about 1 year ago - EVE Online - Direct link

Transcript (by Youtube)


1s it's time to go on a captivating journey
3s into the artistic essence of Eve online
6s please welcome to the stage CCP Benson
9s and CCP blue
29s screen
59s try
89s TR
95s hi
111s it hello
114s FanFest
117s yo uh thank you for a great couple of
119s days so far thank you for a great pop
121s call yesterday anyone from Team 13 here
125s Team 13 yes
129s nice
130s okay I am cgp blue screen and I'm cgp
134s benon and uh yeah it's great to see you
137s all again back at
139s FanFest
144s um as you are hopefully aware we are
148s here representing team Tria the art and
151s Graphics team of uh EV on line and uh
154s building a better universe is what we do
157s uh so 20 years ago this is how it all
177s started and it was beautiful back then
181s and uh it really
183s was and all the years since we've been
186s hard at work keeping the Aesthetics
188s fresh and Cutting Edge as ever many and
193s uh many steps has been Tak toward
197s that um so I've been here for about 15
201s years I
202s remember making two of these assets back
205s in the day authoring effects on Gates
208s there was a premium client and a basic
209s client don't remember if you remember
211s that I don't know if you remember that
213s that was uh now it's just called high
214s and low settings
217s um and then in 2007 Along Came Trinity
222s with a huge Graphics
225s update one of the many
228s Milestones uh later came the V3
239s overhaul
241s and uh that soon move on to
243s V5 where we introduced the PPR based
247s shaders uh updated textures and this
250s included many major polish to textures
252s and yeah Shad updates we quickly Mo on
255s to V5 plus
257s plus where we reintroduced the fourth
259s material that we lost in the initial PBR
261s conversion and we also added the
263s adjustable dirt maps that we have
266s today and then just recently we gave e
269s Eve another all around polish with what
271s we called the uh Delete the gray
276s initiative uh and so with these and
279s countless other updates Shader
280s developments and model texture updates
283s and effects updates Tech
286s editions uh and with the ongoing ship
289s redesign initiative we continue like
292s with the rifter
293s here getting its new recent update here
297s and refined design so from 20 years ago
300s until today looks something like
311s this screen got
315s bigger and but we're never done as much
317s work as we put into adding and
319s supporting new features with Graphics uh
321s we spend probably the same amount of
323s time uh keeping everything fresh
325s updating and maintaining like existing
327s content and so this year
330s we for instance updated all of the 68 uh
335s Empire frigs gave them a major effects
338s love pass um so many features new
341s features and lights have been developed
342s since they were last touched
346s so yeah they all got
349s a pass and you know we're not done with
353s these but this is yeah
355s amazing and also this is tied to the new
358s to the warp state many of these lights
361s making things more Dynamic here the
362s lights turns red for the uh warping
367s animation and also other effects as it
369s added just like when it comes out of
371s warp here you see that little gas cloud
374s from the
377s back uh but yeah we didn't stop with the
379s frigs also the Marauders received a
382s comprehensive effects update updating
384s the Bastion modules along with just the
386s general effect pass so all in all we try
389s and we feel we do pretty well at uh at
393s updating these things
395s but it is of course hard to please all
399s of the pilots all of the
402s time uh current graphic effects are kind
405s of weak that's
409s rough so yeah this is something our lead
412s effects artist CP M uh found roaming the
416s uh Eve subreddits he was not impressed
422s obviously so uh out did the torpedo
427s effect so M had to do something about it
429s so our effects Department went straight
431s ahead and went to work on the missile
433s impact
434s effects uh the missiles will now explode
438s outwards uh in opposite direction of
440s impact Vector which looks and feels
442s right asides from the thermal
444s ones uh just had to be a sphere because
447s it just looks great and it also really
449s differentiat from the other
451s ones and also for the first time now the
453s missile impacts will be contributing
455s lighting to their surrounding
457s environments this really ties it
460s together you see it here on the gate on
463s the on the right side
465s here so that's
468s awesome uh and here going from what they
470s looked like
475s before game pay relability of the impact
478s should now be immediate like through the
480s shape language and visual visuals so
483s it's super important that you can tell
485s the damage type of whether you're being
486s hit with Kinetic explosive
488s electromagnetic or thermal thermal
494s missiles um so yeah that is just
496s important when we introduce new gamep
497s play you know that that that the players
499s can tell what they actually do so now
501s they look like what they
503s are um so a bit of subreddit CCP please
507s does actually work from time to time
509s yeah
511s and So speaking about visual language
512s you all got a new way of expressing
514s yourself in space this
517s year with the skinner and the new
519s structure skins so for for art there
522s wasn't a lot of actual content work on
524s the structures themselves um many of us
528s the upw structures that we have um
530s included in this were ready for this
532s there was a lot of technical work so our
533s Graphics programmers were more busy
535s probably than us in this feature
538s here there was a lot of stuff to
540s integrate the space optic Factory and
542s make this work with that but for us it
545s was more about looking at pallets uh
548s material areas what material areas to
550s use and what
551s not
553s um and materials just like uh the
558s different types of materials color
560s Shades building a library for this
568s basically and then trying out different
571s uh combination and testing
573s setups how it all C comes out also
576s looking a bit forward
579s um here we're trying with the pattern
582s projections that are not available yet
584s but you know you never know maybe it'll
586s come but this is just a few uh basic
588s gradients used on the structures in
591s addition to the material
595s areas and uh but probably the biggest
598s update on the pure content side
601s connected to this was uh giving all the
603s maor Up structures like a lighting
607s update so we updated the lighting of all
609s these structures gu they really sorely
612s needed it added Point lights and
613s spotlights and hes and like new hologram
618s details and even added some new geometri
621s some of the structures with new paint
628s areas
630s uh this was partly done simply because
631s that we really needed to do this visual
633s update to the structures but also to
635s facilitate any future possible like
637s customization of the lights of
639s structures by getting this up to date we
641s are opening up for the possibility of a
642s future where lights is part of your
644s structures color
647s pallet and that is super
653s nice uh so your lights really should
655s match your structur color palette and
657s there was a lot of tech involved in
658s making this work
660s uh so again yeah lot of work and on our
663s Graphics programs for
665s this uh but quite often artist very
668s dependent on advances in the graphics
670s Tech so he just had a presentation with
672s engine engine and they of course let us
674s do a lot of stuff we do last year we
676s talked about the improved Lots on
678s measures and the improved lots and
681s textures and also Ling on sub sh objects
684s like turrets and more stuff like that uh
687s and this year more advanced uh more some
689s advances has been made uh some of them
691s you just saw if you were in the
693s presentation
695s before um but there were other things
697s like historically we've been packing all
699s of our eight in-game textures into three
701s compressed DDS files uh this means that
704s each texture often gets a single channel
706s to live in which does not help its
708s quality uh can impact it quite a bit but
710s that is no
711s more uh now we no longer pack our
714s textures but simply compress them into
715s eight individual DDS textures and this
719s gives us are some noticeable uh quality
721s improvements for sure and it also means
723s that we can go in and remove individual
725s textures and that makes more sense now
727s so um so that's actually also what we
730s did this
732s year no more static occlusion
736s Maps uh now this is something that we've
738s wanted to do for a long time uh and with
740s the modular hangers uh that we've been
742s rolling out uh and releasing this has
744s really become
745s evident um so ssao that we need some
749s Dynamic you know ambient
753s occlusion uh and you got this with s and
756s finally killed off the static occlusion
760s maps and also for like our more modular
763s approach of assembling scenes and
766s environments this is super
771s important and here's a few examples this
773s is from the abyss here you see on the
775s big rocks here they don't actually have
777s ambient occlusion M but with the ambient
778s occlusion comes
780s in probably more evid here you see this
783s Travian extraction note here um on the
789s Rock so this really subtle but it really
793s adds and ties the room ties the scene
795s together much more nicely uh but our
797s amazing friends in team engine were not
799s done here uh because we also went ahead
801s and updated the in-game Shadows what we
804s had before was basically one Shadow map
807s per object with the limitation of 16
810s objects so 16 shallow maps and that's a
813s problem 16 shallow Casters in modular
816s AET scenes and will lead to like Shadows
818s popping in and
820s out so let's not do that anymore what we
824s are going to do instead is we are going
825s to partition the camera Frost into
829s multiple
831s frosta I asked our tech people for that
834s sentence I don't know what that
837s means and then we a shadow map for each
841s srom uh so that allows us to render an
845s unlimited amount of Shadows now uh so
847s that is awesome but uh it's still not
852s super nicely defined so we also looked a
854s bit on the quality of the shadows and
856s yeah they got a lot better as well super
864s nice uh so with unlimited crisp and
867s sharp Shadows coupled with the s this is
870s extremely important for us moving
871s forward with complex modular
874s environments and scene creation uh here
876s see the Shadows again before and after
879s oh my God nice very
883s nice uh and now also they render on all
886s settings the Shadows apart from disabled
888s of course but like with the filtering of
890s Shadows being adjusted to allow a
892s balance between quality and
895s performance we also talked a little bit
897s last year about the extension system uh
901s that we have been developing now known
903s as the layout system uh bringing with it
906s Hol extensions that can inherit space
909s object data like that is the faction
911s colors the logos lights and stuff and
914s all the
915s structures so they can inherit that or
917s reversely they can introduce new
918s factions and part another factions
920s within the same asset so that's a single
922s asset with many faction uh settings
924s that's new and that gives us many cool
927s options also so in this is
931s instancing where we optimize performance
933s while introducing large amounts of
935s geometry using the layout system and
938s finally within this Conta we also T
939s talked a bit about ship
942s extensions uh for this purpose we
944s Illustrated like adding plating and uh
948s wings and other exterior things to ships
950s like either simply to create like H
952s variations or maybe even to represent
954s like fitted modules and stuff like
958s that so that's a cool idea and we went
961s ahead and used that to
963s um use that this year some the ships B
967s go with
968s that there you go yeah let's
972s go let's
977s go so for these new destroyers we did an
980s update to the base t one hols to create
984s their new Navy
986s variations and on top of that we updated
988s the textures and we put the layout
991s system to
994s use those new destroyers are good
996s example of us starting to use this new
999s way of modifying our ships so here you
1002s can see the pieces that make up the
1004s modification to the
1014s thresher so textures being updated Parts
1018s added to change the silhouette and I'm
1020s topping it with a camo
1029s pattern the same approach we did with
1031s the
1039s Catalyst
1042s yeah nice
1046s nice same with the corser text
1049s part and for the first time Amar Navy
1053s camo
1060s pattern so be the thought behind these
1063s visuals is to like make the ships feel
1067s more fitting for its
1074s role and the last but not least the
1077s corant so obviously this is a fairly
1080s recent Hull and the base didn't need
1083s much
1085s updating but you
1087s know a little bit meaner so more
1091s plates a little bit more
1098s beffy we also did the Navy thread
1102s knots so here you see the
1107s knar the re re ation with whole changes
1111s and a new
1115s camel the moros yes getting much
1122s tougher and the Phoenix we had wanted to
1125s give the Phoenix an overhaul for some
1126s time so we used the opportunity and
1129s updated it completely
1137s uh
1143s so this collection of ships gives you an
1145s idea of where we're heading with
1147s modifications to our ships and tto
1149s variants in the
1153s future um since last FanFest we
1157s introduced the new Apple hangers and
1159s with those came the new capital
1161s hanger uh a good home for these new
1164s thread
1167s nuts
1176s yeah I think we need to restart the
1177s presentation I think
1179s so can we do a quick
1197s restart
1219s so all of the Apper structures received
1221s new hangers each stylized and themed for
1224s their respective function and mood that
1227s includes different visuals and audio
1229s environments for each distinct structure
1232s type that help reflect the state and
1234s life of the structure in
1236s space this hunger project was very large
1240s on our end a lot of new features and
1242s performance achievements came with it
1244s that benefit benefit us into future
1257s projects
1287s sh
1296s so trying to emphasize the difference in
1299s the
1300s interior to reflect the outside look and
1303s function of the
1317s station
1347s s
1354s so if you're not seeing this in game
1357s Fuel Up yeah so talking about that could
1360s we could we again drop the Jeter
1362s backdrop I think it turned on when we
1363s restart the
1366s presentation
1377s uh
1381s so audio indicators visual
1384s indicators for the structure
1387s States and if you're seeing these you
1389s should maybe start looking for another
1391s real
1407s estate
1414s so when we were looking at this hunger
1416s project we very much kept the empire
1418s hungers in mind we designed and
1420s concepted some ideas for each Empire
1423s some of those goals for us would be to
1426s achieve a visual progression for the
1429s player difference between regions and
1432s security status and
1435s customization so one of the key unlocks
1438s for us in producing these having a small
1441s art team is being able to build assets
1443s faster making prototypes and not over
1446s designing before trying things
1448s out so here's a prototype of calar
1451s hanger using the methods we learned from
1453s the Apper
1467s project
1481s nice yeah
1483s sweet uh so like you seen with the ships
1485s and with the hangers this is a holistic
1488s approach in improving our Pipeline and
1490s creating new assets and it also applies
1493s to
1494s structures um so how we're building like
1498s libraries for modular use uh for
1501s instance we can go back to the to the
1503s jeta station the new jeta station which
1504s was very much built in a modular
1506s approach so if you want to try and build
1509s a modular library for a structure
1511s library for kalali we could go back here
1513s and identify again modular pieces that
1515s we can then Harvest here throw
1520s out and then we can consolidate all the
1523s pieces into you know into actual small
1526s pieces finding building blocks and
1527s create a
1529s they going to use here's connection
1532s pieces you know and platforms small
1535s structures big
1537s structures you can then combine these
1540s again and use them to build
1543s infrastructure you around
1545s Gates around
1548s stations and uh and also the fleet ters
1551s that was introduced as part of the
1553s factional Warfare
1557s content
1560s uh this method gives us you know ways to
1562s build quickly and uh by using ready use
1566s like assets that fit together and so
1568s here we're using the Mina modu library
1570s to quickly Build A Min Mina scene this
1573s is for this is a war zone Plex for the
1575s minata war zone and the factional
1585s Warfare and here is example of the G the
1588s Plex uh again using a gend modular
1591s sets
1597s Amar and
1599s calar so it's super nice to have these
1601s sets like a lot of new assets available
1604s all of a sudden uh and also for the faal
1606s Warfare content we use these to create
1608s the
1612s battlefields and this module approach is
1614s really key for us like with a relatively
1616s small art team uh uh this gives us this
1619s makes us able to like build varied and
1621s complex
1622s environments um you know in a reasonable
1624s time and and iterative iterated
1630s pace and it's not just environments like
1632s these uh that where we can use these
1634s modular sets and where they're helpful
1636s uh also more complex and unique assets
1639s from the factional Warfare campaign is
1641s an example uh we can uh show the Stellar
1644s transmuters also here like modular setes
1646s came in extremely handy as we could
1648s construct these you know with a
1649s combination of tailor made geometry and
1651s and the modularity on
1677s top
1681s yeah those are cool and much the same
1683s way we would also construct the ship
1684s casters uh which is also mix of custom
1687s geometry and the Empire modular pieces
1689s on
1693s top so this way we've added quite a bit
1695s to our environment the last
1704s years you know new asteroids expanding
1707s our and structure Library modular sets
1711s uh better and more varied postprocess
1713s templates and environment effects so
1717s what's next what's the next step and
1719s like to really up our game and to take
1720s us into the third decade we wanted to
1722s take on something that's been high on
1724s our list for quite some
1725s time that is volumetric
1728s clouds so now we have clouds in Eve many
1731s clouds but historically they all been
1733s represented representing Cloud we've
1735s been representing the clouds and smoke
1738s uh as static images and particle systems
1741s uh the most OB obvious example being our
1744s nepus those represent clouds but they're
1747s static and 2D as it gets uh but
1750s obviously we have clouds and smoke that
1752s are more Dynamic and volumus
1755s um such as seene clouds fire smoke and
1759s many other effects uh but basically they
1761s just 2D images you know obviously not
1764s always static but using texture atlases
1766s and color ramps and particle systems
1769s camera facing particles and various Shad
1771s Tech you can manipulate the 2D images
1774s and mask them together and you can
1776s create something to mimic uh cloud and
1779s smoke like here on uh on one of our
1783s minat
1788s stations so that's basically what it is
1791s the images facing the camera and within
1795s that some Shad of tech happening
1799s and you know it's it's it's that's about
1802s how they work and it's definitely not
1803s all bad they are relatively easy to
1805s author and Implement and they definitely
1806s look good for specific
1808s purposes but it's not an actual volume
1811s it's just a lot of 2D planes and that
1812s illusion can easily break depending on
1814s the use case and also with particle
1817s systems like this if you really want to
1818s create like dense effects like if you
1820s wanted to try and hide this station here
1823s behind the clouds you will often end up
1824s using a lot of particles and that
1826s creates overdraw and that creates poor
1829s performance uh and also it doesn't
1831s always quite work anyways the illusion
1833s will break when you get up close and
1834s interact with the clouds like if you try
1837s and fly through the clouds there's a
1839s perceived density will shift every time
1841s you break through one of those 2D
1844s images so to continue to strive for
1846s striking and immersive environments we
1848s wanted to try and create an actual dense
1850s volumetric cloud and not for the first
1852s time either we actually used uh
1855s volumetric clouds in the an early
1857s version of them in in the
1861s abyss uh this this earlier version did
1863s not have the definition resolution and
1865s just general quality that we would want
1867s for for up close gameplay they didn't
1869s support Dynamic lighting and shadows and
1872s these clouds are generally just used
1874s around the dungeons so outside of the
1876s actual play Space so that's good for
1878s this purpose and like the abyss place
1881s play Space lend itself nicely to that
1884s because you're locked in a
1886s bubble uh but now we want to fly through
1888s them we want to hide structures inside
1890s them you know we want to re receive
1893s shadows and receive light and add to the
1895s scene Reflections so to create the
1897s actual 3D volumetric data we turn to
1902s empen uh a real-time fluid simulation
1905s software that lent itself nicely to this
1907s purpose here we can author the
1909s volumetric clouds in voxal using
1912s emitters forces and collision
1914s volumes uh and then render out the
1917s temperature and density and then within
1919s our own pipeline we can then convert
1921s this information into two 3D
1924s textures and now import that uh and
1927s start optimizing and authoring the cloud
1929s because it's not cheap Vol metric data
1932s but uh for example amongst many
1935s optimizations for performance you can
1937s cut down on the iterations which in
1939s turns then creates this under samping
1941s and aliasing effect you see here uh so
1945s to contract contact this we introduce
1947s noise
1949s and then you can blur the noise to
1952s further smooth out your cloud and
1954s effectively in the end cutting down the
1956s aerations up to 10
1957s times uh and now we can also in our own
1961s pipeline Al things like Cloud color both
1963s with a color ramp and with an all flat
1966s color and we can add lighting to the
1969s cloud so both to light up the cloud
1972s itself but also uh for the light to
1974s light up its
1976s surroundings
1980s we can also author the clouds effects on
1982s the scene
1984s Reflections so on the right here you can
1986s see the scene reflection map as the
1987s reflection probe generates it in real
1989s time and you can see the proxy
1991s reflection of the cloud being rendered
1992s into
1995s that uh so with this and a bunch of
1997s other tweaks authoring options and
2000s performance
2001s optimizations we end up with our
2003s finished volumetric clouds in
2006s client
2010s yeah super nice super
2018s nice and uh we ended up authoring
2022s somewhere around 44 of these new o
2025s metric clouds that to initially use in
2027s the home front
2028s environments um yeah so let's uh take a
2032s look at that came out
2034s amazing and uh here's one of the Amar
2037s dungeons and you can see how you can
2039s actually just block out all stuff like
2040s this asteroid gets hidden in the cloud
2045s density uh the overall density is by the
2047s way something we can easily adjust in
2049s our own pipeline after the cloud has
2051s been authored in
2053s emogen and was also a bigger bit of work
2055s on our engine people to make sure that
2057s the clouds play nicely with everything
2059s from explosion effects and glass
2061s surfaces alphas and much much
2064s more but yeah in the end we were really
2067s happy with what we ended up with uh
2069s these lot clouds work really well to
2071s bind together our Dungeons and
2073s environments and assets and creating
2075s super immersive environment we we always
2077s strive for so yeah this is a good way to
2081s enter the third decade of Eve and uh we
2084s put together a short video here just to
2086s let's have a better look at these
2088s environments so let's check that
2096s out
2197s awesome wow so go blow some stuff up
2199s inside volumetric clouds
2204s nice so
2208s clouds with further use of our
2210s volumetric Cloud TCH we wanted to try
2212s and create a new environment centered
2215s around clouds key point points for this
2217s new environment were bright cloudy
2220s backdrops with a feeling of danger with
2223s contrasting ominous Jian
2225s structures kind of the opposite of our
2228s current abicial
2231s space we went into our archives and duck
2233s up some environment Explorations from
2235s the past some of those were based around
2237s exploration into Old Jo
2244s territory we had discussions on
2247s reinvasion in
2248s Jo went through old Concepts and
2251s new and figured out how we would make it
2254s fit into our vual goals of creating this
2257s bright hazardous
2260s environment because when you're dealing
2262s with Jo it's easy to slip into dark and
2265s Moody
2268s visuals so a bright disastrous
2271s environment napula was created that
2273s pushed us back onto Target getting us
2275s closer to the feeling of being in a
2278s disastrous
2279s Sandstorm here you can see the new
2281s nebula of
2287s sasak the scenery needed new assets we
2291s wanted to place ourselves in a certain
2293s age of Jo that age has its visuals based
2297s on oily Sleek metal and primitive shapes
2301s like the current dormant Jo
2306s Observatory
2307s we wanted players to discover this new
2309s region of sasak through a puzzle of
2311s finding new gates which would lead them
2313s closer to Jo here's an early exploration
2317s for those gates with a very organic and
2319s aggressive
2322s look another one more simplified and
2326s structural feeling more
2329s organized and the final one a blend of
2333s organized bent oily metal on top of a
2336s very organic interior hinting at a more
2339s sophisticated Joes with a shift figured
2342s out at least on the
2346s outside a lot of detail got crammed into
2348s this asset using our extension
2353s system letting us go a lot further in
2356s detail than previously possible with our
2359s old
2364s assets to emphasize the organic element
2367s and scientific feeling of Jo we created
2370s visual effects that display more Tangled
2373s mathematical
2378s forms so the first asset into this new
2382s region the gate a visual Target for Jo
2386s space
2395s assets
2418s in this new space we needed a central
2421s location for previous Jo
2424s habitants here are early explorations of
2427s such a structure following the same
2428s ideas as with the
2431s gate another idea for the
2436s structure and the final one an inactive
2440s Jo puzzle piece one of the largest known
2443s structures in the
2450s game same as with the gate we went way
2453s up in polygon count and detail for the
2455s model and its
2485s extensions
2518s so where are the Jo there are no signs
2522s of them in this new space other than
2524s their barely working and abundant
2526s structures which seem to have been
2528s kickstarted by a newly surfaced faction
2531s called the
2534s deathless the deathless is a new faction
2536s for us they're a hybrid faction mixed
2540s together with the calari and minmatar
2544s Empires their look is based on mixing
2547s the best functional parts of these two
2549s empires and fusing them together with
2552s their signature exoskeleton technology
2555s and a lot of
2560s tubing so the attached components
2563s together to get the best out of
2566s both with this new faction like we did
2568s with the Travian in early days we were
2571s imagining how the death flesh might look
2573s and feel if they would do a
2575s takeover
2578s because they are not only bound to
2580s kalari and minat Hardware here are some
2583s work in progress ideas that show
2585s modifications to the app ship
2592s platforms so a modified small ship
2595s platform Modified by the
2599s deathless and here you can see it hooked
2602s into deathless
2605s technology
2607s in the same way changes made to the
2609s medium shap
2612s platform and held in place by the
2615s deathless signature exoskeleton
2618s Tech this is a bit of a sneak peek for
2621s what deathless could
2626s become as deathless move on with their
2629s exploration of Jo they realize that more
2632s hands are needed on Deck so they send
2634s out an invite to a proper pirate party
2637s an invite is sent out to the cistas and
2640s the angel
2643s cartel to bring the angel cartel up to
2646s par with the cistas we Revisited the
2649s angel cartel Des sign
2651s language here are some of those
2656s ideas this is a new Angel cartel
2659s Destroyer design sleek and aggressive
2661s its iconic cockpit
2664s area and plenty of turret har
2668s here is the Angel cartel battle cruiser
2670s design same sleekness and aggressive
2672s pointy bits equi with a similar cockpit
2695s design
2709s and of course the one we couldn't let
2712s wait any
2714s longer we took a lot took a look at all
2716s the signs we had for this one then
2718s previous and the previously revealed
2721s Concepts so in the left corner with some
2724s iterations on it like you can see from
2726s left to right we try to get it into the
2729s new visuals of where we wanted the angel
2731s cartel to be giving it the same
2734s sleekness aggression and pointy
2738s bits we gave it the four states of its
2744s being gave it wings and
2749s thorns and its final beast-like
2752s form the angel cartel
2755s Titan
2772s yes so that's for us for now come and
2776s chat with us in the art
2777s corner where we'd like to get your
2780s feedback and say
2784s hi yeah we be there the rest of the
2786s today questions and everything like that
2788s please come to the out Corner feedback
2790s anything it's super useful for us and
2792s helpful and uh yeah and it's just nice
2795s to see you all so all come by there's
2798s room for all you yeah yeah that's
2808s right click it yeah
2815s oh
2875s for
2971s see you at the out corner thank
2979s you