599 to origin

237 00:07:51,840 --> 00:07:55,039 and i was like okay okay i think i i

238 00:07:53,599 --> 00:07:58,319 think where you're going with this

239 00:07:55,039 --> 00:07:59,599 so our third round of this was

240 00:07:58,319 --> 00:08:03,280 okay how can we make it feel like a

241 00:07:59,599 --> 00:08:04,879 uniform so these are our engineers

242 00:08:03,280 --> 00:08:05,919 chris's response to these were actually

243 00:08:04,879 --> 00:08:07,599 really good he was saying that this

244 00:08:05,919 --> 00:08:10,000 looks very high tech

245 00:08:07,599 --> 00:08:12,080 it's got that uniform look the thing

246 00:08:10,000 --> 00:08:14,720 after we showed him this was uh

247 00:08:12,080 --> 00:08:15,919 i wanted to kind of do something new i

248 00:08:14,720 --> 00:08:18,240 wanted to do some key art

249 00:08:15,919 --> 00:08:19,360 i wanted to show these characters that

250 00:08:18,240 --> 00:08:21,360 we've concepted

251 00:08:19,360 --> 00:08:22,639 in situ like what would they actually

252 00:08:21,360 --> 00:08:25,280 look like when they're walking around

253 00:08:22,639 --> 00:08:27,120 and not just standing still

254 00:08:25,280 --> 00:08:28,400 and that really helped uh myself

255 00:08:27,120 --> 00:08:31,039 included uh

256 00:08:28,400 --> 00:08:32,080 and chris to really see what potentially

257 00:08:31,039 --> 00:08:35,120 these people

258 00:08:32,080 --> 00:08:37,599 these living breathing people would feel

259 00:08:35,120 --> 00:08:40,640 like in orisen

260 00:08:37,599 --> 00:08:42,080 the last pass we did so phase four which

261 00:08:40,640 --> 00:08:43,440 was the the civilians

262 00:08:42,080 --> 00:08:45,600 and chris was saying that you know i

263 00:08:43,440 --> 00:08:47,440 kind of want to see a little bit of the

264 00:08:45,600 --> 00:08:49,360 colonial times

265 00:08:47,440 --> 00:08:51,440 uh mixed in a little bit of the 50s

266 00:08:49,360 --> 00:08:52,560 before the beatles before the the rock

267 00:08:51,440 --> 00:08:54,320 and roll

268 00:08:52,560 --> 00:08:55,600 and so we're like okay all right why

269 00:08:54,320 --> 00:08:56,959 don't we

270 00:08:55,600 --> 00:08:58,560 incorporate what we learned from the

271 00:08:56,959 --> 00:09:00,240 engineers and from the tour guide let's

272 00:08:58,560 --> 00:09:03,040 put that into

273 00:09:00,240 --> 00:09:03,600 the colonial look uh and mix in some of

274 00:09:03,040 --> 00:09:07,040 the

275 00:09:03,600 --> 00:09:08,959 uh the 50s look and so we we did another

276 00:09:07,040 --> 00:09:10,399 key art which is the civilians

277 00:09:08,959 --> 00:09:12,959 and chris responded to these actually

278 00:09:10,399 --> 00:09:15,040 pretty well and i was super stoked

279 00:09:12,959 --> 00:09:16,959 super excited and then i showed the next

280 00:09:15,040 --> 00:09:18,560 image when i showed the 50s one and he's

281 00:09:16,959 --> 00:09:19,440 like that that's not what i want that's

282 00:09:18,560 --> 00:09:22,000 that's not

283 00:09:19,440 --> 00:09:22,800 that's not what i'm thinking chris was

284 00:09:22,000 --> 00:09:24,080 like

285 00:09:22,800 --> 00:09:25,839 yeah we should go a little bit more on

286 00:09:24,080 --> 00:09:27,200 the sleek route but we're still going to

287 00:09:25,839 --> 00:09:27,600 be maintaining a lot of the high-tech

288 00:09:27,200 --> 00:09:30,320 cuts

289 00:09:27,600 --> 00:09:33,040 that we did that we that we liked and

290 00:09:30,320 --> 00:09:36,320 that chris was responding to

291 00:09:33,040 --> 00:09:37,200 but yeah i mean concepting i mean before

292 00:09:36,320 --> 00:09:40,080 we even make

293 00:09:37,200 --> 00:09:40,800 the asset it's most assets go through

294 00:09:40,080 --> 00:09:43,200 this journey

295 00:09:40,800 --> 00:09:44,240 right it goes through multiple

296 00:09:43,200 --> 00:09:47,040 iterations like

297 00:09:44,240 --> 00:09:47,680 it goes through so much testing so much

298 00:09:47,040 --> 00:09:49,200 lore

299 00:09:47,680 --> 00:09:50,640 and so much like a lot of trial and

300 00:09:49,200 --> 00:09:51,680 error and that's what concepting really

301 00:09:50,640 --> 00:09:54,000 is

302 00:09:51,680 --> 00:09:55,760 um concept team we're thrown a lot of

303 00:09:54,000 --> 00:09:57,200 problems and we have to try to find

304 00:09:55,760 --> 00:09:58,160 solutions to those problems as quick as

305 00:09:57,200 --> 00:10:01,680 possible

306 00:09:58,160 --> 00:10:01,680 so what's the best part about it

307 00:10:02,240 --> 00:10:05,360 when you're when you've nailed the look

308 00:10:04,959 --> 00:10:07,440 and

309 00:10:05,360 --> 00:10:09,120 and when when your bosses give you a

310 00:10:07,440 --> 00:10:10,240 thumbs up be like that's exactly what i

311 00:10:09,120 --> 00:10:13,120 want

312 00:10:10,240 --> 00:10:14,399 i think that's the best part so what we

313 00:10:13,120 --> 00:10:16,000 learned this week

314 00:10:14,399 --> 00:10:17,760 we learned that while the only constant

315 00:10:16,000 --> 00:10:19,519 game development might be changed

316 00:10:17,760 --> 00:10:21,040 going through it with a plan in place is

317 00:10:19,519 --> 00:10:23,519 an essential component in keeping

318 00:10:21,040 --> 00:10:25,519 everyone working towards unified goals

319 00:10:23,519 --> 00:10:27,760 that developers can sometimes be seen as

320 00:10:25,519 --> 00:10:28,399 cats that sometimes in an ambitious

321 00:10:27,760 --> 00:10:30,560 project

322 00:10:28,399 --> 00:10:32,240 planning can take longer than a week and

323 00:10:30,560 --> 00:10:34,000 that if you like pulling thoughts from

324 00:10:32,240 --> 00:10:35,200 the heads of others and giving them form

325 00:10:34,000 --> 00:10:37,360 in the real world

326 00:10:35,200 --> 00:10:38,560 while hearing no a lot more often than

327 00:10:37,360 --> 00:10:40,640 you hear yes

328 00:10:38,560 --> 00:10:41,680 the life of a concept artist might just

329 00:10:40,640 --> 00:10:43,680 be for you

330 00:10:41,680 --> 00:10:45,120 you think there's support but i like to

331 00:10:43,680 --> 00:10:46,240 call them the first line of defense for

332 00:10:45,120 --> 00:10:48,320 everyone else

333 00:10:46,240 --> 00:10:49,920 for inside star citizen i'm jared

334 00:10:48,320 --> 00:11:01,839 huckaby thanks for watching

335 00:10:49,920 --> 00:11:01,839 and we'll see you next week

336 00:11:11,440 --> 00:11:13,519 you

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