Closed Captioning provided by the Imperial News Network.
Sandi Gardiner (SG): Hey everybody, welcome to Around the Verse Im Sandi Gardiner.
Ben Lesnick (BL): Im Ben Lesnick.
SG: This week in the ATV Interview, Jared sits down with Senior Art Manager Adrian Banninga
to discuss art sourcing on Star Citizen.
BL: And in this week's ATV Behind the Scenes the bug smasher himself, Mark Abent returns
to talk about Dataforge, the new tool were using to improve Star Citizen.
SG: But first, everyone wants to know what is happening with 2.2, Ben, tell us the deal
BL: 2.2 is almost there. Were getting ready for a PTU release, we have a number of candidates
in process. As soon as internal QA signs off well be able to put it online. We dont
have a release date to give out yet, but it is in the not too distant future. Keep checking
the Comm Link for updates and we will have it out as soon as we can
SG: And with patch 2.2 comes our dedicated Squadron 42 packages amongst other things
BL: Yes the much valued packaged split has happened. The Squadron 42 package will launch
alongside 2.2. So if you want to pick up just the base Star Citizen thats available now
and you can pick up the Squadron 42 addon for that. As soon as 2.2 goes live we will
make Squadron 42 based packages available as well.
SG: This weekend Star Citizen was featured on the BBC series: Click. With footage
shot in the LA and UK offices. I received emails from cousins in Australia, friends
in Ho Chi Minh. It was quite exciting
BL: I heard from people all over the place too. It was a very fair report, I thought
it gave a good picture of Star Citizen and what were really doing here. And I got
to fly the Hornet from Wing Commander that you see where hes blowing up Kilrathi ships
so Im very proud of that
SG: And Hennessy was very happy that they spelled his name correctly. It was good, check
out the version.
Marc Cieslak: A crowdfunded title thats raised well, an enormous amount of money.
They decided to do something quite unusual. They have their very own television studio
A small team here produce online videos almost daily. Filling in the audience on how the
game developments going.
Jared Huckaby: Crowdfunding can be a scary thing. Crowdfunding is still a relatively
new frontier and were pretty much at the front of it
Tom Hennessy: Everything is geared towards the idea that were pulling back the curtain
and were letting you get the inside look on everything.
SG: And the week before that we had our first official Bar Citizen in Montreal, which was
very cool with our friends from Turbulent and Behavior.
BL: Yeah if you arent in Frankfurt, Austin, Manchester, or Los Angeles, Montreal is the
place to be to meet Star Citizen Developers. It sounds like they had a good event. Jared
and I actually got to go in via Skype and answer questions so thanks for having us and
hope you all have a good time.
SG: Now let's check in with our studios around the world in this weeks News From Around The
News From Around The Verse
Eric K. Davis (EKD): Hey everybody and welcome back to LA im Eric Kieron Davis with
Adrian Banninga (AB): Adrian Banninga.
ED: And thank you for joining us this week.
AB: Youre welcome.
ED: We asked Adrian to come up for many reasons, some well cover right now other will be
covered in a longer Around the Verse piece you did this week right?
EKD: You got to get a long chat with those guys.
AB: I know, I know.
EKD: They snagged you in the office, in the studio and talked to you.
EKD: Awesome. so we got a few updates for you. A couple of things around the studio.
One were working hard on the Caterpillar concepts. There were some additional concepts
we need to do for the CAterpillar. Weve talked about this in the past. Gurmukh has
been working feverishly on this. Theyre coming together really, really well.
On the design side were also working on the Design Doc. We talked about shields, I
think last week, were still working on shields, Chad has been working heavily on
that. Weve also got some folks working on some of the character work. Weve got
some character concepts happening as well as some BPUs and some other character work
with our Concept Artist Jeremiah and Omah.
I was out I decided to break my hand last Friday so..
AB: Always a wise decision!
EKD: Yeah, I thought it was a good idea to break my hand. But now that im back in
the office were digging some of that stuff up and getting to work on a couple of them,
so thats it from LA. Again Im Eric.
AB: And Im Adrian.
Austin & Foundry 42 UK
Tom Johnson: Howdy yall welcome to the UK. For those of you who are a little bit
confused right now, Jakes actually visiting the office over here at the moment so we thought
it would be fun to bring him along and say hello, how are you doing?
Jake Ross: Hey guys! Welcome from sunny England! Im here visiting the UK all week and meeting
up with a few of the Producers out here. Its nice to meet everyone in person and, people
you see and hang out with over Skype all the time but you never actually get to meet in
person. So its a nice thing to get to see people face to face. Definitely a good thing.
Were talking a little bit about scheduling and stuff, with Tom and lots of interesting,
intriguing Microsoft project work. Im sure you are all very interested to hear about.
Then talking with the Live Production Team, talk about each, as we plan for each release
theres lots of production practices that go into that. Wed have to be really in
sync between the European time zones and the U.S. time zones. So theres lots that go
TJ: Yeah and those handovers!
JR: They take a while to put together, but theyre definitely important to know what
blockers are still, still existing and that kind of thing.
TJ: I think these kinds of meets where face to face you do find you get a lot more out
of it than you just being able to sit alongside each other and go over some stuff and that
JR: Yeah you think of things when youre wandering through the office and you see somebody
and youre like Oh yeah I need to talk to that guy. You dont get that visual
reminder when you work remotely, so its nice to have that.
TJ: So what else is going? Youre obviously still going over things you were chucking
JR: Yeah right. So we got updates for persistence and shopping. So persistence were talking
with Turbulent now, talking about their part that they are going to play in that. So Jason
Elee our Lead Server Engineer is talking with those guys about creating a stateful communication
between the platform and the back end server, so thats what were..Talking through
that and coming up with a schedule coming up with estimates for that work. And for shopping
were settling on a pricing formula. So well have our clothing in Casaba Outlet
each item has to have a cost associated with it. So were creating a pricing formula
and then determining what exactly were going to be putting in that store when it
first releases. We have a few different clothing options plus variants for each of those for
each of those options.
TJ: You started the item and then you..
JR: Yeah you know, we got Zoot Suit, all that
TJ: Skeltons gold shirt
JR: Skeltons is a must have, I dont know if thats going to be in the first
release but its in the backlog!
TJ: Sounds good. Ok that just about wraps it up for us here in the UK, well see you
in the verse
JR: See you guys.
Brian Chambers: Hey you guys Brian Chambers from the Frankfurt office. This week so far
were basically gathering all the information that we have from the meetings with Erin and
Chris and a few guys, last week. When they come out here and we have focused time with
them it really does pretty much involve all disciplines to some extent. If I read through
some of the meetings just to give you guys a little bit, some of the insider, some of
the stuff we discussed, but I cant tell you everything we discussed.
But we met with Cinematics going over their art schedule, the support now thats going
to go back and forth with the UK and Frankfurt looked at progress of certain blocked out
scenes, we talked about sign off process and protocol and how were going to do that
to get the sign off. Core engine, we looked at the general, the whole schedule for 2016.
Chris sat down with other TDs and really structured it out, put priority in what we
should focus on and what take a little bit less priority and so on.
A lot into the procedural tech with the planets and how were driving that, how we need
to build the art, what those standards are. Other stuff we cant talk about and yes
im reading through a list right now. Also some discussion on asteroids and some of stuff
we have going on there and how those are scalable. Thats going to be interesting once we get
that into players hands to beat that up.
AI, a lot of discussion on AI. The AI in the game is pretty thick and were really kind
of pushing boundaries on AI interactions. How you can play with the AI, how you can
converse with the AI, how they interact, positively and negatively. We have a lot of terminology
were throwing around internally, but I dont want to give it all away cause
im not quite sure what was put out there yet or not but lets just say there was
a lot of discussion that went over AI, characters, ships and really looking at the overall AI
architecture and clarifying what, for PU and what those needs are and Squadron 42 and what
those needs are, and what overlaps and whats the best most, way to build up these systems
that are mature that will be scalable.
Production I think we talked a little bit about over the last week, we went over the
head count or growth of what were going to be, where we see ourselves moving forward
in the next six months and in a year. Also looking at evaluating what disciplines we
have and how were staffed and where we may need more and son on. Design went over
a lot looking at mission systems. But based on Squadron 42 we also had Tony out here from
Austin so did a lot of digging in on PU. Looking at the pre-fab systems, the piping prototype.
Had Todd Pappy in here a few weeks ago talking about that. So that was far enough along to
be able to look at and get an understanding of whats going on there. Also dug in through
high level PU plans, FPS plans and so on. Reviewed effects that are currently going
along and how thats progressing and so on and so on and so on. So were getting
a lot of traction here, its been cool as the teams building up were kind of finding
out place a little bit more and getting some more structure, which is great cause it
adds clarity to the team and so on.
As always again thank you to all the backers, its been great here and good response about
the team we have here in Frankfurt cause we really dig what were doing and its
good to see people liking what we do as well. So globally this an awesome team between the
UK and AUstin and LA and everybodys really kind of coming together, which is really cool.
So thanks and see you next week.
Back to studio
SG: As always a big thank you to all of our studios from around the world.
BL: Next up Jared sat down with Senior Art Manager, Adrian Banninga, to talk about Star
SG: Take it away guys.
ATV Interview with Adrian Banninga
Jared Huckaby (JH): Thanks guys on this weeks ATV Interview were sitting down with Senior
Art Manager, Adrian Banninga. Adrian, how you doing man?
Adrian Banninga (AB): Hi, nice to meet you.
JH: Hi, good. I didnt slaughter that did I?
JH: Alright, thanks.
JH: Now Adrian you are the Senior Art Manager?
JH: And you work out of the UK office?
JH: So start us off, just tell us real quickly what does the Senior Art Manager do?
AB: Basically the guy that helps the Art Director make sure the Art team is running smoothly,
and that the tasks that are being set for them are being done, and also that Production
doesnt try and kill them.
JH: [laughing] Okay. Weve had a few close calls over the years.
JH: Its alright. What kind of things do we use art outsourcers for?
AB: It depends what our needs are basically. We use them for ship concepts, characters,
animations, creating some ships weve done the past as well: just whatever are art needs
are at the time.
JH: Okay. And for right now weve got art outsourcers working on the Esperia Prowler?
AB: Well the Prowler is not in the works right now, because thats kind of on hold. Weve
decided to go back and we needed to pick up where the Tevarin race was first.
AB: Get that concepted properly. You know weve adapted the ships pipeline so that
were doing things a little bit more structured than I think we were used to in the past.
So getting the race all figured out, getting their style guides done, is one of the first
things we need to do before concept a ship that they made. And from then on we just move
forward with more ships from that race.
JH: Gottcha. Whos working on the Tevarin now?
AB: Weve got Mark Skelton directing Chris Olivia to work on the initial Tevarin race
concepts. Thats happening right now.
AB: And then once we have a rough design down that will go Chris to obviously look at and
pick the ones that he likes. And then once we have that well take it further and refine
the shapes more.
JH: Gotcha. And then when were happy with the Tevarin, thats when we take the Prowler
and assign it to an art outsourcer?
AB: Well thats when well basically when the Tevarin race has been defined then our
Art Team, our Concept Team, will go and define the style guide for them. Like what kind of
clothing do they wear, what kind of designs do they have, what is the architectural structure
that they have in their civilisation based off the lore the writers come up with? And
then from that well go and design the ship. Yeah.
JH: Cool. And youre here visiting for the week, from the UK? What are you here in LA
AB: Go over the outsourcing that we currently have going, see how we can improve the process
that we have, keep up with the reviews that we need to do with the outsourcers that are
doing stuff for us, and also assess any future needs of outsourcing we have. See early on
what we might need done in a month or twos time and then how we can accommodate that.
JH: Ah, yeah, game development is iterative. So you are always trying to evaluate and reevaluate
your processes. Theres always a way to get things, to make things, better.
JH: So where did you come How long have you been with Cloud Imperium Games?
AB: I started here seven and a half months ago.
JH: And where did you come to before that? Where did you come to us from before that?
AB: A varied background. Well before that I was working on my own game. It was an indie
title called Darkout.
AB: Yeah. Basically it was a little game based off Terraria, set more in sci-fi universe,
it had a light and dark mechanic to it. You could kill shadow creatures and hunt them
with lights that kind of thing. So we tried to do a different spin off from that the guys
did with Terraria. Sandbox games were very popular at the time I started it. It was a
longer process than I thought but working with people over the internet and not getting
paid and promise of royalties and so forth it makes it more difficult than having a fully
JH: How long did you work on that?
AB: About three years.
JH: Is that available now or ?
AB: Yeah, it is available on Steam.
JH: Well cool. Darkout, available on Steam, if you guys are curious. Well see what
AB: Ive got good feedback on the visuals. I mean its a really good looking game.
JH: Cool. Cool. Now, I wont keep you too much longer but we were talking earlier, you
mentioned that you sailed across the Atlantic Ocean when you were younger?
JH: We were trading stories and I was like I went to space camp when I was ten!
And he was like Yeah I sailed across the Atlantic. So you sailed across the Atlantic
from Cape Town to the Caribbean you said?
JH: How long did that take?
AB: It took about three months.
JH: Why? Not why did it take three months but why did you do it?
AB: Well my parents got this crazy idea into their heads when I was about sixteen that
they wanted to build a boat and go sailing across the world. And I was all on board for
that. I mean who wants to go to school when you can go sailing? So we ended up building
our own boat in our yard and when I was nineteen we were finished and we went sailing. And
it took us three months to get from Cape Town to the Caribbean. We actually started off
with a nice Cape Town storm so that was an adventure on its own. And about the rest:
I wouldnt trade it for the world. It was an awesome adventure to go through.
JH: Theres something to be said for somebody whos built their own boat being involved
in our ship pipeline.
AB: Thats true. I hadnt thought about it that way.
JH: [laughing] I was just putting that together, its like thats cool you might have some
insights that others might not. So thats very cool. Adrian I wont take thanks
for taking the time to sit with us. I wont keep you any longer man.
AB: Youre welcome.
JH: Thanks a lot. Alright guys. Back to you everybody.
Back to studio
BL: Thanks guys. Did you hear that Adrian once sailed across the Atlantic from Cape
Town to the Caribbean?
SG: No, why would I know that?
BL: I dont know. I dont know why its in the script.
[both laugh and look at the script]
JH: [off camera] Because it took three months!
SG: It took three months! Apparently.
[off camera golf clap]
BL: Put this whole thing in. I want to see this whole segment, including this part, in
the episode. So people understand what we have to deal with.
SG: See I just read. I just read what my line says. Thats all I do.
BL: People think Oh theyre getting trolled and theyre fighting with people on the
internet and theres problems with Star Citizen. No! Jareds script is the problem
with Star Citizen.
SG: I know.
[Jared peers round the side of the camera]
[laughter from Tom Hennessy off camera]
SG: Coming up next Mark Abent returns to Around the Verse with a look at Dataforge. The new
tool we are using to make Star Citizen even better in this weeks ATV Behind the Scenes.
BL: And here I thought Dataforge was what Dr Soong used to make his androids.
ATV Behind the Scenes: Dataforge
JH: Thanks guys on this weeks ATV Behind the Scenes were sitting down with Gameplay
Programmer Mr. Mark Abent. He is going to take us through a brief tour of a new tool
that were using here at Cloud Imperium Games called Dataforge. So Mark how you doing
man? Welcome back to Around The Verse.
MA: Good to be on Well I dont think I dont think ive been on Around The
Verse in a long time!
JH: Not since you went rogue and started your own show! Its good to have you back. Now,
Dataforge lets just start at the beginning. What is Dataforge?
MA: Well one thing I noticed...Do I look at you or do I look at
JH: You got to look at me
MA: Ok. sorry about that. I just wasnt sure where I should be looking. Cause I
noticed the cameras are all here and Im looking this way!
JH: Thats alright well use this. Well just wait on you
MA: Oh. Oh what was the question again?
MA: You see what he has to do with all the..
JH: So start us off at the beginning. Were just leaving all this in by the way. What
MA: Alright. So Dataforge is essentially our answer to solving all of our saved data or
metadata through XML through actually its just XML at the moment! Trying to get rid
of having all these XMLs that get parsed every which way throughout the engine and
just have one central location where all of our data gets set modified and stored.
JH: Ok. Now CryEngine uses XML by default, which is why weve been using XML.
JH: Why is it important to us to move away from that and centralise the data?
MA: So XML is very error prone. I could modify one thing and now that whole thing is broken.
This has happened quite a bit with our ship XMLs where you add an extra comment cause
I dont like this but CryEngines way of parsing comments, you cant have a comment
within a comment. If you do that XML just breaks.
So you could have simple things as that or double quote or wrong thing here and now youre
ship is vanished and its like Oh no what did I just do? And especially becomes
error prone, when you have: guy over here working on something, guy over here working
on something, they both commit and merge and it just becomes a mess.
JH: Gotcha. And of course the game were making a is a bit bigger than what the scope
of CryEngine was originally designed for. So I think were moving into an area now
where XML just isnt robust enough
MA: Yeah it was fine in the beginning when you had one person like Calix working on it.
But now we have studios, we have a dozen studios all working on the same thing. It just becomes
JH: Four internal studios and outsourcers guys. We didnt expand to a dozen studios
last night and not tell anybody. Therell be a threat, therell be a threat! Now ive
forgotten what I was to go with now, oh well. CryEngine was, its an inhouse tool created
MA: It was created by Ashley Cunning, Canning. Also I think it was David Gill. Ash is the
main guy working on it but David also helps support some of the features here and there,
from what im told!
JH: And Ash started on this almost a year ago? A year and a half ago?
MA: I came on the project about two years ago. Right around the time when UK office
just started up. He wasnt originally planned to work on this, he was, I think it was going
to be a Gameplay Programmer, and then about a couple months after he got in, we needed
a solution like this and Dataforge was the answer, we didnt know what it was going
to be, but we needed someone to work on it and Ash was like Ill do it!.
JH: Why dont you take us through. Show us an XML and then show us what Dataforge
can do for us
MA: Sure. So let me pull over a simple XML. Move to and so. Here we have a twenty millimetre
round of ammo that I think, Im not sure what gun. I think the gatlings use this. And
its actually split in two. We have the Design view and then we also have the group
called the interface, which is the graphics view.
We had problems where Designers and Artists wanted to modify things that would stomp over
each others work so we ended up splitting it with this interface system where this is
the design stuff and this is all the visual stuff. Lights, lasers, graphics.
JH: So even something as simple as a bullet had two different XMLs?
MA: It had two different things.
MA: The other reason why they had two was we used to use something called a Script Monkey.
It was something I wrote where in Excel you basically had the names of the projectiles
and then some properties and it would auto generate the XML.
Now when people go in there and just start modifying things without using that script,
when someone re-runs that script all those settings would be lost. And the Artists didnt
know about that thing at the time and it was never set up. So Artists would go in, add
some particles, change the like colour and then the designer would rerun the script,
it would flush all of the changes and be like What happened to my changes? Oh no..
JH: Artists man
MA: So we wanted to keep the design being able to use that batch scripting so they can
go on an XML and change all the design damage and stuff like that so they wouldnt have
to go through every single XML, but we also still want the Artists to change the XMLs
because thats the way they want to do it so we came up with this two way split system
and unfortunately we now have double the XMLs or theres a design version, the graphics
version and it still gets broken because people interchange things ones in here. We actually
stopped using Script Monkey because it just became horrible to maintain. One Excel vs
XML, everyone would skip the excel and straight to the XML, till this day theres still
some fun conflicts.
JH: Alright, now show us what Dataforge can do for us then.
MA: So with projectiles, actually moved them over to Dataforge and were not long using
XML, this is the old old old system. Instead were using Dataforge. Dataforge is a nifty,
it basically stores all of our data for gamemodes, for conversation systems, to characters like
clothing. Were going to move into here. Specifically for our projectiles, we have
this what we call a template.
So we create this template and it has all the properties we want of this particular
bullet, so we set it up to be. Heres a bullet, we set it up so that it has damage,
it has lifetime, it has some sounds and effects and then were going to have a bunch of
bullets that are going to shoot at same properties, but we dont need to copy all the information
over and over again. So Ash came up with this system called the Variance system. You
can literally right click and create a variant which for all intents and purposes, it copies
the master and lets you change things here and there. You could create this template,
create a variant like these guys and change damage.
MA: But thats still tedious to designers and they love XML so we extended it even more.
In the spirit of Script Monkey, you can define variants and you can define certain properties
and these properties can be imported into each of the templates. So my master template,
as you can see I can define my size, my lifetime, my speed and these are all variables that
are defined in that excel sheet. So I can literally create new ones or remove them.
But the beauty of this too is an Artist doesnt necessarily use this particular excel sheet
to change the effects. They could go into the required variant and they can start modifying
and adding particles in that specific for that variant. Its kind of the best of both
MA: It will get tricky, Well actually the one good thing too is if a designer decides
this is gone, it will be removed and now the Artist will notice its gone so he doesnt
have to add the effect anymore because it doesnt exist
MA: We also locked the file so one person can modify this at a time.
JH: It should be noted. Weve got a list here of all these different things like physical
damage and speed and what not. These are not final values. This was setup for the demonstration,
dont get too excited.
MA: Ive literally ran a script to auto generate these properties. When I converted
over the system, none of these are the actual values, theyre going to get passed off
the designers to fill in the real values.
JH: Somebody will still screenshot it and post it like theyre real things.
JH: So besides bullets, besides ammo rather, weve got all kinds of things. We got the
conversation system, I see game levels in there.
MA: We have properties for game levels, certain things. If we have to add a certain flag to
disable something like I dont know, you can't shoot in racer, we had a pool entity
here and then we update all of our fun little scripts.
JH: Now Dataforge isnt just a fancy tool for creating XMLs, its actually were
storing the data differently that XMLs now right?
MA: Yes. So on the very first phase everything got stored out as just XMLs. Thats just
the save information. This is only on the designers, or I should say on the developers
side. When it finally gets out into the public it gets stored into a binary blob.
MA: So what that means is when were actually in the game and everyones playing we dont
have to parse an XML every time we spawn a projectile, every time we spawn a ship. Instead
we have that information somewhere already in memory and we just grab it. Its so quick.
JH: Because I mean, were talking milliseconds here but when youre talking about hundreds
of thousands of people playing a game and whatnot, milliseconds matter.
MA: Oh they matter tremendously. I mean we have dozens of people. Dozens, good word,
I can use that now! Right? Dozens?
MA: Yeah dozens! [laughs]
JH: Yes, if all things go right. If all things go right.
MA: Yeah, if we have dozens of people and they have a gatling gun and it shoots like
nine hundred rounds a minute. You know youre going to be parsing a bunch of XMLs, which
we dont want. Well if we have the binary blob all those projectiles go to that one
source of information, pull it and then theyre good to go.
JH: Okay. And so we store those blobs up on a server.
MA: Right now they are all stored on our dedicated servers. But some time in the future we could
have a centralised server where all the other servers could pull that information. And with
Dataforge we actually have the ability to hot load. So we could change our binary
blob to some other binary blob and it would reflect all the changes. We have that now
and Ill show an example later. But some time in the future, yeah, well probably
have a central server where all the other servers could pull it from. We could, you
know, balance things on the fly. [laughs]
JH: Is binary blob the official term?
MA: It is used everywhere internally so I think thats what were calling it. [laughs]
JH: Now changes made here will parse out into the game right?
JH: So can we see an example of that?
JH: Maybe can we alter a projectile or something?
JH: Oh look, you have a gun already here.
MA: I have a gun already here.
JH: Its like this was planned.
MA: Oh gee, I wonder. I wonder if I hit this button [presses a key]. Oh look at that! It
JH: Set it going a couple of times. Alright.
MA: [presses the key repeatedly] I have a little, quick gun here that shoots a couple
of projectiles when I tap the button. And this particular projectile Im using, the
20mm ammo, and the speed is kind of insane. And what I could do here is add a little decimal
point [adds a decimal point]; save the Excel sheet; I can drag Dataforge; tell it to refresh;
and now it shoots a little bit slower. [presses the key repeatedly] Pew!
MA: It kind of dips down but thats only because Im in a gravity box. Just to illustrate
it, so, yeah.
JH: Were all in a gravity box at some point.
JH: Right, I want to throw you and audible here. Slowing down is fine. Can we change
the projectile to something completely different like a ship maybe?
MA: Yeah! I think I know what ship we could change that too.
MA: So lets go back to Dataforge. And lets change our geometry. So Im going to get
rid of this material because that changes our colours. Our projectiles they all share
from this solenoid so what I can do is change this guy out. Change it to say an M50. Save
that guy out. And now [presses key repeatedly] Im shooting M50s!
JH: Justin add some sound effects! Lets see what sound an M50 makes when it shoots.
[sound effects play on pew, I mean, cue]
JH: Alright lets change that back before I get in trouble.
MA: I think we can keep it.
JH: Well Mark, thanks so much for giving us a brief tour of Dataforge. This is an incredibly
important tool. A year and a half in the making now. Its going to store all of our data
for ships and weapons and our game levels. And its exciting to be able to shave off
those milliseconds from having to parse stuff and to store everything on dedicated servers.
So thank you so much man.
MA: No problem. Thank you guys.
JH: Back to you. Seriously fix the, fix the ship!
Back to studio
SG: I want a gun that shoots M50s.
BL: You changed that back?
Thomas Hennessy (TH:) Yes No [Laughs]
SG: Our very own Gurmukh Bhasin recently finished teaching a 3D concept class and created a
single seater fighter ship as a class project.
BL: I like that theres a world theres such a thing as spaceship class by the way,
but Gurmukh is really proud the work his students did. Its all heavily inspired by his work
in Star Citizen of course so we offered to share some of the designs on the show, these
are not ships for Star Citizen, but who can turn down a cool space ship no matter where
SG: Check them out.
Gurmukh Bhasin (GB): Hey everyone this is Gurmukh Bhasin Here, so the purpose of the
class was to get people comfortable with exploring concepts in 3D. One of the unique things here
that I do here on Star Citizen is design ships in full 3D concept and I wanted to share my
technique with people who are interested and get people excited about exploration and trying
things out in 3D. So the purpose of this course was to do a single seater fighter ship similar
to the Gladius. I wanted it to be for Aegis since thats one of our beautiful manufactures
in the game and I wanted the single seat fighter because its a little bit easier to do.
The course was 10 weeks long and most of these students, actually all the students had never
done 3D concept before. So this was their first time, even for some of them first time
using 3D and the first time creating something of their own in 3D, but overall the purpose
of this was to get comfortable with designing a Star Citizen esc ship in 3D from scratch
and I think everyone who turned in a final project did a really great job.
SG: And now it is time for this week's MVP.
Ben the envelope please!
BL: [Makes sounds]
SG: MVP award goes to Ghost! Yay!
BL: Ah! A ghost!
SG: For his video, What is Star Citizen, the full explanation.
BL: Its pretty much impossible to boil Star Citizen down to 18 minutes or so I would
have thought, but Ghost does a pretty good job. Heres a clip
Ghost: Chris Roberts started a company called Cloud Imperium Games and he announced that
they were working on the space sim called Star Citizen. They started a kickstarter for
it with the goal to raise 4 million dollars. By the end of 2012 they reached all stretch
goals and raised 6.2 million dollars in crowdfunding alone which broke all crowdfunding record
for a game at the time.
SG: Congratulations Ghost, you are this week's MVP.
BL: Ahh, Raise the roof.
SG: And Now heres your art Sneak peek.
[Misc Reliant Greybox of Pilot Chair]
BL: Be sure to turn in to Reverse the Verse tomorrow at 11 am Pacific on Twitch. Well
be answering your questions about Star Citizen. Well be talking about that Art Sneak Peek
and well be telling you what we had for lunch.
SG: Or what we didnt have for lunch.
BL: yes, check it out Tomorrow
SG [Laughs]. And of course thank you to all of our subscribers for making this show possible.
We will see you next week on Around the Verse.
BL: Around the Verse.
SG: Its a low carb diet.