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 | |
Behind the scenes - Path to creating concept art |
Video[]
Transcript[]

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