10 for the All-Stars: Episode 01

10 for the All-Stars: Episode 01

EKD: Hey everybody and welcome to a special
“10 For …”. We’ve got something a little more unique this time; we’re going
to do something a little bit different. We’ve got somebody from each of the disciples to
kind of do a little round table. We’re going to go through a lot of the questions we’ve
got from the forums and talk about how that impacts each of our jobs. EKD: But first we want to thank subscribers
because without you guys we couldn’t do this. Our subscribers kick us a little bit
each month to allow us to do enhanced community content that we hope you are going to enjoy. EKD: So I want to go real quick around and
introduce who I’m sitting with. To my right … AW: Adam Weiser, Associate Writer here at
CIG LA. EKD: And I’m Eric Kieron Davis. I’m a
Senior Producer here in CIG LA. CR: Calix Reneau, Tech Designer. FS: Forrest Stephan, CG Supervisor. EKD: And we’re super excited to go through
these questions, You guys kicked us a lot of really good ones and so we’re just going
to start off. If you guys are ready. You guys ready? Others: [answer in the affirmative] @1:03 Zeshio asks: Who generally starts the idea process for
a ship, a planet, etc? Are there writers the ones who start with the lore first, or do
they just fill in the details if an artist comes up with a really specific good ship
idea from scratch? Do you all follow a specific guidance from CR, or are you all allowed to
submit ideas through a creative development process that vets different game features?
AW: There’s definitely when it comes to planets and a lot of the starmap stuff definitely
did originate with the lore team. When it comes to ships other elements like that there
are definitely ideas that we have that we have vetted through Chris that are going to
be implemented in the game and maybe we do take a lore first perspective on it, that
then trickles down to the other departments but there have been plenty of other moments
that you guys have come into our office to and said “Hey we’re working on this really
cool thing how can you help us build the world around it or how can we justify the lore to
a certain degree it definitely works both ways dependent on what it is and what’s
needed to get done. EKD: I’ve seen a lot too even from the art
side you do get that enhanced back and forth you may have the straight script that you
guys have written but it doesn’t work right artistically and these guys come in and imply
“would this work within that world?” and it’s this cool back forth I think the point
of this question is there is no one starting point there’s many different avenues that
we follow and i think it’s really cool and exciting. @2:40 Chaplain asks: From a team perspective, producers, writers,
artists, and designers. How have the ship pipeline and development/balance process changed
since the original ship packages were put on sale? Did those changes, if any, change
how the ships and the lore involving those ships have been developed since then to account
for balance those ships with other ships that have been introduced after the first batch?
EKD: So the question is … [laughter] … From the beginning right, from the beginning of
making ships, from the beginning of the idea of what Star Citizen would become, has that
process changed? Now, do we do things differently developing ships, maybe from the lore side?
And maybe there’s only a few people here who can speak to the original, but I think
at the same time how’s changed? Or has it change? For the better or how’s it going? FS: I think the lore side is quite similar
only we have more writers obviously and we get better fleshed out ideas earlier on; we’ve
got more designers so we get more designs earlier on. Previously, obviously, we started
with running preproduction, production at the same time; and we started from scratch
with no company. These ships, we had to build these pipelines for how the ships work as
we were building the ships themselves, which explains a lot of the reasons we go back to
the Connie and go “now that we’ve got it figured out, let’s revamp it a little
bit and do it right”. Probably, initially we’ve seen that a lot of things, is it compatible:
the original Constellation is a perfect example, we got the ship going, we wanted to get it
out there but “okay wait a minute how do the escape pods actually come out of the ship?”;
when you lower the elevator “wait a minute do I really want to only one person to be
able to get into the ship at a time, maybe I want three“. So these are things that
are part of the evolution process and pipelines in general, you get it going, get it started
and then you have to use it a couple of times and then you figure out what works and what
doesn’t work and then it continually evolves. I think with design as well, one thing that
we absolutely learned is how important it is to get design and the literature as early
as possible; and as much fleshed out as possible because it significantly helped and it significantly
saves time. And spending that time at the beginning saves a lot of time at the end. EKD: To speak to, because I’m at six months
I think, so I haven’t been here since the original; but what I was really excited about
with the Endeavour , the most recent one, I felt like, and I know we’ve done this
with a lot of ships recently, that was the first time I saw everyone that needed to get
involved, get involved really early. We’re doing that right now on a couple of other
ships but I was really excited because I got to sit in those meeting that got everybody
involved: Tony, and Ben; and the key stakeholders from the beginning. It wasn’t like “hey
we’ve got this far down the ship concept and we never showed Bill over there, we never
showed this guy, we never even showed the writers”. It was kind of cool to see that
one come together and all the ones we’re starting to do now it’s got this level of
polish from the beginning so when we’re getting into these phases and we start developing
that ship it’s like “yep!” FS: And the goal is to get it in … we’ve
learned the most important thing is to get it in the game as soon as possible. EKD: That’s cool FS: Even if it’s just shapes. Get it flying,
get it moving. See what works, see what doesn’t work. And not try to build an entire ship
from scratch and then get it in the game. But build the ship up very simple, what we
call “white box” which is more like proxy-based, and then get it in where it’s functional
for design to start balance and testing. And then they can already be balance and testing
while we’re actually doing the final art and then we’re just swapping things out
as we go. And then we start with the white box phase, which is again just the proxies.
And then we move onto the grey box phase, which is like the Constellation during our
previous GamesCon demo, and that’s like the ship is there, you see it; it’s not
final but it’s pretty close and you can visualise what it will look like. And obviously
we do our final pass which is our pristine version. CR: Context is everything in making these
artistic decisions: how this thing should feel; how this thing should behave; what it
should look like. And we’ve gained all this experience from creating Arena Commander;
from creating all these ships that are flyable. And the combat and the flight behavior and
all of that; we can see what the game is like: just load it up and play it. So it’s the
same thing: that informs our decisions, that informs how we want to make the thing grow,
and [turns to FS] to your point of getting it in as early as possible, we need to see
what it is in order to see what we want it to be. [General agreement]
FS: That helps; we barely had a game. You could fly around. I remember the first demo
I ever saw was Chris showing me the Hornet on a landing pad and you could kind of fly
it around but we didn’t have all these game modes back then. So now we have all these
game modes so we can throw these ships in at a very early stage and see how does this
ship handle against a swarm of Vanduul ships: Scythes and a Glavie. EKD: The ship pipeline has gone through a
lot of changes but I almost feel like that just very natural. FS: It’s very natural. EKD: What you had from the beginning, like
right now if we made an RSI ship we might be able to steal pieces from previous ships.
You didn’t have that when you started the pipelin; you’re making everything from scratch.
It’s like doing sequels of movies and stuff, I already got … CR: Iteration! EKD: Exactly! FR: It’s about evolving and not doing things
from scratch. And a lot of times it seems we’re doing things from scratch but really
we’re evolving. EKD: Totally. AW: And from the lore perspective too a lot
of the stuff that you guys are talking about, they’ve done a lot of the heavy lifting
before for this. Dave and Will and I ???, with Chris and Ben involved in that too, setting
those guidelines, putting the ideas or our thoughts into the Corporation Matrix or in
certain places so designers, artists can go in and look and see exactly what the intention
behind all those and form their design to it. EKD: That’s great! @8:16 Monster / L’Mac asks: Will the starmap be available on the App Store
for iPad/iPhones? Will we be able to download an offline version of the Star Map to our
devices for those times when either don’t have an internet connection or don’t want
to use mobile data? AW: Regarding the Star map we just did a Q
and A this week which everyone should check out on the main RSI site that’ll explain
a lot of that. We are looking into the ability to have a tablet kind of android app for it,
not quite yet, but that’s definitely something we realized it’s something people want and
would be a pretty cool thing to do. The offline mode i’m not sure exactly where we are it
does seem like a function that would be useful but the technical behind that is definitely
going to be a Turbulent thing less of a lore kind of team thing but glad everyone loves
it. EKD: It’s awesome. AW: It’s a lot of fun to run around in. EKD: I just want to do that all day it’s
all I want to do. FS: He’s doing it right now. EKD: I’m doing it right now I just planned
my next jump point! @9:29 BuzZz Killer asks: In the monthly report there was talk of restructuring
understand to bring the various disciplines together in a more cohesion team. I’m guessing
this also to take full advantage of the increased space in the new la office building. How much
of an impact will this have on the team’ productivity and efficiency? Will there be
drawbacks now that the teams aren’t working around the clock in different time zones?
FS: Oh we are definitely still working. EKD: To answer that first question I think
we are still going to continue to be that around the sun development. We shut down and
the UK get’s going that’s definitely not changing. I think the idea of bring us all
closer together and reorganizing is a great idea.How do you guys feel about it, what’s
your take away from that? CR: I passed off a bug last night to the UK
that I was like “I got this far on it but couldn’t figure out this piece if you guys
can take it..” And they did and were done in the morning. Why would we stop doing that? EKD: Right? Exactly and I don’t really know
the goal of the restructure it’s definitely not to take away from that it’s actually
to just keep enhancing that. FS: It’s to concentrate the disciplines.
So you can put more people together that are doing the same thing to make them more successful
so it’s not a negative thing it’s a very positive thing. It’s actually helped the
employees. Which is already began doing so (?) AW: From the lore perspective it’s great
cause all four of us are based here; Dave, Will, Cherie and I so that is really fantastic
we do lunch everyday together so it gives us a chance to get out of the office. Because
sometimes some of the best work you’ve is done when you’re not working too, when you’re
just out and about and doing other things so it’s nice to kind of bring that together
and if we really do have to jam on something to get it done we’re all here together to
support each and get stuff done. EKD: That’s great @11:13 Doc asks: Can you explain in short what DataForge is
and how it is used in the different areas? EKD: I’m going to look at Calix for this CR: Shortest version of DataForge is it’s
how we integrate our XML into the game. We put in new stats. That’s what it’s for.
It is to create new objects because there are so many things in the game. not just the
entities that appear in the game but all the structural elements of the game rules and
levels and those have their own connective tissue and this is to support all that and
it’ s a great many files which without DataForge has a lot of opportunity for human error and
that’s one of the places bugs come from this is how Mark (Abent) gets to do his deal
but DataForge is still being built out so it’s currently used for SQ42 primarily it’s
built to support those things and is being pushed over to working on the live game as
well. We’ll be overtaking our previous tool Statsmonkey which just read from an Excel
sheet and populated XML data and has its own pitfalls of it’s you take your life in your
hands when you pull a Statsmonkey FS: Yeah we went from massive XML’s that
just got kind of unsustainable they were so large we do it but its very large scripting
files that we have to clean (?) and it is a lot of user error possibilities and then
we used the Statsmonkey to help start using spreadsheets to control these numerical values
in all these XML’s and then DataForge is the end solution. It’s the true interface
the true machine that drives all of this data. CR: It includes integrations, validations
all of it. EKD: It’s cool FS: We are checking everything. EKD: That’s great. FS: So when people like me tweak a label or
something *laughter* AW: You guys won’t let me touch that stuff. EKD: Yeah. Not yet! @13:37 Krel asks: How does having the level of open development
that CIG strives for impact how you do your jobs, compared to a more traditional company?
How do you decide what’s okay to share and when?
EKD: That’s a great question. Let’s answer the first question how does this open level
impact your jobs? CR: Completely EKD: Yeah? CR: Completely. EKD: Why? CR: Particularly the things I do very directly
impact the final experience. The balance things like behaviours like if I make a change someone
has noticed it. So being able to hear back from backers is exciting and terrifying and
it’s incredible I don’t want to underplay that but there’s also an element of I definitely
the backers in mind I have all one million voices in my head when I make a change and
I’m like *strokes beard* how’s that going to play? Which is good. I definitely think EKD: I think to say that i’m not sure everybody
knows but Calix implements a lot of the balance right? It’s a company wide discussion everybody
has their hands in it. FS: Having people in access so early it makes
a huge impact. EKD/CR: Yeah. FS: For me I love the transparency because
being able chat to the community in regards to the actual tech involved and kind sub them
(?) our methods and the geeky side of the art is pretty fun like I very much grew up
in mod communities where everyone shares information and I had a lot information shared to me which
allowed me to do what I do and to be able to interact with modders on our forum and
they ask questions on how some of the tech works then I can explain how we do things.
I think it’s kind of cool because it allows me to give back what was given to me and I
know if I was younger I would have loved for a company that had this high end art to have
access to one of the developers and ask them questions and to get answers would have been
the coolest thing ever. CR: it’s also kind of inspiring. FS: Yeah it’s really pretty neat. EKD: To add into that you’ve been doing
a lot of character work recently and Sean just voiced over that great video we saw at
CitizenCon that was tech you guys had just shutdown or gotten to that point days before
how does that feel to go I literally finished that and here we’re showing everybody? FS: Yeah that was exciting cause definitely
the Gary Oldman and then the characters in the Morrow tour were all using that new tech.
From the heads to the bodies and there are lots of people involved to help make that
happen and is pretty remarkable tech and i’m looking forward to kind of sharing some of
that tech with our fans as far as our approaches and how we do it and maybe we’ll make some
videos like a tutorial or some videos on how it works so we can give modders a head start. EKD: So from the writer’s side AW: It looks great because it means more lore.
Because it means that every week we’ve got something new to share with you at least and
the jump points to and it helps us define the world in even greater detail than you
normally would in a game at this point which is fantastic. We also have the messages to
be able to take people’s responses on the message boards and use them to kind of like,
especially the role playing stuff that’s being going out recently around the attack
at Vega we’ve been able to use some of the great role playing down there by the fans
and by everyone help us fill out certain aspects of that too. It’s really great and every
once in a while we’ll do a lore builder segment where if we want to help build out
the history behind Sataball or behind maybe how a certain parlour government is structured.
It’s great to get the input from the backers because there’s a lot of people out there
and there’s only four of us we can only know so much. The community is so vast and
has such a great experience and such a depth of knowledge it’s great to be able to have
there and dip into see what they’re feeling and just tap into that knowledge and expertise.
It’s really nice EKD: I would say we buttoned up on the production
side right? definitely where I came previously or where I’ve been previously it’s very
abnormal to share everything all the time. I think my first week at the company my second
day on the job they’re like hey that meeting you were just in? Now go on camera and tell
everyone what you just talked about. It was a wild experience but kind of freeing also
to know that i’m getting feedback and i’m working with them and i get to talk to you
guys. It’s a wild experience but I think the benefits are immense because we can afford
these benefits here at this place there are fewer restrictions coming from the business
side where you can’t do certain things but I think it’s great we can do that stuff. CR: We try to talk about anything that’s
in the game obviously anything that Chris has talked about is always safe. I tend to
sort of gauge the sort of things I talk about either by the level of authority I personally
have over it. Like if I have done this thing and I know everything about it then I feel
a bit more comfortable talking about that. Cause the things we want to avoid we don’t
want to promise things or make it sound like we’re doing things we’re not. Miscommunication
is probably the hardest thing about this. If you lead people to believe something whether
you think it’s true or you misspoke if that ever happens there’s a lot to be held accountable
for. So you try to be open and honest but you also tend to be very careful speaking
speculatively. So like if something isn’t a sure thing I try to, play with it ok we’re
open to these ideas because that much is true, we’re trying to do these things but until
it’s in the game it’s not real. So that’s why I sort of leave it to you to tell me when
things go out because until that happens… EKD: Yeah that’s absolutely right and I
think back to our original question. If you worked in the creative industry you know that
we’re coming up with crazy stuff in every meeting all the time. So if we were to say
all that crap all the time out we would be all over the place. But obviously that’s
not the case that’s just how we flesh out these creative ideas it’s how we get to
that final product FS: It’s brainstorming EKD: Yeah exactly. When we go to that last
part of the question i think that’s the point. When do decide to share it? When we
know like you said *nods to Calix* it’s going to be there or right in there and we
need your help cause we do want your feedback but at the same time we don’t want to be
like here’s the craziest stuff we thought of today FS: Sometimes we try these things and they
don’t work out. EKD: Exactly FS: You got to take that idea and evolve it
to see if it works EKD: And that happens everywhere. Anywhere
I’ve ever worked. On the writing side the first script you don’t go that’s it see
you. AW: Yeah you don’t walk away at that point. EKD: So if you shared that script wait why
does that guy say that. Cause that’s dumb and I shouldn’t have written that. @20:59 Karl Ricco asks: What computer games do you guys play? Arena
Commander doesn’t count, of course. EKD: So we’ll start to my left. Forrest
what computer games do you play? It doesn’t say ever or now or currently so you can take
it how you want! FS: I played Battlefront all weekend. EKD: Battlefront FS: I mean, of course! Loved. It’s great! EKD: Anything else? Just Battlefront. That’s
your game, your game right now? FS: Well I got to play it for three days!
Um … [thinking] … what else do I play? I love, obviously, The Witcher: I’m still
playing The Witcher. Um … [thinking] … EKD: Was it good? FS: I got a stack this big .. [gestures] … that
I never have time to play unfortunately. I got Metal Gear Solid at home, don’t have
time to play that. Others: [laughing] AW: The secret of the industry: we work in
games, we have no time to play games! FS: So many games I want to play and I don’t
get to play them. CR: My Steam backlog is intense. I’ve being
trying to catch up on some of the indie darlings that I’ve missed out on playing. Played
through Gone Home and Her Story both of which I really enjoyed. The Oil Blue I believe it’s
called; I was enjoying that one. And Metal Gear Solid 5: I’m like twenty six percent
of the way in after, like, a hundred hours. FS: I couldn’t even beat the demo! Others: [laughing] FS: I was like “this is it, this is all
I need” EKD: For me I’ve been play Witcher, I got
back on The Witcher 3 last week or the week before. Call of Duty: do like to jump in,
shoot some people and jump out. Battlefront I was playing, played the same time Forrest
was playing. That’s all console, that’s technically not PC. The question was “computer
games”, but the a console’s a computer right? Doesn’t say it has to be PC … Others: [laughing] FS: It doesn’t matter, Fallout’s coming
over then everyone’s life is going to be over and then … EKD: That’s it for me. AW: Basically I’ve just been focusing on
The Witcher 3 right now, just trying to get through that. CR: Dude, it’s not going to happen. AW: Yeah, I’m not going to be able to get
to everything. FS: I can’t stop hunting for treasure! AW: That’s the problem there’s too many
question marks. FS: Yeah if there were no question marks … AW: It would be a lot easier. I’m to the
point where I’m almost done the main story and I know that so I’m clearing up some
Witcher contracts and secondary quests. I’m still probably … CR: Just play some some Indie games. You can
beat them, they have an end. AW: What I do is balance it with Rocket League
then, so if I go home and I just need to do something and not get sucked into a story
for the next hour then I just play a bunch of matches of Rocket League and it’s fantastic.
It’s a lot of fun. CR: The real answer is of course Arena Commander. EKD: Yeah that’s very true. AW: And I haven’t tried the buggies yet
in ArcCorp. That’s something I want to go tried to set on fire soon. EKD: That’s a lot of fun. I was enjoying
that thoroughly. @23:42 Kieren Akari asks: In the live stream for Subscribers, Chris
mention that players potentially can avoid combat entirely. I have tried to play many
different games peacefully in the past, but most games almost “require” combat to
advance or progress. The daily “work” was just a grueling grind– and my IRL job
was more fun. How is the team working together to make peaceful occupation exciting, fun,
and intriguing– and how big of a priority will this be moving forward?
FS: I think the starmap does a pretty good job showing hostile zones as opposed to safe
zones. AW: That’ll definitely be a way for players
to be able to plan routes around that and limit the amount of interactions they may
have with unlawful forces so to say or hostile forces. The size of it too being able to see
how much size between everything. So hopefully you’ll be able to be like “alright I know
there’s something over in this direction I want to avoid stuff” FS: I imagine its being about being conservative.
Otherwise if you want that high risk high reward situation that’s where it’s starting
to get more dangerous but if you’re going to be more conservative about it and get a
steady flow then you’re going to avoid all that stuff. CR: There’s the PvP slider which will help
you hedge your bets on that but ultimately you’re probably not going to be able to
completely avoid combat. However there’s all these things in the game like the contract
system. You’ll be able to hire NPC’s to come escort you places there’s no reason
you need to pull the trigger just run away from those things and let the NPC’s take
care of you. There’s also all these support roles that we’re really pushing on making
interactive and deep and skill based and fun. All the things from mining, salvage to repair
to running tactics in a larger ship. All these things where you might find yourself in combat
you might be actively in danger zones but the thing you’re doing is helping your people
helping your side as opposed to harm the other side. There’s the Endeavour for going for
the research and hospital and the space farming even. We are building that out basically with
each new ship, looking at new ways. WE got combat what else are you going to do with
this ship? Are you going to do cargo are you going to do repair? FS: I’m just going to have our QA team guide
me everywhere, they know everything. Or you can do what was super popular back in the
90’s and early 00’s running your own dedicated server cause we do support that. Then you
have complete privacy which is super awesome and people forget about that we allow gamers
to do which is very PC oriented and I miss those days cause you don’t get to do that
very much with games anymore. AW: From the lore perspective too we’ve
seen the response from the community not everyone wants to be dog fighting or shooting all the
time. The latest lore post was about the relief response to the attack on Vega and how there
were merchant marines running supplies in people that don’t want to fight but maybe
want to go and help out if there’s some kind of crisis, civil war or famine somewhere
in the verse we understand that there’s not only people who want to go in there and
be a part of the action but also maybe want to try to help the community there get better.
It’s already in the back of our mind that we’re planning mission that don’t necessarily
always need to end with you drawing your gun or firing a weapon that you can resolve things
in other ways too. So we’re very conscious of that we’re ready to make sure that’s
a part of the experience to for those that want it. CR: I’m always impressed with how resourceful
communities are even in other games. I’ve seen people running taxi services in other
games and we are supposed to support that. Here’s a thing we’re going to do and we’re
trying to find as many of those avenues as possible and I have no doubt the community
is going to show us new ways to do this. @28:05 Phoenix Branson asks: We have seen many manufacturer logos for Star
Citizen. Will CIG also create new logos for fast food restaurants for the Persistent Universe,
such as a pizza join, taco stand or ice cream parlor?
EKD: But the question for this group really, and it goes back to how we work together,
we’re going to have a lot of stuff happening in our game all over the place, we’re going
to have all kind of shops and things like that; what level does that impact you guys
in the way that you do your job? Again this goes back to, and I’m feeding from the first
question, when you see how a shop works is that more driven by you [Adam] do you come
up with a name? Or do you [Calix] say “no I think the name should be this”? Based
on a shop how does that stuff come together? How does that usually work? CR: I work mostly with the ships, and so the
ships obviously integrate with the rest of the game but as those parts come online we
have things like the billboards that go on the Hull series; or the whole commercial bazar
that goes on the Merchantman. So we have those things being build out and integrated into
our ships and there’s a back-and-forth on that: what makes for a good walkable space
in your ship; what makes for a good thing to just find out in space; what’s been designed
to be on the terrestrial when you go down planetside. So those things definitely intersect. FS: It’s generally a combination of art
and literature because they’ll put shops in the stories some time, right? AW: Yeah, we’ve definitely seeded a bunch
of specific locations and specific shops that are either universally around or just in a
specific location so if you’re going to go to this specific landing zone we probably
already know the name of the shop there, who running it, so that way when you guys get
to that point of building it out. having to design it, you can come to us and we can let
you know “oh, this is going to be the dark bar where people are going to come in and
do info agent stuff” AW: I know from our perspective too, we already
have a working doc open for all the writers so that if we have an idea for a fun billboard
or something that might elicit anything, and it doesn’t have to be related to a product
in the game it could be for like “learn Xi’an today” so it’s like instead of
“learn Spanish” or “learn French”. We have a working doc, if you think of one
you just drop the idea in there because we have had request from the PU Team in Austin
to be like “hey we just need stuff to be able to populate the backgrounds and the street
corners and stuff like that”. So we’re maybe not focusing every day on it but if
you get one of those ideas over the course of the week you drop it in and you slowly
build up that list so when it comes time for them needing more of them we’ve got already
a database set aside for that. CR: That seven hour workshop, perfect for
the trader on the go! AW: Yeah. Exactly. Exactly! EKD: Perfect. FS: We make sure that all the style guides
are taking the literature and starting to build out these logos. You see it in ArcCorp
right? We’ve got some logos. I’m sure we’ll repeat, we’re very modular, environment
so I don’t see any reason why we couldn’t have corporate shops or a string of shops
that show up in different locations. AW: Cubby Blast and Casaba Outlet and all
those. Those are meant to all around the UEE. So it’s perfect for us too because it’s
familiar for the player and it’s easy for design to go in and just replicate. EKD: Cool. FS: Absolutely. @31:37 CC Corp asks: I would love to get what the thought process
is throughout each stage in re-building or re-designing the older ships, for example
the hornet or 300 series. Does a lot of talk between each department happen or is it just
tossed back and forth till it’s perfect and not something completely different from
the original. EKD: What I love about this question is, it’s
happening. We kind of talked about the pipeline a little bit but we didn’t touch on older
ships. We didn’t talk about, we talked a little about the constellation. Do you go
this ship isn’t what we originally planned, hey guys let’s talk about, or is it tech
is the new thing? What normally happens? FS: Usually the first thing that we do is
we look at the one of the legacy ships and there’s some obvious fixes that we need
to do, make it more modular right? standardize the parts that are inside the ship, that way
we have an external library we can pull from so if you have a seat and a joystick, instead
of building it unique to one ship, we keep that sort of separate and that’s a thing
now that we can potentially put in other ships. We also learned very early that we had to
standardize all of our interface as you’re sitting in the cockpit. Create templates and
create kind of proxy examples of animation works because we can’t have an unlimited
amount of animations so it has to be fairly reusable from ship to ship and we kind of
started targeting in on individual manufacturers so each manufacture has kind of a specific
layout that’s kind of consistent throughout the ships. The other thing is we obviously have switched
a lot of our tech. we went from the traditional unwraps and doing textures from scratch to
doing more of a tiling system. Obviously with physically based renderer came on we had to
start converting the ships over to the new rendering system which required us to update
all of our textures and all of our materials so that’s still kind of a big challenge
and were still porting over the ships from that system and we have stuff like the Argo
system that’s starting to get standardized which now we had to update all of our cargo
holds to actually support the new designs, which you know the constellation is the best
example of taking a legacy ship and now bringing it into our next gen pipeline. You know everything from the seats to the
interface to the cargo system, to the materials, to our modeling techniques, and the reusability
and to the modular aspects, and then the gameplay requirements so that was kind of a big chunk
that was required and we decided to tackle that and it took some time but now that we
have all these system in place, it ended up being a very good example for what we needed
to do for some smaller ships. EKD: Is it all generally system or have you
guys gotten involved later to reimagine a ship? AW: I think while I’ve been here the biggest
thing has been more about the components you use in the ship is that there is a really
long list of components different manufacturers that have been created in lore that we realized
there were a lot of double, triples, that maybe just for simplicity sake, if we kind
of tried to pair those down so it was just easier for the designer, for the artists like
oh it’s going to be this one manufacturer that produces this one thing, we don’t need
40 different company making shield generators., we can have the standard few that has their
obvious pros and cons. That’s been a big thing, sometimes there
are ships that we’ve had ideas form that we want to be able to work on but maybe some
of the thing stuff that you guys are doing kind of affects that, oh we’re going to
have to make sure that this one feels distinct enough and it’s not just a copy of this
to a certain degree. EKD: Yeah it’s really interesting and from
the scheduling side, from the production side, were always looking at what’s next, what
makes sense because we have a limited amount of resources right? We’re all a resource
at this company so it’s always like well, we’d love to get back and redo some of these
older ships but we don’t have bandwidth because we really want to get onto the new
ships it’s always kind of a balancing act, something that we just become passionate about
because we’ve been really looking at it for 3 years and some were like we’ll get
back to it, it’s really more important to get onto to these items. CR: It’s also as features come online. EKD: Yes exactly. CR: Like there’s more thing to refactor,
we can go back and make the aurora series up to current systems but the time it will
take to do that, we will have another system up so we’ll need to do it again. So to a
certain extent we have to look at how of out of date things are versus how much we’d
be able to bring them up to speed and how much were still building the game to be. FS: We want to minimize how much we, we don’t
want to rebuild the ship from complete scratch, there’s some situations that we kind of
have to but for the most part, for me the most important thing really is the efficiency
and optimization of it and a lot of the reasons we’ve had to go back to older ships and
we still need to go back to some older ships like the cutlass because when we originally
built them, we build them like a game model and now we have all this tech that takes advantage
of certain approaches, we need to go back and abide by those approaches to make it efficient
for the game because obviously having these extremely expensive ships in the game hurts
performance and after we kind of initially started getting stuff out there we were like
we gotta make this game run well because people are going to be today and they aren’t going
to be playing when it theoretically come out you know years down the road. You actually you know, we had to decide a
year or two years ago we need to figure out the most efficient way to make these ships
because this is going to be important because this thing needs to sustain for a long period
of time. and also you know I’m not real big in completely redesigning the old ships,
i think it’s kind of cool, it’s kind of like a classic car, you know I’d rather
see a new model of the ship, get it efficent, get it using all the systems work the design
and not do too much to it right and then create a new version of the ship right that’s a
new model like a car you know what I mean and when you see someone flying around in
that 2014 model, you know it’s kind of special. [Everyone agrees in approval]
EKD: Because you could even break this down in a production standpoint, we just have a
rebuilding team right? and then we have the team that’s building the ships that we all
want to see that we’ve have been talking about, then we have the live time. We have
several different kinds of games happening all at the same place with the same resources
and I think that always comes down to pros and cons, what do we want to see before other
things and so on and so on. BONUS question! Alright last question! this
comes from Doc. @37:49 Doc Asks: How do you decide priority of the different
departments regarding new game mechanics, ideas, concepts? Is there a weekly boxing
fight between department leaders to decide this, but we backers are missing out on? …. Just
kidding, 😀 For new backers it would probably be interesting when you describe generally
how the usually process goes from concept to release and how the different departments
are involved. EKD: So I can answer the first question, priorities.
This is a very very difficult question. Generally the leads of each of the teams are aware of
what they need their team to do, we meet frequently ,we do weekly goals, we have a master schedule
that were trying to drive the long term of things, we’re’ trying to get all the ideas
out of chris’s head, we trying to put it all in one place put it all together, very
much on the production side that doesn’t burden you guys at all, you guys keep making
awesome stuff. But then we do have constant priority clashing. Forrest and I have been
experiencing this a lot lately because it’s the same resources doing multiple different
things. FS: Because we know we all need to get it
done and that’s when you know if you have two leads that want to both to get something
done it kind of clashes that’s when you raise it up to production and that’s why
I like Eric here to help make the decision on what does come first and it’s not a boxing
match it’s actually a steel cage match [Everyone laughs]
FS: You have the top with the ladder, you put tacks all over the ground EKD: I think the perfect example right, let’s
use something very realistic to now that Forrest and I just talked about. The amazingly wildly
talented Mark Mcall, upstairs right. FS: He can do technical ships and do technical
animations for characters. EKD: He’s excellent at everything he does
and so that means everyone wants him and wants to use him for things, that’s a frequent
conversations between Forrest and I the design leads, whos’ going to use mark for what
this week and what’s the long term thing so we’re constantly battling the, we got
the long term vision but we got the short term things we need to achieve, so when events
come up and it’s already tech that we’ve been developing and were about to show it
off to so we can keep going, we’re shifting things around frequently and we’re all tense. So we’re all trying to get things done and
everyone wants to use the same person and so, there’s aggressive conversations but
it’s generally healthy, it’s usually for getting the the thing done, we all want to
get this thing done and make it awesome, make it look great and we all try to drive for
our peace, that’s usually how it works, but then at the end of the day the leads or
people who are leaders of places or points of contact need to work together, alright
I’ll give him up to you for this week but this means that will mean this this and this
for the schedule and so that kind of comes down to where like you said work with production,
look at the long term with all of our studios global, it’s a complex little beast. FS: and there’s also the director’s role
you know and if the leads have a clash on what the priorities are because they both
want their own individual disciplines to have priorities and then it gets raised up to the
directors who can kind of work things out. EKD: And then ultimately Chris. We present
that to Chris and say hey the directors agree with this, the production agrees with this,
this is the what the team wants to do, Chris which way should we go? I think he does a
great job at kind of seeing this whole somehow, seeing this massive thing and going let’s
put this there , there and there, it’s a big puzzle. CR: Star Citizen is an experience and it’s
a very unique one, it’s driven by the things that you can do and the places you can do
it and so that means that we have art and design and programming all these things really
need to add up to the star citizen experience that Chris’s vision is for. On a given thing
that balance might skew differently because, also at a given time because you know, sometimes
it’s really easy to get something functional but ugly, sometimes it’s very easy to get
something pretty but not functional and then we fill in the rest right? and it comes back
to what what were talking earlier about context of get as much of the thing so that that informs
decisions and informs the thing that you’re creating and when the thing exists you can
say Yes that is right or no that needs to be a little bit different and for these reasons,
that continues to build upon itself into a real thing. It’s really important. @41:52 Outro: EKD: Totally and I think on that beautiful
note, I think that’s a great way to end. Again I hope you guys enjoyed this very interesting
and unique 10 for the, I think we had a great time. Again thank you to the subscribers for
allowing us to do this additional content we love getting this stuff out in front of
you guys as soon as possible as discussed in question 4 I think it was? I don’t know.
But again thanks, come back we got more for you. I want to thank Adam and Calix and Forrest
and hopefully we’ll do this again very soon. FS: And for reading all those question EKD: My pleasure! See you guys next time! [Everyone says goodbye]

82 thoughts on “10 for the All-Stars: Episode 01

  1. Calix: "I have all one million voices in my head when I make a change." No, Calix, you only listen to the 50 people that aggressively support your joystick-centric point of view.

  2. Well, I loved this. =)
    I hope this will continue to be a part of the series. =)
    That said it don't need to be every time.
    Sometimes it's nice with more of a deep dive in a particular area.

  3. As if the hat and the beard weren't already cool enough, you also have to flip around playing cards… tsss. ^^

  4. These people really don't look like they're enjoying their jobs!!!, their boss must be embezzling all the money!!! BWAHAHAHA!

  5. @9:00 – wait, you "realize a tablet app is something people want"?!? It was a freaking stretch goal! Please tell me this was just a slip of the tongue?

  6. I really enjoy how this has multiple disciplines answering questions so we can actually get questions answered by the right people, even if the individual asking the question doesn't know exactly who to aim the question at.

  7. You guys are freaking GREAT! All of you doing an outstanding job to bring us our Future of Gaming and Living! 🙂 Keep on Going!

  8. in my opinion, this covered all areas of the outer verse, and CR should consider integrating with this group because….. just because, NE ways it was quite awesome liked it, ROCK ON!!!!

  9. Around 29:10 regarding the service industry and its visual impact on the universe, I seriously started thinking about ad sponsorships like they do in professional racing competitions, with splash graphics being plastered all over one's vehicle. Sure, it might be tacky for a commercial-use ship to have a Pizza Spacehut ad plastered on their hull, but it could help those starting out cut down on insurance / upkeep costs early on for larger ships.

  10. At 37:00 they rather see "new versions" than to rebuild old ships… Why on earth is that a "good" answer??? People bought ships for hundreds of dollars just so that they can see a better and improved version in the full game? While flying with a crappy unmodular and blatent "lie" that RSI sold them? Looking at you 300 series. Those need some love, quick.

  11. One of the best 10 For's I've seen.  They're right that the open development is inspiring.  I'm reattacking learning blender in my spare time to try and do some amateur tech design after seeing how their process works.  Love it.

  12. Four guys discussing 10 questions going for as long as Chris Roberts answering 10 questions on his own. Just goes to show what a beast CR is.

  13. I like the 10 for the Chairman, but this format is fun too. Maybe one with Ben, Chris, and a couple other leaders…?

  14. lol for a moment when it said 10 for the stars. i thought they might of had the Cast of squadren 42 answering questions lol. still… spose this is just as good lol

  15. 22:45 Eric lists off the console games he is playing, then says "Console is a computer right?"  (o)  UNLEASH THE HOUNDS ON HIM!

  16. I wonder, are we going to get the ability to build things? Such as weapons or ships? Or anything at all? Just curious. When I play games, most of the time I like making things. Like in SWTOR, I like to build things to help out my friends or in Skyrim where I make armor and weapons which I usually sell for profit.

  17. All very cool….BUT….why so many systems?  Sounds like we rushed a little too much in the beginning and didn't create these systems until late in the game.  But…water under the bridge right….the circle of devs continues! 😉

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