The Inside Star Citizen episode The Vehicle Experience - Winter 2020 was published on 13. February 2020 on the CIG YouTube channel.
Topics and timestamps[]
Topic | Timestamp |
---|---|
Forming and focus of the Vehicle Experience team | |
Sprint report - Klescher Rehabilitation Facility | |
Planet Content Team - Geology asset rework (Organic shader) | |
Planet Content Team - Harvestables | |
VFX Team - Holograms | |
VFX Team - Mining consumables | |
VFX Team - Reentry effects (SDF Tech) | |
WiP Cutlass Blue - White box | |
WiP Carrack - Final art | |
WiP Hercules series - White box |
Video[]
Transcript[]

1 00:00:05,120 --> 00:00:08,400 there are many ways to make your way
2 00:00:06,799 --> 00:00:10,559 through the star citizen universe
3 00:00:08,400 --> 00:00:12,320 but at the center of nearly all of them
4 00:00:10,559 --> 00:00:13,440 is what's referred to as the vehicle
5 00:00:12,320 --> 00:00:15,519 experience
6 00:00:13,440 --> 00:00:17,760 more than just the cool looks of a sleek
7 00:00:15,519 --> 00:00:19,520 exterior the amount of cargo you can
8 00:00:17,760 --> 00:00:21,199 carry or the ordinance you can bring
9 00:00:19,520 --> 00:00:23,439 down upon your adversaries
10 00:00:21,199 --> 00:00:25,199 the vehicle experience is perhaps best
11 00:00:23,439 --> 00:00:26,800 defined as the way in which you interact
12 00:00:25,199 --> 00:00:29,359 with the cockpit around you
13 00:00:26,800 --> 00:00:30,000 from what you can see and when to what
14 00:00:29,359 --> 00:00:32,239 you can do
15 00:00:30,000 --> 00:00:34,160 and how that's why an initiative begun
16 00:00:32,239 --> 00:00:35,120 last year became formalized at the start
17 00:00:34,160 --> 00:00:36,800 of 2020
18 00:00:35,120 --> 00:00:38,719 with the creation of our new vehicle
19 00:00:36,800 --> 00:00:40,879 experience team a small
20 00:00:38,719 --> 00:00:43,200 strike unit dedicated exclusively to the
21 00:00:40,879 --> 00:00:44,719 adventure of piloting your spaceships
22 00:00:43,200 --> 00:00:46,399 we sat down with some of these members
23 00:00:44,719 --> 00:00:47,200 to discuss not only what brought them to
24 00:00:46,399 --> 00:00:49,039 the team
25 00:00:47,200 --> 00:00:50,719 but what they're currently working on
26 00:00:49,039 --> 00:00:54,160 what they've already accomplished
27 00:00:50,719 --> 00:00:54,160 and what lies ahead for their
28 00:00:57,760 --> 00:01:00,559 it future back in kind of july i was
29 00:00:59,280 --> 00:01:01,680 working on building the ships with
30 00:01:00,559 --> 00:01:03,039 assistant design team
31 00:01:01,680 --> 00:01:05,519 we were starting to look at the ships
32 00:01:03,039 --> 00:01:06,960 overall and look at the experience that
33 00:01:05,519 --> 00:01:08,320 police felt with the ships and
34 00:01:06,960 --> 00:01:10,080 we just felt it wasn't coming together
35 00:01:08,320 --> 00:01:11,360 as well as we wanted to
36 00:01:10,080 --> 00:01:13,520 and i'm very passionate about vehicles
37 00:01:11,360 --> 00:01:14,640 in general so i was asked if we wanted
38 00:01:13,520 --> 00:01:16,240 to kind of
39 00:01:14,640 --> 00:01:17,680 form a team to improve the vehicle
40 00:01:16,240 --> 00:01:19,920 experience
41 00:01:17,680 --> 00:01:21,680 we started with myself um under working
42 00:01:19,920 --> 00:01:22,960 on the drum crew
43 00:01:21,680 --> 00:01:25,439 we pick people that are already kind of
44 00:01:22,960 --> 00:01:26,000 responsible for some of these aspects of
45 00:01:25,439 --> 00:01:27,360 the game or
46 00:01:26,000 --> 00:01:29,119 people that worked on vehicles but also
47 00:01:27,360 --> 00:01:31,759 people that wanted to do this as well so
48 00:01:29,119 --> 00:01:33,680 we ended up picking johnny young
49 00:01:31,759 --> 00:01:35,200 we also took on robert m johnson as well
50 00:01:33,680 --> 00:01:35,920 as lead programmers at midsense to have
51 00:01:35,200 --> 00:01:37,200 a
52 00:01:35,920 --> 00:01:38,960 kind of stronger lead for the influence
53 00:01:37,200 --> 00:01:40,479 of the team we looked at kind of
54 00:01:38,960 --> 00:01:43,200 planning ahead and
55 00:01:40,479 --> 00:01:43,600 so we brought in lucy um to the team and
56 00:01:43,200 --> 00:01:45,200 then
57 00:01:43,600 --> 00:01:46,720 lucy has been critical to not only the
58 00:01:45,200 --> 00:01:49,520 day-to-day organization of the team but
59 00:01:46,720 --> 00:01:50,960 also the future planning of the team
60 00:01:49,520 --> 00:01:52,560 so we started to work on the therapeutic
61 00:01:50,960 --> 00:01:53,920 camera um first
62 00:01:52,560 --> 00:01:55,360 and then we looked at well if we're
63 00:01:53,920 --> 00:01:56,799 going to do the therapeutic camera let's
64 00:01:55,360 --> 00:01:58,640 do the first person camera as well
65 00:01:56,799 --> 00:02:00,320 so we looked at bringing someone in
66 00:01:58,640 --> 00:02:01,759 who's really good with the first person
67 00:02:00,320 --> 00:02:02,479 experience and he was really passionate
68 00:02:01,759 --> 00:02:04,240 about that
69 00:02:02,479 --> 00:02:05,520 so towards the end of last year we
70 00:02:04,240 --> 00:02:09,360 brought in yogi
71 00:02:05,520 --> 00:02:11,280 i joined cig in summer 2017
72 00:02:09,360 --> 00:02:12,720 as a senior audio programmer though over
73 00:02:11,280 --> 00:02:14,319 the course of the last year
74 00:02:12,720 --> 00:02:15,840 especially during the middle i started
75 00:02:14,319 --> 00:02:18,879 investigating a little bit more into
76 00:02:15,840 --> 00:02:21,360 head tracking also
77 00:02:18,879 --> 00:02:23,040 i'm currently a glider pilot in training
78 00:02:21,360 --> 00:02:25,280 so there's a lot of like
79 00:02:23,040 --> 00:02:27,040 little things which i feel i could bring
80 00:02:25,280 --> 00:02:30,080 into the vehicle experience
81 00:02:27,040 --> 00:02:30,800 to make it just nicer more more more
82 00:02:30,080 --> 00:02:33,840 immersive
83 00:02:30,800 --> 00:02:35,599 and more exciting so i asked my lead if
84 00:02:33,840 --> 00:02:39,040 i could invest some time to
85 00:02:35,599 --> 00:02:39,840 improve it so i'm one of the programmers
86 00:02:39,040 --> 00:02:41,760 on the team
87 00:02:39,840 --> 00:02:43,440 before joining vehicle experience team i
88 00:02:41,760 --> 00:02:45,760 was part of vehicle feature team
89 00:02:43,440 --> 00:02:46,879 and this is sort of an offshoot of
90 00:02:45,760 --> 00:02:50,080 vehicle feature team
91 00:02:46,879 --> 00:02:53,519 in that this is more based on
92 00:02:50,080 --> 00:02:57,360 improving the experience of your
93 00:02:53,519 --> 00:02:59,760 flight as it is and that is to
94 00:02:57,360 --> 00:03:00,959 effectively implement decisions that
95 00:02:59,760 --> 00:03:03,519 rich makes
96 00:03:00,959 --> 00:03:04,560 and other designers make so all these
97 00:03:03,519 --> 00:03:06,879 things
98 00:03:04,560 --> 00:03:08,560 coming together from people who are
99 00:03:06,879 --> 00:03:12,000 really invested in this and have this
100 00:03:08,560 --> 00:03:14,159 focus on this one part of the game
101 00:03:12,000 --> 00:03:16,640 just feels amazing you can get a lot of
102 00:03:14,159 --> 00:03:18,800 stuff done
103 00:03:16,640 --> 00:03:20,400 so as a team we started working just
104 00:03:18,800 --> 00:03:22,080 kind of looking at the game and going
105 00:03:20,400 --> 00:03:24,080 actually what can we improve
106 00:03:22,080 --> 00:03:26,000 within the game now but then we started
107 00:03:24,080 --> 00:03:27,760 to think actually we can improve
108 00:03:26,000 --> 00:03:30,319 some really core aspects of the game but
109 00:03:27,760 --> 00:03:32,959 we need some time to do that
110 00:03:30,319 --> 00:03:34,080 i played flight simulations pretty much
111 00:03:32,959 --> 00:03:36,319 since i was a child
112 00:03:34,080 --> 00:03:37,920 and one of the most important things you
113 00:03:36,319 --> 00:03:39,360 can do in flight simulations is to look
114 00:03:37,920 --> 00:03:40,159 around in your cockpit right it gives
115 00:03:39,360 --> 00:03:41,599 you a really good
116 00:03:40,159 --> 00:03:43,599 feeling of getting immersed into that
117 00:03:41,599 --> 00:03:45,680 thing and
118 00:03:43,599 --> 00:03:46,879 the natural contact point with that is
119 00:03:45,680 --> 00:03:48,080 head tracking
120 00:03:46,879 --> 00:03:50,239 so we have two options we've got the
121 00:03:48,080 --> 00:03:51,680 option where you kind of look where
122 00:03:50,239 --> 00:03:53,120 you're turning or you look
123 00:03:51,680 --> 00:03:55,360 where the ship's traveling and there's
124 00:03:53,120 --> 00:03:55,680 two different things so so we developed
125 00:03:55,360 --> 00:03:58,319 the
126 00:03:55,680 --> 00:03:59,840 um first person camera to support those
127 00:03:58,319 --> 00:04:01,519 features and also give the players the
128 00:03:59,840 --> 00:04:03,519 freedom to tune
129 00:04:01,519 --> 00:04:05,280 the camera either way of you know of how
130 00:04:03,519 --> 00:04:08,400 they wanted it to feel
131 00:04:05,280 --> 00:04:08,799 so all these things lead to improving
132 00:04:08,400 --> 00:04:11,599 the
133 00:04:08,799 --> 00:04:12,799 what we call the look-ahead mode now
134 00:04:11,599 --> 00:04:15,200 what pilots actually do
135 00:04:12,799 --> 00:04:16,160 is uh just like car drivers right when
136 00:04:15,200 --> 00:04:17,919 they when they turn
137 00:04:16,160 --> 00:04:20,320 they don't look straight ahead they look
138 00:04:17,919 --> 00:04:22,479 into the turn or they lean into the turn
139 00:04:20,320 --> 00:04:23,440 also as a pilot you you fly right and
140 00:04:22,479 --> 00:04:26,160 then you
141 00:04:23,440 --> 00:04:27,840 you bank or you roll into your turn what
142 00:04:26,160 --> 00:04:29,120 you actually do is you make tiny
143 00:04:27,840 --> 00:04:32,960 adjustments with your head
144 00:04:29,120 --> 00:04:34,800 right because as humans we're we want to
145 00:04:32,960 --> 00:04:36,080 we want to have like our head aligned
146 00:04:34,800 --> 00:04:37,680 with the ground and so this is something
147 00:04:36,080 --> 00:04:39,280 the pilots do really often they
148 00:04:37,680 --> 00:04:42,400 they go into the turn but they leave
149 00:04:39,280 --> 00:04:45,600 their head straight
150 00:04:42,400 --> 00:04:48,160 a thing we did most recently was to
151 00:04:45,600 --> 00:04:49,440 rework how aiming works in ships because
152 00:04:48,160 --> 00:04:50,960 we took a look at
153 00:04:49,440 --> 00:04:52,800 the control schemes that we have in the
154 00:04:50,960 --> 00:04:54,400 game we we can control the game with
155 00:04:52,800 --> 00:04:55,520 mouse with with a gamepad or with a
156 00:04:54,400 --> 00:04:57,040 hotas
157 00:04:55,520 --> 00:04:58,800 but at the same time we have a lot of
158 00:04:57,040 --> 00:04:59,680 different key bindings we have looking
159 00:04:58,800 --> 00:05:02,880 around
160 00:04:59,680 --> 00:05:04,400 aiming controlling the ship
161 00:05:02,880 --> 00:05:06,560 so there's a lot for players to learn
162 00:05:04,400 --> 00:05:09,840 and it's a lot to unpack as well
163 00:05:06,560 --> 00:05:12,080 and on this note we actually noticed
164 00:05:09,840 --> 00:05:14,639 that we actually don't need all of it
165 00:05:12,080 --> 00:05:18,479 so a big thing that happens is what we
166 00:05:14,639 --> 00:05:18,479 internally call the aiming unification
167 00:05:18,639 --> 00:05:22,720 so you can see that's not me so that
168 00:05:21,120 --> 00:05:24,320 isn't me doing it all the time that just
169 00:05:22,720 --> 00:05:25,680 automatically retargets the missiles
170 00:05:24,320 --> 00:05:27,759 every time it comes back on screen
171 00:05:25,680 --> 00:05:29,360 within that window the main takeaway for
172 00:05:27,759 --> 00:05:31,440 that is that
173 00:05:29,360 --> 00:05:33,039 head tracking players will be able to
174 00:05:31,440 --> 00:05:35,199 gimble their weapons again
175 00:05:33,039 --> 00:05:37,759 so when they go into the manual or free
176 00:05:35,199 --> 00:05:40,720 mode as we call it now they can just
177 00:05:37,759 --> 00:05:42,320 go somewhere look to the left have their
178 00:05:40,720 --> 00:05:44,320 weapons gimbal there
179 00:05:42,320 --> 00:05:46,080 fire and then they can look back and the
180 00:05:44,320 --> 00:05:48,160 weapons will follow again
181 00:05:46,080 --> 00:05:49,520 another thing we added in this regard is
182 00:05:48,160 --> 00:05:51,440 that we give the user
183 00:05:49,520 --> 00:05:53,919 the user options for how big the dead
184 00:05:51,440 --> 00:05:56,800 zone for example for mouse users is or
185 00:05:53,919 --> 00:05:58,560 how big the range of the aiming reticle
186 00:05:56,800 --> 00:06:00,080 or the v-joy is on the screen
187 00:05:58,560 --> 00:06:01,280 so these are just a couple of things
188 00:06:00,080 --> 00:06:03,039 which we're improving there's not
189 00:06:01,280 --> 00:06:04,880 they're not big things
190 00:06:03,039 --> 00:06:07,280 but they're things that make the game
191 00:06:04,880 --> 00:06:09,280 game just feel nicer
192 00:06:07,280 --> 00:06:10,960 i think success for vehicle experience
193 00:06:09,280 --> 00:06:13,360 team this year will be
194 00:06:10,960 --> 00:06:15,120 one or two features that currently exist
195 00:06:13,360 --> 00:06:15,680 in the game polished up to a to a good
196 00:06:15,120 --> 00:06:20,000 standard
197 00:06:15,680 --> 00:06:21,600 and into a good place in the game
198 00:06:20,000 --> 00:06:23,199 of the big pillars for the vehicle
199 00:06:21,600 --> 00:06:25,759 experience team is
200 00:06:23,199 --> 00:06:26,720 space combat because ship balancing and
201 00:06:25,759 --> 00:06:29,759 weapon balancing
202 00:06:26,720 --> 00:06:31,440 and flight balancing itself is pretty
203 00:06:29,759 --> 00:06:32,240 much owned by the vehicle experience
204 00:06:31,440 --> 00:06:34,479 team
205 00:06:32,240 --> 00:06:35,520 and what we want to do in the future is
206 00:06:34,479 --> 00:06:37,520 not just
207 00:06:35,520 --> 00:06:38,880 make doc fighting or fighting or space
208 00:06:37,520 --> 00:06:40,560 combat better but have a really
209 00:06:38,880 --> 00:06:41,440 structured approach and very clear
210 00:06:40,560 --> 00:06:43,919 designs
211 00:06:41,440 --> 00:06:44,479 how things should be and why they should
212 00:06:43,919 --> 00:06:47,039 be
213 00:06:44,479 --> 00:06:48,800 so a lot of things especially regarding
214 00:06:47,039 --> 00:06:51,440 vehicle gameplay and space combat
215 00:06:48,800 --> 00:06:52,720 is going to happen in the course of 2020
216 00:06:51,440 --> 00:06:55,360 and i'm really excited to see the
217 00:06:52,720 --> 00:06:57,120 results at the end of the year
218 00:06:55,360 --> 00:06:59,440 now with reviews of the previous year
219 00:06:57,120 --> 00:07:00,240 affected the myriad of planning weeks
220 00:06:59,440 --> 00:07:02,000 executed
221 00:07:00,240 --> 00:07:04,319 and all those top of the year summits
222 00:07:02,000 --> 00:07:05,840 ended it's time once again to bring back
223 00:07:04,319 --> 00:07:07,680 an old isc favorite
224 00:07:05,840 --> 00:07:10,240 and crack the lid on this month's sprint
225 00:07:07,680 --> 00:07:11,919 report let's get to it
226 00:07:10,240 --> 00:07:13,199 let's begin with a follow-up to last
227 00:07:11,919 --> 00:07:14,800 week's look at the kleischer
228 00:07:13,199 --> 00:07:17,520 rehabilitation facility
229 00:07:14,800 --> 00:07:19,599 coming online in alpha 3.9 with these
230 00:07:17,520 --> 00:07:21,440 images of a functional boxing ring
231 00:07:19,599 --> 00:07:23,599 that's been completed by the props team
232 00:07:21,440 --> 00:07:24,720 and is ready to be integrated now of
233 00:07:23,599 --> 00:07:27,280 course for those
234 00:07:24,720 --> 00:07:29,039 less interested in a fair fight the team
235 00:07:27,280 --> 00:07:31,520 has also been exploring
236 00:07:29,039 --> 00:07:33,599 we'll call them improvised melee weapons
237 00:07:31,520 --> 00:07:35,759 you may or may not find during your stay
238 00:07:33,599 --> 00:07:39,280 in the underground prison
239 00:07:35,759 --> 00:07:40,960 is tetanus and actor status
240 00:07:39,280 --> 00:07:43,280 continuing with the prison theme are
241 00:07:40,960 --> 00:07:45,199 these images of the prison jumpsuit and
242 00:07:43,280 --> 00:07:46,560 mining backpack being developed by the
243 00:07:45,199 --> 00:07:48,240 character art team
244 00:07:46,560 --> 00:07:50,000 now the backpack's been an interesting
245 00:07:48,240 --> 00:07:51,919 challenge as it needs to be
246 00:07:50,000 --> 00:07:53,360 big enough to reduce the amount of times
247 00:07:51,919 --> 00:07:54,720 you have to go back and forth while
248 00:07:53,360 --> 00:07:57,120 working your sentence off
249 00:07:54,720 --> 00:07:59,280 but not so big you can't fit into some
250 00:07:57,120 --> 00:08:00,720 of the more claustrophobic areas of the
251 00:07:59,280 --> 00:08:02,879 work mines below
252 00:08:00,720 --> 00:08:04,400 the prison jumpsuit the backpacks the
253 00:08:02,879 --> 00:08:05,919 boxing ring and more
254 00:08:04,400 --> 00:08:07,919 are scheduled to make their way to you
255 00:08:05,919 --> 00:08:10,240 when prisons come online in the upcoming
256 00:08:07,919 --> 00:08:11,919 alpha 3.9
257 00:08:10,240 --> 00:08:13,440 moving up to the surface the planet
258 00:08:11,919 --> 00:08:15,759 content team has been working on a
259 00:08:13,440 --> 00:08:17,840 geology asset rework now that our new
260 00:08:15,759 --> 00:08:19,759 organic shaders come online
261 00:08:17,840 --> 00:08:20,960 seen here in these shots from the lava
262 00:08:19,759 --> 00:08:23,199 fields of selen
263 00:08:20,960 --> 00:08:25,120 now more than just reworking some of the
264 00:08:23,199 --> 00:08:27,039 older assets so they look better
265 00:08:25,120 --> 00:08:28,879 the new organic shader allows for
266 00:08:27,039 --> 00:08:30,000 additional layers and masks with
267 00:08:28,879 --> 00:08:31,680 multiple colors
268 00:08:30,000 --> 00:08:34,000 the blending of up to four different
269 00:08:31,680 --> 00:08:36,479 textures and overall just providing a
270 00:08:34,000 --> 00:08:38,399 level of greater resolution in detail
271 00:08:36,479 --> 00:08:40,719 each asset like this can now get a
272 00:08:38,399 --> 00:08:41,360 uniquely generated blend mask based on
273 00:08:40,719 --> 00:08:43,680 things like
274 00:08:41,360 --> 00:08:46,000 curvature and it's just one more way the
275 00:08:43,680 --> 00:08:47,920 graphics and planet content team
276 00:08:46,000 --> 00:08:49,839 continue to innovate and iterate on
277 00:08:47,920 --> 00:08:52,399 what's come before
278 00:08:49,839 --> 00:08:54,399 also from the pct are new harvestables
279 00:08:52,399 --> 00:08:56,080 like these mushrooms called the heart of
280 00:08:54,399 --> 00:08:59,120 the woods for microtex
281 00:08:56,080 --> 00:09:01,839 boreal forest tundra biomes
282 00:08:59,120 --> 00:09:04,080 boreal forest tundra just say the
283 00:09:01,839 --> 00:09:07,200 unfrozen parts
284 00:09:04,080 --> 00:09:09,680 not trying to be captain planet here
285 00:09:07,200 --> 00:09:11,440 moving along to the vfx team they find
286 00:09:09,680 --> 00:09:13,519 themselves in a world of look dev as
287 00:09:11,440 --> 00:09:15,760 they explore the earliest potentials
288 00:09:13,519 --> 00:09:18,000 for a number of upcoming visual features
289 00:09:15,760 --> 00:09:20,560 like these decorative holograms for the
290 00:09:18,000 --> 00:09:22,080 upcoming new babbage landing zone
291 00:09:20,560 --> 00:09:24,000 potential visual cues for
292 00:09:22,080 --> 00:09:26,000 mining consumables that aim to allow
293 00:09:24,000 --> 00:09:26,640 players to buff or debuff various
294 00:09:26,000 --> 00:09:28,560 aspects
295 00:09:26,640 --> 00:09:30,080 of the ship mining experience and we'll
296 00:09:28,560 --> 00:09:31,040 learn more about those in the coming
297 00:09:30,080 --> 00:09:33,440 weeks
298 00:09:31,040 --> 00:09:35,920 and this exploration of new re-entry
299 00:09:33,440 --> 00:09:36,240 effects based on sign distance fields
300 00:09:35,920 --> 00:09:38,399 now
301 00:09:36,240 --> 00:09:40,480 these are all very early explorations of
302 00:09:38,399 --> 00:09:41,360 both the visual effects the vfx team is
303 00:09:40,480 --> 00:09:43,760 working on
304 00:09:41,360 --> 00:09:44,959 and our new sdf tech from our techno
305 00:09:43,760 --> 00:09:46,800 artists and engineers
306 00:09:44,959 --> 00:09:48,800 so these won't make their way to you
307 00:09:46,800 --> 00:09:50,240 this quarter but if i know everyone
308 00:09:48,800 --> 00:09:52,480 involved when it does
309 00:09:50,240 --> 00:09:54,320 it'll look even cooler than it does now
310 00:09:52,480 --> 00:10:01,870 in these early explorations
311 00:09:54,320 --> 00:10:01,870 [Music]
312 00:10:03,279 --> 00:10:07,360 lastly let's talk spaceships and look at
313 00:10:05,519 --> 00:10:10,160 the work on the currently in development
314 00:10:07,360 --> 00:10:10,560 cutless blue now in the pipeline this is
315 00:10:10,160 --> 00:10:12,880 still
316 00:10:10,560 --> 00:10:13,760 technically white box phase but because
317 00:10:12,880 --> 00:10:15,680 most of the ship
318 00:10:13,760 --> 00:10:17,360 already exists thanks to work on the
319 00:10:15,680 --> 00:10:19,440 previous black and red
320 00:10:17,360 --> 00:10:21,680 it can look further ahead than normal
321 00:10:19,440 --> 00:10:23,920 the canopy is complete and recently
322 00:10:21,680 --> 00:10:25,279 three potential exterior libraries were
323 00:10:23,920 --> 00:10:27,760 presented for review
324 00:10:25,279 --> 00:10:30,399 what do you think white box work has
325 00:10:27,760 --> 00:10:33,040 also begun on prison pod options as well
326 00:10:30,399 --> 00:10:35,200 cozy and finally let's look at some
327 00:10:33,040 --> 00:10:35,760 images from the final art stages of the
328 00:10:35,200 --> 00:10:38,399 anvil
329 00:10:35,760 --> 00:10:40,320 carrick now these images represent both
330 00:10:38,399 --> 00:10:41,519 work on several of the rooms you didn't
331 00:10:40,320 --> 00:10:43,279 see at citizencon
332 00:10:41,519 --> 00:10:45,200 as well as aspects you may have seen
333 00:10:43,279 --> 00:10:47,519 before that simply needed additional
334 00:10:45,200 --> 00:10:49,200 polish before they could be released
335 00:10:47,519 --> 00:10:50,720 now if you remember our ship shaped
336 00:10:49,200 --> 00:10:52,560 pipelines final art
337 00:10:50,720 --> 00:10:54,640 isn't the final stage when all is said
338 00:10:52,560 --> 00:10:56,959 and done but other teams have already
339 00:10:54,640 --> 00:10:58,880 begun the process of creating the lods
340 00:10:56,959 --> 00:11:00,800 the lighting the damage dates and more
341 00:10:58,880 --> 00:11:01,519 ahead of its scheduled release this
342 00:11:00,800 --> 00:11:03,440 month
343 00:11:01,519 --> 00:11:04,800 but for now i'm just going to be quiet
344 00:11:03,440 --> 00:11:15,839 and let you look at some more of the
345 00:11:04,800 --> 00:11:15,839 pretty pictures
346 00:11:18,640 --> 00:11:22,640 okay i know i said finally with the
347 00:11:21,279 --> 00:11:26,079 carrick
348 00:11:22,640 --> 00:11:28,079 but can we do one more john crew
349 00:11:26,079 --> 00:11:31,600 junk crew if i can't do one more say
350 00:11:28,079 --> 00:11:31,600 something now or forever hold your piece
351 00:11:31,680 --> 00:11:35,839 sounds like permission to me so let's go
352 00:11:33,680 --> 00:11:38,800 ahead and take a look at the very
353 00:11:35,839 --> 00:11:40,640 very very early white box layouts for
354 00:11:38,800 --> 00:11:41,440 the crusader industries hercules
355 00:11:40,640 --> 00:11:44,640 starlifter
356 00:11:41,440 --> 00:11:44,640 currently in development
357 00:11:44,800 --> 00:11:49,040 now as said before the white box phase
358 00:11:47,040 --> 00:11:50,959 is all about design validation
359 00:11:49,040 --> 00:11:52,959 where everything is set to metric and
360 00:11:50,959 --> 00:11:54,800 problems with the exterior and interior
361 00:11:52,959 --> 00:11:56,880 layouts can be discovered before art
362 00:11:54,800 --> 00:11:57,519 teams progressed too far in the gray box
363 00:11:56,880 --> 00:11:59,360 space
364 00:11:57,519 --> 00:12:00,959 this is where things like landing gear
365 00:11:59,360 --> 00:12:02,800 have to be figured out if the tech has
366 00:12:00,959 --> 00:12:05,120 changed a bit since concept
367 00:12:02,800 --> 00:12:06,800 cargo bays get scaled to fit intended
368 00:12:05,120 --> 00:12:08,480 payloads with the best information we
369 00:12:06,800 --> 00:12:10,720 have available at the time
370 00:12:08,480 --> 00:12:13,120 and overall interiors get adjusted to
371 00:12:10,720 --> 00:12:14,320 metric and the ever-evolving dynamics of
372 00:12:13,120 --> 00:12:16,480 game development
373 00:12:14,320 --> 00:12:18,079 suffice to say it'll still be a while
374 00:12:16,480 --> 00:12:20,000 before you see this massive ship like
375 00:12:18,079 --> 00:12:22,079 the hercules star lifter in game
376 00:12:20,000 --> 00:12:25,839 but we couldn't resist sharing a first
377 00:12:22,079 --> 00:12:25,839 look at the early white box could we
378 00:12:32,560 --> 00:12:36,639 so with that what we learned this week
379 00:12:34,959 --> 00:12:38,160 well we learned that the process of
380 00:12:36,639 --> 00:12:39,920 making spaceships fun to fly
381 00:12:38,160 --> 00:12:41,680 can take more than just the teams that
382 00:12:39,920 --> 00:12:43,440 build them in their features
383 00:12:41,680 --> 00:12:45,360 that game development is an iterative
384 00:12:43,440 --> 00:12:47,200 process where everyone works to make the
385 00:12:45,360 --> 00:12:48,800 next version of something just a little
386 00:12:47,200 --> 00:12:50,720 bit better than the last
387 00:12:48,800 --> 00:12:52,079 and that while we may call it a sprint
388 00:12:50,720 --> 00:12:55,040 report the process
389 00:12:52,079 --> 00:12:56,079 is more akin to a marathon that goes for
390 00:12:55,040 --> 00:12:58,639 game development
391 00:12:56,079 --> 00:12:59,600 and weekly video production for inside
392 00:12:58,639 --> 00:13:03,519 star citizen
393 00:12:59,600 --> 00:13:03,519 i'm jared huckaby we'll see you next
394 00:13:04,839 --> 00:13:07,839 week
395 00:13:22,079 --> 00:13:24,160 you