The Inside Star Citizen episode Quality Time - Summer 2019 was published on November 14, 2019 on CIG's YouTube channel.
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1 00:00:06,399 --> 00:00:08,880 the tavarn
2 00:00:07,279 --> 00:00:10,719 while star citizen's lore is replete
3 00:00:08,880 --> 00:00:12,719 with information not much is known about
4 00:00:10,719 --> 00:00:13,120 the visual language that characterizes
5 00:00:12,719 --> 00:00:14,719 them
6 00:00:13,120 --> 00:00:16,320 how does their culture influence their
7 00:00:14,719 --> 00:00:17,840 craft what can we learn about their
8 00:00:16,320 --> 00:00:18,800 civilization from the way they build
9 00:00:17,840 --> 00:00:20,480 their spaceships
10 00:00:18,800 --> 00:00:22,560 that's where the currently in progress
11 00:00:20,480 --> 00:00:23,279 prowler armored personnel carrier comes
12 00:00:22,560 --> 00:00:24,960 into play
13 00:00:23,279 --> 00:00:26,640 where much like the bennu defender
14 00:00:24,960 --> 00:00:27,359 before it it aims to define the
15 00:00:26,640 --> 00:00:29,840 aesthetic
16 00:00:27,359 --> 00:00:31,840 of our now assimilated antecedent alien
17 00:00:29,840 --> 00:00:35,109 avian adversaries
18 00:00:31,840 --> 00:00:35,109 [Music]
19 00:00:37,440 --> 00:00:41,120 all right so we're taking a look at the
20 00:00:39,040 --> 00:00:42,480 trowlers white box
21 00:00:41,120 --> 00:00:44,160 so you'll notice that we have the
22 00:00:42,480 --> 00:00:47,200 landing gear here split out
23 00:00:44,160 --> 00:00:49,600 the rear landing gear we've got
24 00:00:47,200 --> 00:00:51,840 a section here for the pilots and
25 00:00:49,600 --> 00:00:53,280 co-pilot which sits right below him
26 00:00:51,840 --> 00:00:55,680 and then we've got chunks of the
27 00:00:53,280 --> 00:00:56,399 interior boxed out and separated out to
28 00:00:55,680 --> 00:00:58,239 the side so
29 00:00:56,399 --> 00:00:59,840 this is essentially a block out for us
30 00:00:58,239 --> 00:01:01,840 to plan the work that we have to do
31 00:00:59,840 --> 00:01:02,960 this gives us an idea of where the major
32 00:01:01,840 --> 00:01:04,720 problem parts are
33 00:01:02,960 --> 00:01:06,799 for us to focus on as we actually
34 00:01:04,720 --> 00:01:09,439 develop the vehicle into gray box and
35 00:01:06,799 --> 00:01:11,119 then further down the final
36 00:01:09,439 --> 00:01:12,960 i can show you where i'm at with the
37 00:01:11,119 --> 00:01:13,920 interior so on the interior we've got
38 00:01:12,960 --> 00:01:16,560 the cockpit
39 00:01:13,920 --> 00:01:17,280 we've got the copilot cockpit we've also
40 00:01:16,560 --> 00:01:19,040 got
41 00:01:17,280 --> 00:01:21,040 what we're kind of calling the component
42 00:01:19,040 --> 00:01:22,720 room and so we'll have pretty easy
43 00:01:21,040 --> 00:01:23,439 access for players to be able to just
44 00:01:22,720 --> 00:01:26,000 walk up
45 00:01:23,439 --> 00:01:27,360 press a button the whole wall opens up
46 00:01:26,000 --> 00:01:28,080 and then you have access to all of your
47 00:01:27,360 --> 00:01:30,320 components
48 00:01:28,080 --> 00:01:32,479 and just to kind of give you a sense of
49 00:01:30,320 --> 00:01:33,759 how this looks in relation to the pilot
50 00:01:32,479 --> 00:01:35,920 enter exit
51 00:01:33,759 --> 00:01:38,000 you've got this nice big hatch that pops
52 00:01:35,920 --> 00:01:40,159 open creating a seal and then you've got
53 00:01:38,000 --> 00:01:41,280 the pilot seat which turns around
54 00:01:40,159 --> 00:01:42,640 something that's kind of interesting
55 00:01:41,280 --> 00:01:43,200 about the ship which we're attempting to
56 00:01:42,640 --> 00:01:45,200 do is
57 00:01:43,200 --> 00:01:46,399 we really kind of want to give the
58 00:01:45,200 --> 00:01:48,079 cockpits
59 00:01:46,399 --> 00:01:50,079 a very different feel especially for the
60 00:01:48,079 --> 00:01:51,759 alien spaceship so we want all of the
61 00:01:50,079 --> 00:01:53,200 ship movements to be controlled by a
62 00:01:51,759 --> 00:01:57,200 single input
63 00:01:53,200 --> 00:02:01,439 this system here can essentially move
64 00:01:57,200 --> 00:02:04,079 in every single direction and rotation
65 00:02:01,439 --> 00:02:04,880 so when it's all set up the player will
66 00:02:04,079 --> 00:02:07,840 be able to sort of
67 00:02:04,880 --> 00:02:08,080 rotate the joystick to the right or to
68 00:02:07,840 --> 00:02:10,479 the
69 00:02:08,080 --> 00:02:12,080 left and the entire stack will rotate so
70 00:02:10,479 --> 00:02:13,680 you'll actually see a cascading set of
71 00:02:12,080 --> 00:02:14,560 animations all the way to the front of
72 00:02:13,680 --> 00:02:16,080 the dashboard
73 00:02:14,560 --> 00:02:17,840 giving you a bit of an offset so it'll
74 00:02:16,080 --> 00:02:19,200 be really freaky and totally different
75 00:02:17,840 --> 00:02:21,200 than any of the cockpit we have so i
76 00:02:19,200 --> 00:02:22,959 think that's going to be really exciting
77 00:02:21,200 --> 00:02:24,480 this is the first time we've kind of
78 00:02:22,959 --> 00:02:27,599 shown what the
79 00:02:24,480 --> 00:02:29,280 tavern interior style is so you might be
80 00:02:27,599 --> 00:02:32,480 wondering what's going on here but
81 00:02:29,280 --> 00:02:34,160 they're inspired by birds as a species
82 00:02:32,480 --> 00:02:36,239 we're going to have shapes inside of
83 00:02:34,160 --> 00:02:37,840 spanned the higher up they go
84 00:02:36,239 --> 00:02:39,440 so you'll notice you have this kind of
85 00:02:37,840 --> 00:02:41,760 like upside down
86 00:02:39,440 --> 00:02:43,599 triangular shape and you'll also notice
87 00:02:41,760 --> 00:02:46,080 that a lot of the big supports here
88 00:02:43,599 --> 00:02:47,680 as they travel upward branch out more
89 00:02:46,080 --> 00:02:48,160 and more right sort of giving you that
90 00:02:47,680 --> 00:02:51,360 feel
91 00:02:48,160 --> 00:02:53,120 of both trees and also when you look up
92 00:02:51,360 --> 00:02:54,400 and when you're inside of that space the
93 00:02:53,120 --> 00:02:56,080 noise that surrounds you
94 00:02:54,400 --> 00:02:59,040 is supposed to kind of feel a bit like a
95 00:02:56,080 --> 00:03:00,319 nest so you've got this crazy mechanism
96 00:02:59,040 --> 00:03:03,440 in here
97 00:03:00,319 --> 00:03:05,840 uh similar to the cockpit section which
98 00:03:03,440 --> 00:03:08,560 kind of swallows up
99 00:03:05,840 --> 00:03:10,319 the ladder as it comes in everything
100 00:03:08,560 --> 00:03:13,120 kind of folds up neatly
101 00:03:10,319 --> 00:03:14,720 closes up gives you a nice little seal
102 00:03:13,120 --> 00:03:17,840 then you can have four guys
103 00:03:14,720 --> 00:03:19,920 ready for battle hill what do we have
104 00:03:17,840 --> 00:03:22,000 left to do so if i look at the ship here
105 00:03:19,920 --> 00:03:24,480 let me turn off the lights and i'm going
106 00:03:22,000 --> 00:03:24,799 to reveal some of the sections so this
107 00:03:24,480 --> 00:03:26,799 is
108 00:03:24,799 --> 00:03:28,400 the rest of the interior in terms of the
109 00:03:26,799 --> 00:03:29,280 interior geometry that still has to be
110 00:03:28,400 --> 00:03:31,599 built
111 00:03:29,280 --> 00:03:33,599 so that includes mounting all these jump
112 00:03:31,599 --> 00:03:35,840 seats to the ceiling
113 00:03:33,599 --> 00:03:37,440 building out and designing the interior
114 00:03:35,840 --> 00:03:39,360 making sure that the rear hatch
115 00:03:37,440 --> 00:03:41,120 is working properly and seals properly
116 00:03:39,360 --> 00:03:42,640 with the exterior and then we've got all
117 00:03:41,120 --> 00:03:44,159 eight of these sort of jump doors that
118 00:03:42,640 --> 00:03:45,440 also have to be set up properly and
119 00:03:44,159 --> 00:03:47,200 sealed with the exterior
120 00:03:45,440 --> 00:03:49,440 then once we marry that with the actual
121 00:03:47,200 --> 00:03:50,799 exterior work which you can see here on
122 00:03:49,440 --> 00:03:52,959 this hatch
123 00:03:50,799 --> 00:03:54,319 then we'll have all of the geometry
124 00:03:52,959 --> 00:03:56,159 finished and ready to go
125 00:03:54,319 --> 00:03:57,920 beyond that what we'll have to do is
126 00:03:56,159 --> 00:04:00,159 create an entire material set
127 00:03:57,920 --> 00:04:01,840 which is unique to the teverin and then
128 00:04:00,159 --> 00:04:02,879 we'll have to go through our final pass
129 00:04:01,840 --> 00:04:05,920 which
130 00:04:02,879 --> 00:04:06,720 is a long process of adding palms and
131 00:04:05,920 --> 00:04:08,400 decals
132 00:04:06,720 --> 00:04:10,319 and materials and textures to everything
133 00:04:08,400 --> 00:04:12,159 to make it as beautiful as possible
134 00:04:10,319 --> 00:04:13,360 as well as actually getting the lighting
135 00:04:12,159 --> 00:04:15,439 done in
136 00:04:13,360 --> 00:04:16,959 engine right now this is sort of my my
137 00:04:15,439 --> 00:04:18,400 preview of the kind of lighting that i
138 00:04:16,959 --> 00:04:19,600 want to do this is just like a lighting
139 00:04:18,400 --> 00:04:22,160 block out
140 00:04:19,600 --> 00:04:23,840 so quite a bit more work that still has
141 00:04:22,160 --> 00:04:25,199 to get done on this thing before it is
142 00:04:23,840 --> 00:04:26,720 ready for flight but
143 00:04:25,199 --> 00:04:29,520 i think it's looking pretty cool i hope
144 00:04:26,720 --> 00:04:31,759 you guys enjoyed it
145 00:04:29,520 --> 00:04:33,680 whether it's building ships designing
146 00:04:31,759 --> 00:04:34,240 game systems programming features or
147 00:04:33,680 --> 00:04:36,320 more
148 00:04:34,240 --> 00:04:37,840 the tools we use to build star citizen
149 00:04:36,320 --> 00:04:38,560 are an essential part of any game's
150 00:04:37,840 --> 00:04:40,000 development
151 00:04:38,560 --> 00:04:41,759 that's why this week we're excited to
152 00:04:40,000 --> 00:04:43,440 shine a light on those folks who build
153 00:04:41,759 --> 00:04:45,440 the tools for our developers here
154 00:04:43,440 --> 00:04:47,440 who then turn around and use those tools
155 00:04:45,440 --> 00:04:50,960 to build the features for star citizens
156 00:04:47,440 --> 00:04:50,960 out there let's take a look
157 00:04:52,160 --> 00:04:56,800 as a games developer at cloud imperium
158 00:04:54,000 --> 00:04:58,639 we use a very large number of tools
159 00:04:56,800 --> 00:05:01,759 some of those are developed by engineers
160 00:04:58,639 --> 00:05:01,759 within each individual team
161 00:05:01,840 --> 00:05:06,720 so we develop primarily two sides one is
162 00:05:04,160 --> 00:05:08,240 we look after the engine the editor
163 00:05:06,720 --> 00:05:10,160 which is sort of all of the in-engine
164 00:05:08,240 --> 00:05:10,880 tool side of things and that helps the
165 00:05:10,160 --> 00:05:13,360 designers
166 00:05:10,880 --> 00:05:13,919 and bring together all the great content
167 00:05:13,360 --> 00:05:15,199 and create
168 00:05:13,919 --> 00:05:17,600 all the fantastic locations we see
169 00:05:15,199 --> 00:05:18,960 around the universe we then also have
170 00:05:17,600 --> 00:05:21,759 what we call general tools
171 00:05:18,960 --> 00:05:22,479 which are more for general business
172 00:05:21,759 --> 00:05:24,800 process
173 00:05:22,479 --> 00:05:26,479 and managing workflows and they can be
174 00:05:24,800 --> 00:05:27,919 everything from automated On The Prowl - Fall 2019ing
175 00:05:26,479 --> 00:05:29,520 through to grabbing builds reporting
176 00:05:27,919 --> 00:05:31,759 crashes so for some more
177 00:05:29,520 --> 00:05:33,280 specific examples two tools that you may
178 00:05:31,759 --> 00:05:35,120 be familiar with because they've been
179 00:05:33,280 --> 00:05:37,759 seen on around the verse previously
180 00:05:35,120 --> 00:05:39,120 is copy build which is used by pretty
181 00:05:37,759 --> 00:05:41,759 much every developer every day
182 00:05:39,120 --> 00:05:42,400 to pull builds from the build system
183 00:05:41,759 --> 00:05:44,560 that is
184 00:05:42,400 --> 00:05:46,240 housed in austin so another tool we've
185 00:05:44,560 --> 00:05:47,600 also seen on around the verse is data
186 00:05:46,240 --> 00:05:49,600 forge which
187 00:05:47,600 --> 00:05:51,280 is quite difficult to explain within the
188 00:05:49,600 --> 00:05:52,400 game almost everything you see has lots
189 00:05:51,280 --> 00:05:53,840 of configuration data
190 00:05:52,400 --> 00:05:55,280 so one of the great benefits of data
191 00:05:53,840 --> 00:05:56,000 forge it allows us to have master
192 00:05:55,280 --> 00:05:58,479 records
193 00:05:56,000 --> 00:06:00,319 and then varying records and this means
194 00:05:58,479 --> 00:06:00,880 we save a lot of time updating records
195 00:06:00,319 --> 00:06:02,479 and
196 00:06:00,880 --> 00:06:04,880 configuring these items that appear in
197 00:06:02,479 --> 00:06:06,319 the game so one of the tools we've been
198 00:06:04,880 --> 00:06:08,000 recently developing over the last
199 00:06:06,319 --> 00:06:09,600 quarter and we're hoping to release it
200 00:06:08,000 --> 00:06:11,759 for general use this quarter
201 00:06:09,600 --> 00:06:12,960 is a new tool called star words and star
202 00:06:11,759 --> 00:06:15,039 wars is there to
203 00:06:12,960 --> 00:06:16,639 help us manage all the texts in the game
204 00:06:15,039 --> 00:06:19,199 we did have another third party solution
205 00:06:16,639 --> 00:06:21,280 we were using but it was web-based and
206 00:06:19,199 --> 00:06:22,720 that caused a lot of trouble in terms of
207 00:06:21,280 --> 00:06:25,199 getting it into the build
208 00:06:22,720 --> 00:06:27,039 managing to get use performance which is
209 00:06:25,199 --> 00:06:29,919 our source control management system
210 00:06:27,039 --> 00:06:31,520 to do versioning so because it's a
211 00:06:29,919 --> 00:06:32,160 desktop application not only can we
212 00:06:31,520 --> 00:06:34,080 provide a much
213 00:06:32,160 --> 00:06:36,000 richer ui which makes a lot easier for
214 00:06:34,080 --> 00:06:38,080 the users to actually
215 00:06:36,000 --> 00:06:39,280 get the content in search the content
216 00:06:38,080 --> 00:06:40,720 and organize it all
217 00:06:39,280 --> 00:06:42,319 it also means in the future we'll be
218 00:06:40,720 --> 00:06:43,919 able to link it into the editor
219 00:06:42,319 --> 00:06:45,280 so we can make changes to the text and
220 00:06:43,919 --> 00:06:46,720 see it directly in game either in the
221 00:06:45,280 --> 00:06:48,800 editor or in the client
222 00:06:46,720 --> 00:06:50,160 as that text is being put entered which
223 00:06:48,800 --> 00:06:50,720 obviously will have quite an impact in
224 00:06:50,160 --> 00:06:53,360 terms of
225 00:06:50,720 --> 00:06:55,440 layout of and styling of the text that
226 00:06:53,360 --> 00:06:56,639 you will see
227 00:06:55,440 --> 00:06:57,680 [Music]
228 00:06:56,639 --> 00:06:59,759 so one of the other things that the
229 00:06:57,680 --> 00:07:01,039 tools team handle and look after is
230 00:06:59,759 --> 00:07:03,039 automated On The Prowl - Fall 2019ing
231 00:07:01,039 --> 00:07:04,880 so we probably produce something like 20
232 00:07:03,039 --> 00:07:06,240 builds every day and each one of those
233 00:07:04,880 --> 00:07:08,160 goes through a suite of On The Prowl - Fall 2019s
234 00:07:06,240 --> 00:07:10,560 to ensure that we get build stability
235 00:07:08,160 --> 00:07:11,840 and we don't see issues reoccur
236 00:07:10,560 --> 00:07:13,520 this has been particularly important
237 00:07:11,840 --> 00:07:14,160 with the vulcan work we're doing at the
238 00:07:13,520 --> 00:07:15,759 moment
239 00:07:14,160 --> 00:07:17,440 because obviously that's creating quite
240 00:07:15,759 --> 00:07:18,240 a large change across the graphic
241 00:07:17,440 --> 00:07:19,840 subsystems
242 00:07:18,240 --> 00:07:21,840 and we want to make sure that what we
243 00:07:19,840 --> 00:07:24,000 deliver through vulkan is
244 00:07:21,840 --> 00:07:25,759 absolutely the same as we've done with
245 00:07:24,000 --> 00:07:27,520 our current solutions
246 00:07:25,759 --> 00:07:29,520 one of the major people who put a lot of
247 00:07:27,520 --> 00:07:32,000 work into it is matt jones our
248 00:07:29,520 --> 00:07:33,680 graphics embedded qa as you can imagine
249 00:07:32,000 --> 00:07:36,880 you know we hit quite a few problems
250 00:07:33,680 --> 00:07:38,800 um trying to On The Prowl - Fall 2019 the game especially
251 00:07:36,880 --> 00:07:40,240 with the magnitude of our like a title
252 00:07:38,800 --> 00:07:42,000 like ours you know we've got massive
253 00:07:40,240 --> 00:07:43,520 universe we can't run around
254 00:07:42,000 --> 00:07:45,280 you know to each corner of the universe
255 00:07:43,520 --> 00:07:46,879 it's just impossible
256 00:07:45,280 --> 00:07:48,400 so what we do is we've got a tool uh
257 00:07:46,879 --> 00:07:51,280 called the graphics viewer tool
258 00:07:48,400 --> 00:07:52,080 and what it does is it runs two images
259 00:07:51,280 --> 00:07:54,000 side by side
260 00:07:52,080 --> 00:07:55,280 and creates a heat map or which we can
261 00:07:54,000 --> 00:07:58,560 then detect
262 00:07:55,280 --> 00:08:01,599 differences between the two images
263 00:07:58,560 --> 00:08:03,599 and it's done by pixel differences so as
264 00:08:01,599 --> 00:08:05,280 you can see we've got the first map
265 00:08:03,599 --> 00:08:06,960 second one third one we can
266 00:08:05,280 --> 00:08:08,400 automatically see the differences
267 00:08:06,960 --> 00:08:11,039 between those images
268 00:08:08,400 --> 00:08:11,520 and now how we get these is we actually
269 00:08:11,039 --> 00:08:14,479 run
270 00:08:11,520 --> 00:08:15,360 a sequence within likes of a On The Prowl - Fall 2019 level
271 00:08:14,479 --> 00:08:18,160 or within
272 00:08:15,360 --> 00:08:19,039 the mega map itself so if i just show
273 00:08:18,160 --> 00:08:20,479 you a quick
274 00:08:19,039 --> 00:08:22,080 preview of the level you know you can
275 00:08:20,479 --> 00:08:23,120 see we've got a lot of On The Prowl - Fall 2019s around
276 00:08:22,080 --> 00:08:25,440 different hallways
277 00:08:23,120 --> 00:08:27,039 different areas to look at it really
278 00:08:25,440 --> 00:08:29,039 brings in perspective just
279 00:08:27,039 --> 00:08:30,639 how much different tech we've got and to
280 00:08:29,039 --> 00:08:32,399 be able to like obviously
281 00:08:30,639 --> 00:08:34,159 break down each portion of the tech
282 00:08:32,399 --> 00:08:35,919 rather than having to
283 00:08:34,159 --> 00:08:37,519 look at it within the mega map you know
284 00:08:35,919 --> 00:08:38,240 it'd be easier to just have everything
285 00:08:37,519 --> 00:08:40,399 broken down
286 00:08:38,240 --> 00:08:42,240 significantly and then figure out where
287 00:08:40,399 --> 00:08:44,800 the issues actually lie
288 00:08:42,240 --> 00:08:47,120 uh so from there uh we'll run a capture
289 00:08:44,800 --> 00:08:50,080 through a c-var
290 00:08:47,120 --> 00:08:52,080 as you can see goes pretty swiftly all
291 00:08:50,080 --> 00:08:52,560 right so we can get about 180 On The Prowl - Fall 2019s done
292 00:08:52,080 --> 00:08:54,720 in about
293 00:08:52,560 --> 00:08:56,560 two or three minutes which is obviously
294 00:08:54,720 --> 00:08:59,120 going to save a lot of time in long run
295 00:08:56,560 --> 00:08:59,120 for On The Prowl - Fall 2019ing
296 00:09:00,720 --> 00:09:06,560 so once this is done so if we go back
297 00:09:05,040 --> 00:09:07,920 so we've got two different modes in fact
298 00:09:06,560 --> 00:09:08,320 we've got regression mode in comparison
299 00:09:07,920 --> 00:09:09,760 modes
300 00:09:08,320 --> 00:09:11,760 comparison mode is where this is most
301 00:09:09,760 --> 00:09:14,640 handy this is where the team
302 00:09:11,760 --> 00:09:15,279 might uh say they've got a clean build
303 00:09:14,640 --> 00:09:17,200 they'll run
304 00:09:15,279 --> 00:09:18,560 one of those quick On The Prowl - Fall 2019s where they'll
305 00:09:17,200 --> 00:09:20,399 get all the captures then
306 00:09:18,560 --> 00:09:22,480 implement their code changes then run it
307 00:09:20,399 --> 00:09:24,480 again this is where we can obviously
308 00:09:22,480 --> 00:09:26,720 look at the different captures and see
309 00:09:24,480 --> 00:09:28,160 where the changes are going to actually
310 00:09:26,720 --> 00:09:29,920 really hit
311 00:09:28,160 --> 00:09:31,760 as we go through you know we get the
312 00:09:29,920 --> 00:09:32,480 first image it then we get the second
313 00:09:31,760 --> 00:09:34,080 image
314 00:09:32,480 --> 00:09:35,839 and we can see the slight differences
315 00:09:34,080 --> 00:09:37,600 already and then the heat map will
316 00:09:35,839 --> 00:09:39,279 automatically display this
317 00:09:37,600 --> 00:09:41,120 uh this works again you know in
318 00:09:39,279 --> 00:09:43,360 comparison mode where
319 00:09:41,120 --> 00:09:44,399 as each build is made incrementally we
320 00:09:43,360 --> 00:09:47,360 can actually then
321 00:09:44,399 --> 00:09:48,560 uh look at the build changes that happen
322 00:09:47,360 --> 00:09:50,080 in every single build that we're
323 00:09:48,560 --> 00:09:51,839 expecting to be a clean build
324 00:09:50,080 --> 00:09:53,360 and just make sure there's no issues
325 00:09:51,839 --> 00:09:54,880 basically happening as you can imagine
326 00:09:53,360 --> 00:09:55,760 you know automation doesn't pick up
327 00:09:54,880 --> 00:09:57,440 everything
328 00:09:55,760 --> 00:09:58,880 there is a bit of manual labor that
329 00:09:57,440 --> 00:10:00,720 obviously still has to be put in
330 00:09:58,880 --> 00:10:02,320 but this still saves a lot of time the
331 00:10:00,720 --> 00:10:03,680 way this tool works you know
332 00:10:02,320 --> 00:10:05,600 it really helps to identify those
333 00:10:03,680 --> 00:10:07,760 problems as we go along
334 00:10:05,600 --> 00:10:09,200 um rather than relying on hours and
335 00:10:07,760 --> 00:10:10,160 hours of man where to try and discover
336 00:10:09,200 --> 00:10:12,000 these issues
337 00:10:10,160 --> 00:10:13,200 you know we can do it within the space
338 00:10:12,000 --> 00:10:14,800 of a few minutes
339 00:10:13,200 --> 00:10:16,480 so that's a brief look at what the tools
340 00:10:14,800 --> 00:10:19,680 team has been up to recently
341 00:10:16,480 --> 00:10:20,880 and some of the futurist plans
342 00:10:19,680 --> 00:10:22,240 but we're very excited to maybe
343 00:10:20,880 --> 00:10:23,760 hopefully show you a lot more about what
344 00:10:22,240 --> 00:10:25,279 we do in the future
345 00:10:23,760 --> 00:10:26,800 so what did we learn this week we
346 00:10:25,279 --> 00:10:28,399 learned that a ship is more than just a
347 00:10:26,800 --> 00:10:30,560 ship when it's the touchstone for an
348 00:10:28,399 --> 00:10:32,079 entire species visual development
349 00:10:30,560 --> 00:10:34,160 that the tools that make video games
350 00:10:32,079 --> 00:10:36,160 possible are as essential a part of star
351 00:10:34,160 --> 00:10:38,160 citizen's development as anything else
352 00:10:36,160 --> 00:10:40,160 and that citizencon is one week away and
353 00:10:38,160 --> 00:10:42,000 as such this will be the last isc
354 00:10:40,160 --> 00:10:43,839 between now and then but don't worry
355 00:10:42,000 --> 00:10:46,079 you can tune in on november 23rd at
356 00:10:43,839 --> 00:10:48,000 about noon uk time for the pre-show
357 00:10:46,079 --> 00:10:49,920 and an entire day's worth of star
358 00:10:48,000 --> 00:10:52,320 citizen development updates
359 00:10:49,920 --> 00:10:53,360 so for inside star citizen i'm jared
360 00:10:52,320 --> 00:11:01,130 huckabee and
361 00:10:53,360 --> 00:11:03,440 i'll see you at citizencon
362 00:11:01,130 --> 00:11:04,880 [Music]
363 00:11:03,440 --> 00:11:06,240 thanks for watching for the laOn The Prowl - Fall 2019 and
364 00:11:04,880 --> 00:11:06,959 greaOn The Prowl - Fall 2019 in star citizen in the squadron
365 00:11:06,240 --> 00:11:08,720 42
366 00:11:06,959 --> 00:11:10,560 you can subscribe to our channel or you
367 00:11:08,720 --> 00:11:12,839 can check out some of the other shows
368 00:11:10,560 --> 00:11:15,839 and you can also head to our website at
369 00:11:12,839 --> 00:11:15,839 www.roberts
370 00:11:16,240 --> 00:11:24,800 thank you very much for watching
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