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The Inside Star Citizen episode Quality Time - Summer 2019 was published on November 14, 2019 on CIG's YouTube channel.

Topics and timestamps[]

Topic Timestamp

Video[]

Inside_Star_Citizen-_On_The_Prowl_-_Fall_2019
basic

Transcript[]

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

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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