11 months ago - VOID Interactive - Direct link

Transcript (by Youtube)


0s recording and AMA has started so let's
3s just have everybody uh introduce
5s yourselves starting with kilo and making
7s our way over
10s yo um kilowatt uh programmer with uh
14s void Interactive
17s nice I can't see my uh my name on the
20s list so if it's fine I'll just hop on
21s board
22s um my name is Gerard I'm an ERG and I'm
25s basically the one that does character 3D
29s models or helps with like the gear sets
30s of like our characters and a lot of the
33s side of the civilian stuff
38s so yeah I'm dead pixel I'm a UI ux
41s designer and I also help with uh some
43s people experience design
49s and then Music Man Zach
51s hey I'm Zach audio director uh Slash
55s composer for Ron uh very happy to see
57s everyone uh starting to kind of round
60s themselves in here it's gonna be it's
62s gonna be a good one
65s hey guys uh
69s uh my name is Mark I'm the uh art
72s director on the project and one of the
74s core
75s um content creators for the environments
76s as well
81s all right and if you give me a very
84s quick second
87s good job everyone good at AMA let's do
89s this
95s Mr Boyd
97s we have uh
98s hello hello
102s we you you just uh just happened to pop
104s in right after introduce yourself at the
106s end of introductions oh okay hey uh good
109s morning good evening good whatever
112s Wherever You Are
114s um I'm Julio Rodriguez CEO Boyd
117s interactive happy to join that might
119s sound a bit groggy I've been traveling
120s for the last 15 hours just got off a
123s plane so
124s forgive the uh a bit of grogginess right
127s here I am nice nice are you uh this side
130s of the pond now here we go no um uh it
134s depends which pun you're talking about
137s are you in the uh European area at the
141s moment yeah I'm in Croatia for the
143s reboot video game conference yeah
146s nice nice it's awesome all right well I
150s guess um
157s is traveling no yeah that's what I was
160s thinking too yeah that's what I thought
161s as well yeah he's meant to join me here
164s I think he's still on a plane yeah I
166s think I think what happened was he saw
167s the time and went yeah I can do that and
169s then didn't take him the fact that when
171s he's traveling on a plane the time zones
172s are changing
174s oh dude that's rough yeah that's that's
177s honestly what I wanted to be happening
179s to figure out but
182s um
183s we'll front load
185s awesome to see so many people turning
188s into the chat we're at 130 going of 40
190s 150. there you go yeah all right more
194s more and more that's awesome thanks
196s thanks so much for coming on board
198s uh yeah it's always fantastic to talk to
202s everyone and sort of like
204s um you know it allows us to share our
206s creative Thoughts with you guys and you
208s know just kind of like really
211s um yeah just like interacts and you know
213s it means a lot that everyone's turning
215s up to have a big chat with us
217s all right and I guess uh to try and keep
220s things a little easy on uh this is
222s really nice
228s it's uh it's definitely interesting
230s being able to interact with the
231s community and all the
233s all the people into this it's also kind
236s of humbling because like I begin a lot
239s of this as a as a modder for the
241s community itself so it's it's funny to
244s be on the other side now
247s it's also another cool experience to
250s have
253s excellent so can can
257s um
257s so we will just take uh questions or can
261s you son of a [ __ ] just sort of the the
264s etiquette or the housekeeping how we're
266s going to manage this event
282s table no questions yeah yeah all right
285s sorry can you hear me now there is yeah
287s yeah yeah okay that was weird oh man I
289s should have said no I started talking
291s and people can hear me okay so I guess
293s in in respect of uh Mr Julio feeling
296s groggy we'll we'll start off with um
299s we'll start off with him and get give
300s him a chance to kind of
302s sit back for the rest of the name and
304s kind of and kind of uh pop in whenever
307s he he feels he's got something to add
309s how's that sound
311s oh that's fine I'm happy to to
313s contribute uh and answer any questions
315s absolutely all right
318s um I guess the first question that might
320s might have some interesting stories
321s about around it is uh how did you meet
324s Sterling and how did void become a thing
328s all right I'm gonna borrow the the the
330s the guys who've heard the story like
333s three or four times but uh happy happy
336s to share the story
338s um
339s so uh way back when you know
344s um before I became involved with uh with
348s the guys with three guys to one young
350s guy from New Zealand two young guys from
353s Australia
354s uh they they met playing daisy
358s um
359s they became friends you know they were
361s 14 18 19 years old
364s um and somehow they sparked this magical
367s friendship you know and
369s in Australia uh you don't often get like
374s significant traumatic events and back in
379s I think it was 2014
382s uh there was an event called the Sydney
385s Siege so at Elite cafes some
389s organization had taken some hostages and
392s it was quite traumatic for the
394s Australian public and as I remember
397s Sterling said that he was quite
400s impressed he was like 13 or 14 at the
403s time
404s um by that event and so it compounded
407s with other experiences
411s um that he had in video games plus now
413s there's this real life event that that
415s kept sort of resonating in his head so
419s fast forward
420s a few years
422s he approached his his two buddies and
426s said hey we should make the video game
427s we should make a video game about uh
431s SWAT
432s and yeah okay let's let's do it you know
435s so off they go these uh three friends
438s like I said two Australians and one kiwi
442s as we call new zealanders I started
445s building a swat-based video game
449s at the time they titled it
452s code 10 and as as I've been told the
456s story they worked on it for over a year
459s you know just tinkering around uh books
463s uh Sterling and the other colleague from
465s Australia had some experience uh
469s producing 3D art and other
471s type of support things for games like
474s burden or days of war and things of that
477s nature and the guy from New Zealand new
480s programming and coding and was a really
483s Avid gamer
484s but never had built a video game before
488s but anyway they had division they said
490s yep let's build this game
492s and they went for it
494s so they tinkered for about a year as I
500s understand it maybe over a year
502s and then took a step back or two step
504s back and looked at the game and said wow
507s this is complete rubbish
509s uh let's Chuck it away and let's start
511s all over again
513s and so they did and they started under
516s the new tile ready or not
518s so so here they go they begin to work on
522s ready or not
524s and I think they've progressed it maybe
527s a month or two as I recall
530s and that's when my involvement uh sort
534s of when I come into the picture
536s so my background is not in video games
539s my background is in operational
543s management business management those
545s sorts of things I had moved to New
548s Zealand back in 2012 with my family
552s uh to you know for an executive role at
556s a large food company
558s and this one day I'm working at my
561s office and I had problems
563s with my computer you know the the
565s glitches the the menus won't work or
568s whatever so you do what you do you call
571s 1-800 uh it hey guys come fix my
576s computer
577s and so this young guy shows up and
581s normally you just step aside tell them
584s what the problem is and you know they
586s they fix your your your your kid and and
589s off they go
592s um but when this guy walked in and and I
595s made fun of him and he said no you know
597s he kind of says no but my impression was
600s he looked a bit pale skin he walked a
603s little funny uh looked like a real
606s computer geek you know like a like
608s somebody who could really use a friend
610s you know
611s and so I took it I said hey you know
614s let's have a chat so we we started
616s having a friendly conversation
619s and he started to tell me about his
622s Hobbies he said I like to longboard and
625s I like to play video games and in fact
628s I'm building a video game with a couple
630s of friends from Australia
633s and that was really interesting to me I
636s I like video games I I had not been in
639s the video games industry but I really
641s like video games you know avid player of
644s Age of Empires you know and those sorts
647s of strategy games of course I played on
649s the Wii a lot with my kids
651s and so Ryan uh or ryro NZ as people know
656s him on the Discord
658s uh began to tell me about this game
660s which was a SWAT based game
663s and instantly it had appealed for me
666s because as I've shared with some of you
669s uh in in my family too we had uh quite a
673s significant
674s uh event that involved you know uh
677s police and a shooting
679s um you know for those who don't know
681s back in
683s 1984 so very long time ago I was about
687s 12 12 at the time and there was a mass
690s shooting at a McDonald's restaurant
692s in San Ysidro California
696s so a gunman walked in with a pistol a
700s long rifle and uh Uzi um machine gun and
705s he basically just started killing people
708s shooting people
710s and my my cousin my first cousin was
713s working at that restaurant at the time
717s um and she you know her and a colleague
719s managed to
721s Scurry to the back of the restaurant and
724s hide
724s inside of a closet while they could hear
727s the gunshots and the screaming and all
730s the Calamity and Chaos that was
732s happening
733s uh quite quite traumatic as you can
735s imagine in us and the whole family just
738s glued to television basically watching
741s what was unfolding
743s at this McDonald's restaurant and
747s um luckily my uh cousin survived the
751s ordeal
752s shot that from from not dying but didn't
755s survive the the emotional and
758s psychological
764s or some of her friends died that day she
767s heard Agony and screaming
769s as she and then she saw of course a lot
772s of Carnage and blood as she was being
774s walked out
775s of the restaurant and and it was
777s ultimately a SWAT uh police sniper that
780s took out the gunman in that instance
784s but very traumatic event uh you know was
788s was on TV and then for many years to
791s come sadly uh similar events happen
794s um
795s in particular in the United States you
797s see these things
799s um you know pop up on the eight o'clock
800s at 10 o'clock whatever the news Cycles
803s and it's delivered to you as
806s entertainment almost you know and and
809s you see
810s on the newsreel oh there's been a
812s shooting here or been a shooting there
813s or there's been this event
815s and you can only see it um and you
818s suffer almost anxiety because you can't
820s do anything about it you just kind of
822s witness it but you you sit there
825s helpless
826s uh to do anything about it so uh just
829s fast forward to that moment when uh Ryan
832s uh told me about this video again that
834s puts you in the boots of a SWAT officer
837s and you get to get engaged in the you
840s know in the event and you know to some
842s degree you know have an impact on it
845s uh it captivated me
847s um so we had we finished the
849s conversation he told me about the
851s concept for the game and he moved on
853s with this day uh after that I did quite
857s a bit of research on uh video games
860s industry
861s um this kind of video game and I also
863s did some research on ryro
866s and everything was like oh wow you know
869s great industry a lot of growth uh it
871s does look like there's room for a game
873s like Ready or Not uh given you know
876s there's Legacy games but nobody's really
878s been working much in that space for a
881s while
882s and then I asked around about Ryan oh
884s yeah he's a genius you know he's the
886s best I.T guy we've ever had he could
888s solve any problem and it gave me
890s confidence so so I called him back and
893s and he come to my office and I said hey
896s Ryan What's it gonna take
898s uh for you to finish this video game
901s and uh you know uh time and money and
905s and then that's when I popped the
907s question you know I didn't quite get on
909s my knees or anything but I said I've got
912s an idea for you Ryan
914s um why don't you quit your job
917s I'll pay your salary and we could finish
919s this game together
921s and his jaw sort of dropped and he's wet
923s you're joking man he thought I was just
926s kidding around but I wasn't I was that
928s serious I said no I'm serious you could
930s quit your job today
932s pay your salary and we'll finish this
934s game together and then he He suggests
936s well what about my buddies and these
938s were his two friends in Australia so we
941s had a phone call later a couple of weeks
944s after that uh I flew around into
946s Melbourne Australia
948s uh we had about a week together
951s they're in downtown and after that week
953s uh was was was concluded we agreed to uh
957s formally you know form this this
960s business together where I would fund uh
963s these three uh budding guys you know
965s that wanted to build this this game and
968s I would take care of everything else you
970s know legal contracts out of Marketing uh
972s office janitorial you name it you know
975s everything that I needed to do to make
978s sure that they could have all the mental
980s space and resources to just work on the
983s game
984s uh so that was sort of the beginning
987s when when I first met Sterling so Ryan
990s and I went to to Melbourne we knocked on
992s the door
993s and they opened the door and and it was
996s great because even though Railroad and
998s steriles and other friends had been
1001s collaborating on this video game already
1003s for a number of years and playing
1004s together they actually had never seen
1006s each other they only had collaborated on
1008s you know through chat chat channels and
1011s stuff like that so it was pretty special
1013s pretty cool that that day
1016s uh and then just that time uh that that
1019s we spent together
1021s and I felt you know other than coming to
1024s just an agreement you know it felt
1026s pretty special to me I felt like wow
1028s these are really special guys you know
1030s they have a real passion and a vision
1032s for it uh and I can back this so it was
1036s sort of a match made in heaven you could
1038s say uh and that was the uh the beginning
1041s of
1042s um I mean like I said they had already
1044s been working on it but then that became
1046s sort of the official beginning
1048s avoid interactive from a business point
1051s of view
1053s um yeah is that is that enough info or
1055s too much
1057s nah that's that's exactly what we're
1059s looking for
1061s yeah I'll take the distance
1064s you over did it Jules overwhelmed no
1068s that was awesome yeah really really
1069s awesome stuff I mean I'd say like you
1071s know just from everything I I you know
1073s all my interactions the jewels I'm not
1075s surprised that it all started because
1076s Jules of slog and it was like I want to
1077s be this guy's friend
1081s that's so crazy I'm sorry like I I've
1085s been working with like the company for
1087s like this long and I never had the
1088s proper chance to actually like like meet
1090s you which is funny but uh that's not
1093s far-fetched because I know uh stero's
1096s obviously and being how steriles it is I
1097s can totally understand why like this
1100s whole thing uh started like snowballing
1101s down and and that's really cool
1103s it was quite interesting because at the
1106s beginning you know I said well what's it
1108s going to take for you guys to make this
1110s game well it'll be the the three of us
1113s and maybe three more people you know
1115s maybe maybe an animations guy and and
1118s someone who who can help with Sound and
1121s Lighting and maybe one or two other
1123s people to help with voices and stuff
1125s okay so you think maybe six to eight
1128s people and how long oh maybe 18 months
1131s you know 24 months and in in my business
1135s experience it's like okay no way is it
1137s gonna it would it take you know eight
1139s people in my mind I double that okay
1141s we're gonna need like 15 people and not
1144s 24 months and probably gonna be three
1146s years you know three and a half years
1148s before we finish this thing but even I
1150s was we were all kind of naive and and
1152s kind of young into the industry and
1154s didn't really know what it took to make
1156s such a complex game so here we are you
1158s know five years later and we're still
1161s working hard now we have quite a quite a
1163s significant team and working working and
1166s and having a load of fun you know
1169s working on the project but uh it was
1171s just interesting how how far off we were
1174s about understanding what it really takes
1176s to make a game like this yeah what's um
1178s definitely has to be like a learning uh
1181s experience as you go as well not being
1183s uh that crazy into the industry and then
1185s seeing all the different uh stuff from
1187s it what's the size of uh yeah
1191s that's so cool
1194s um yeah
1205s uh I think he's Michael yeah yeah he's
1209s not behaving today
1211s nice
1212s ah
1214s uh well what I was trying to ask is uh
1216s about about how big is uh void at the
1219s moment
1222s wait
1223s um well we we've we've had uh some Peaks
1226s and valleys so
1229s uh at present uh this is just a round
1232s number
1234s um you guys heard you know
1238s um
1239s the number that I've got top of my head
1242s is that we're about 40 people directly
1245s contributing to the game and we're we're
1248s a 100 uh virtual company so we have
1253s folks in Canada United States France UK
1258s Ireland
1260s Malaysia
1262s Indonesia Philippines Australia New
1265s Zealand
1266s Germany and I'm sure I missed a couple
1269s more countries but we've got uh 40
1272s people directly contributing to the game
1275s and then we have approximately another
1279s 20 to 25 that contribute to to us
1284s through Outsource Studios by providing
1287s supplements like 3D art and and things
1289s like that and then we hire like ad hoc
1292s voice actors and but those are not you
1295s know they might come in they do a
1296s session and then they go off on their
1298s merry way
1304s so start starting off 15 estimate was
1307s close
1310s starting off with with a lot of Juicy
1312s information is definitely a good way to
1313s start um
1315s uh start an AMA like this
1318s especially since uh not not many people
1321s often get the chance to meet like the
1324s head of a studio not like the not like
1327s the team lead but like the actual top of
1330s the totem pole Big Boss Man
1332s so definitely definitely having you here
1336s is really cool
1338s oh it's cool for me I I mean I just want
1340s to say from from the very beginning you
1343s know I I told the guys
1345s you know we think we have a good game uh
1349s and that people will want it but it's
1351s important that
1353s we always listen to our customers engage
1357s with our customers what what do they
1358s think and we're not going to please
1360s everybody because you might pull 100
1362s people into a room and you'll have a
1365s hundred different opinions right so you
1367s try to weave through what's the most
1369s popular thought or the most popular set
1371s of feedback that then you can
1373s reincorporate into your game but
1375s nonetheless I said for us you know put a
1379s heap of value on the player the people
1382s that are going to engage with their game
1385s and from the very beginning uh like for
1388s example me I I had a
1390s quite a busy schedule because I had a
1392s full-time executive role at a large food
1395s company which was like a 60 almost a 60
1398s hour a week job I was also completing a
1402s master's degree at University uh and
1406s then I'm a father and I have children
1407s who want uh husband and daddy you know
1410s for a little bit of time and then I was
1412s working as much as I could as well
1414s supporting the game one of the ways I
1416s supported was to answer every email uh
1419s that we got
1421s so I would often stay up you know till
1423s we hours and a lot of email you know
1427s came in English some came in other
1429s languages so I'd use Google Translate to
1432s type out an answer and just trying to
1434s show that respect you know uh you guys
1436s are interested you're supporting our
1438s vision and our game and we respect that
1441s and we want to be here
1443s uh and be responsive to you and and I
1446s know we've not always been super
1448s responsive because of the Ebbs and flows
1450s of production
1451s uh but yeah that's that's definitely
1454s um for me it's special to be here with a
1458s few hundred people you know who who are
1460s offensive the game I just love that so
1462s you say it's special for them but really
1464s it's special for me you know and uh and
1468s for us you know for for me and I'm sure
1470s for the other guys on the team
1472s absolutely
1475s yeah
1476s humble alrighty
1480s so I think we've uh
1483s we've dogged Jewels enough for now
1487s so we'll start with uh
1489s we'll start with some death questions
1493s um
1494s we'll start with Mr Mr dead pixel since
1497s uh it wasn't didn't take part in the
1499s last AMA
1501s um a question from username Chrome uh
1507s how did you decide the balance of the
1508s HUD and UI when looking at realism
1512s versus giving the player the info they
1515s need
1517s well I mean honestly it just comes down
1519s to the fact that we don't want to don't
1522s show what's new uh especially a Hut is
1525s is merely just a bridge of interfacing
1527s that we don't have uh with real life
1530s interactions
1531s so you just try to stay out of the way
1533s and only communicate what a player can't
1538s otherwise figure out through context
1541s and uh otherwise just get out of the way
1543s keep it clear keep them immersed
1546s it's constantly still worth going on
1548s with the HUD and there's more stuff to
1550s come to just almost always the goal is
1553s how can we how we can make we make it
1555s less obtrusive
1557s um and uh any ways we could do that keep
1560s people immersed and
1562s um
1562s ideally not even realizing that they are
1565s getting information from the HUD and
1567s just playing through uh reacting to the
1570s situation
1577s kind of just trying to keep that um
1581s uh just keep keep that balance of stuff
1584s that you know you would expect to see on
1586s a HUD but not that would be
1588s yeah yeah there's a lot of times games
1591s will just kind of keep stuff on the HUD
1593s that uh uh you don't even know at all
1595s times yeah you just you don't need to
1597s constantly have that in your face
1600s um other times something that you you
1602s don't need to know 99 of the time so why
1604s why is it there
1605s we try to just reduce that that we can
1608s have people not staring at a 2d uh
1612s elements and rather focused on the world
1614s that's in front of them that they're
1616s interacting with it's a supportive role
1618s with the actual HUD itself
1622s all right
1624s one thing I don't know I'm not I'm not
1627s the HUD guy that pixel is but one thing
1631s that has we've always aimed for is to
1634s have sort of a minimalist approach
1638s uh just to give people the most
1640s immersive possible experience and try to
1643s make you know all the menus and
1644s everything intuitive we still have some
1646s work to do don't we uh yeah I'm
1649s certainly working on it yeah yeah
1652s especially you know we are very focuses
1654s have been Loadout and uh some
1656s pre-mission stuff and as we get through
1657s those it's uh it's about refining some
1660s of the UI experiences that have existed
1663s for quite some time and uh just further
1666s like you said we want to go minimal with
1669s the hood and then just make immersion
1671s first that's that's the goal
1673s yeah I was I was on on one of my flights
1677s uh I popped the movie the the one about
1679s the blue shirt guy in in the video game
1682s uh I don't know if you guys have seen it
1685s um where he's uh NPC in a game and he
1688s becomes live like a live AI in the game
1691s oh yeah new guy yeah
1694s and uh when he puts on those sunglasses
1697s all of a sudden his his whole screen you
1699s know it's completely cluttered with UI
1701s you know and interactions and things
1703s like that which can be fun you know and
1705s some people enjoy
1707s uh that type of experience but yeah like
1709s like you've said for ready or not we
1711s wanted to sort of have a clean screen as
1713s much as possible so you can really
1715s immerse yourself in the gameplay yeah it
1717s really is just to to bridge the gap of
1719s what you you lack from the uh app
1723s actually experience in real life since
1725s you know you're limited by bounce
1727s keyboard and the monitor we just want to
1729s bridge that Gap as much as possible with
1730s the UI and otherwise handle all through
1734s through game interactions
1738s alrighty
1744s then
1746s going down down our little our little
1748s list to
1752s to Mr Mark
1755s um
1757s will there be uh well I guess is there a
1760s plan to redesign some or all of the maps
1763s in the uh
1765s in the future
1769s I mean there's definitely things that
1771s we've learned as the the games progress
1774s you know we've all improved as artists
1776s and we've learned what works
1777s mechanically from our game and what
1779s doesn't work more importantly
1781s um and there's definitely some of the
1783s older maps that we kind of realized as
1785s of late are not up to the Quality that
1788s we are now pure and simple it's quite a
1790s common thing to happen in Game Dev
1792s um especially as the project goes
1793s further forward through production
1795s usually end up with like loads more
1798s assets than you know using art assets as
1801s an example in the environments usually
1803s end of like a lot more stuff that you
1805s just never had in the old levels and
1807s they're usually better quality because
1808s again you're you know you're trying to
1810s make things better as you're going
1811s forward
1812s um so there comes a point where we've
1814s kind of like taken a step back and been
1817s sort of of the kind of the mindset of
1819s like right if we were to take some of
1822s these Maps which ones don't work for us
1825s and which ones do
1827s um and yeah we sort of quickly realized
1829s that a lot of the earlier ones were
1832s still very much against what we want
1834s right now
1835s um at the end of the day like if we're
1836s not happy with the levels where we've
1839s got no intention of releasing them
1840s because at the end of the day we want
1842s the best player experience we can or
1844s from a visual standpoint and from a from
1846s an experience standpoint
1848s um so they have to be good
1850s um and some of them weren't so we are
1852s taking it upon ourselves yes to redesign
1856s um or entirely redo some of the maps
1860s um they don't necessarily want to say
1861s which ones because I think it's going to
1864s be quite fun and exciting when they do
1865s pop up
1867s um but absolutely so we won't leave
1870s things if we're not happy with them
1872s um so yeah we are absolutely going to
1874s dedicate some resources either into
1876s fixing the problem or simply just giving
1879s you a better uh
1880s you know a better level
1882s that's along the same kind of theme
1885s um so yeah yeah I hope to answer the
1887s question
1888s I guess actually on the note of um
1892s uh refurbished levels uh we did recently
1895s have the
1896s uh newsletter talking about the
1898s refurbished refurbished station uh is
1901s there anything you guys like to say
1902s about that
1903s yeah so again under the same sort of
1906s like a premise you know the games
1908s evolved we've added so much content um
1910s the story and the law has gotten so vast
1913s now
1914s um and we really really wanted to kind
1916s of
1917s give the player a more
1921s trying to think of the right words more
1923s like a like a grander experience when it
1926s comes to the station so uh yeah we've
1928s redesigned and for all intents and
1931s purposes it's an entirely New Station uh
1933s that also ties into the law of Los
1935s suenos as well
1937s um and yeah there is all kinds of cool
1940s fun things to find inside of the station
1942s itself there's a lot of law within the
1944s levels that you know it's making
1946s references to
1948s um you'll be able to walk around test
1949s your guns out as you could before
1952s um and yeah hopefully all in all it's
1955s it's going to be uh a nice new addition
1958s to the game
1961s foreign
1965s I'm looking forward to the most in the
1967s uh
1968s in the updates we got coming down the
1970s road
1971s because it looks really really nice
1975s thank you
1976s alrighty
1981s um
1984s I guess since
1986s um
1987s there uh for Mr Mr Gerard from roadkill
1991s oh and the last question was from uh do
1994s Cruiser
1997s um
1998s in the last AMA um a user had mentioned
2003s uh had asked about customization and uh
2005s Sterling had talked about it a little
2007s bit
2008s um but since you're one of the
2010s you know one of the individuals that is
2013s handling you know what's what sort of
2015s equipment is added and
2017s you know how it looks in the end
2020s um do you have anything to say on the
2022s sort of like customization options we
2023s might have in the future uh going
2025s forward uh for Gerard
2029s okay
2030s um so first off obviously as we've been
2033s working on a lot of things I just wanted
2035s to piggyback on the on what Mark said
2037s where we're kind of like upping the
2039s quality of a lot of things that have
2041s been in the game as the game evolves is
2043s it obviously the quality you start
2044s looking back into a lot of things that
2046s uh
2047s you you kind of realize hey look this
2050s looks one way but now we have access to
2053s all these different uh people artists
2055s and things and then we are working
2057s constantly to up all the all those
2059s assets so the same thing has been slowly
2061s happening towards all all the equipments
2063s and all the things that we have had for
2065s our SWAT guys like when I I remember
2067s when I first got brought in I um I got
2069s tasked with like one minor thing which
2071s was like a like a anti-stabbing vest and
2073s then slowly uh been working into like
2075s refurbishing like the helmets uh that we
2078s had we had like new uh uh earmuffs and
2081s like your protectors and then and slowly
2083s working and all these different things
2085s so
2086s I'm not too Savvy on what can cannot be
2090s said I can I can for sure say that we
2092s are
2093s uh working on improving a whole lot of
2096s things uh that will definitely translate
2099s into having uh multiple options and
2102s things that people I hope enjoy uh using
2105s because it's it is also my belief that
2108s uh our game is what you make of it and
2112s it's kind of like a little uh dress-up
2114s right like you you want to portray Your
2116s Heroes or you want to if you wanna like
2118s I don't know uh there's a lot of no
2121s swimmers out there who like to play as
2122s as one factions or the others and and I
2125s want to cater to that sense so allow
2127s people to just use the equipment they
2128s want to use in our story in our universe
2131s so that is definitely something that
2134s we're uh we're trying to get
2138s all right and uh since you know since
2142s the stuff of the NDA Discord tends to
2144s make its way out really quick
2146s um a lot of people were very very
2148s excited to see
2150s um the work that was being done on the
2152s remake for HRT
2154s and uh I guess as a sub question
2158s um HRT win
2162s that is that is really the question I
2164s feel I feel bad for uh and I apologize
2166s to the entire Community for like teasing
2168s everybody and then be like hey this and
2169s that I just want to make sure that when
2171s we we drop it uh it's something that's
2173s gonna like blow it out of the water and
2175s put us out there with like when it comes
2177s down to Quality it's also a thank you to
2178s the entire Community uh that's really
2181s what it is we uh got brought in see the
2184s HRT see our regular guy we go hey wait a
2186s minute uh our regular ad is really like
2188s sharp what do we what can we do about it
2190s and then I got uh voluntau and I'm happy
2193s with it so I am making it a uh a
2195s personal thing to make it shine as much
2197s as I can for everyone out there uh I'm
2200s sure they're gonna enjoy when it when it
2202s pieces together when it drops you I'm
2204s pretty sure you guys are going to enjoy
2205s uh we've been working into a lot of
2206s things
2208s um as as we progress and work into more
2210s things newer Tech gets developed and
2212s then we're like oh wait a minute but
2213s what if so it's like a little constant
2215s Rat Race but uh but yeah I mean I'm I'm
2219s very happy and confident that that uh
2221s people are going to just love it once it
2222s once it drops
2223s um unfortunately there's just no viable
2225s way for me to save the dates or anything
2227s yet but I can guarantee you guys you'll
2229s be you'll be happy I want to make stuff
2231s that's worth taking pictures of I mean
2234s you've already been doing that so I
2236s guess just keep keep doing what you're
2237s doing
2241s all Freddy
2243s um
2245s question four kilowatt from Astro
2249s um
2251s how how is your progress on uh on
2255s improving and just kind of
2258s uh adding more features to the uh to the
2261s current Gore system in ready or not
2265s so this one I'm really kind of happy
2268s about because I think what had happened
2270s was uh a couple patches ago we sort of
2274s had this
2275s I guess reverse engineering situation
2277s where some people figured out there was
2279s like a dismemberment and all this other
2281s stuff that's kind of being added
2284s um oh that stuff is still being worked
2286s on uh to the people have seen the
2289s current state of it obviously it's it's
2291s going to be completely different
2292s improved Etc
2296s um
2297s but yeah I don't it's sort of picking
2300s backing off of what Gerard said I'm not
2302s sure what I can say
2304s so but I mean I I will say the attention
2307s to detail as far as like the art side
2309s and stuff that I mean as programmers you
2311s know we obviously have access to that
2313s stuff the the art uh assets have been
2315s produced for are awesome uh we have some
2318s really great references uh
2321s uh you know
2322s again I'm not sure what I can say but uh
2325s certain movies are obviously uh
2327s inspirational for us to kind of look and
2329s feel that we're going for so uh
2332s yeah I hope that answers that yeah yeah
2336s and anything that they get gives the
2338s community something to uh salivate over
2341s is generally a good answer
2343s and I I think you got there
2345s yeah I guess if I if I had to add one
2348s thing onto that would be you know
2351s it should be visible as part of the like
2354s sort of reverse engineering that people
2355s like because you know I guess if it's
2357s already out there it's all right but
2358s something that is already public and I I
2361s can say that will be expanded upon is we
2363s have certain systems in place uh for
2366s like
2367s like different arteries and things like
2369s that which is actually currently a part
2370s of the game you know some people have
2372s seen if you shoot people in a certain
2373s spot especially with certain ammunition
2375s you know that might cause like a
2378s bleed-out event that sort of thing and
2380s and we definitely want to like keep
2381s going in that direction these sort of
2383s unique interactions that can happen
2385s depending on what kit you use and like
2387s how you actually operate like what where
2390s do you shoot that sort of thing
2394s okay yeah I've seen some of that tests
2397s the the test footage that uh when Will's
2399s been working on things has been really
2401s awesome uh he's just gonna go untangle
2403s to try something and then you see how it
2404s turned out it's it's looking pretty sick
2406s it's real media and I can't wait until
2408s uh until we can share some some of the
2410s videos of it
2413s and I guess uh picking piggybacking off
2416s the uh off the question of
2419s uh improving in-game systems uh we can
2422s ask Zach to talk about the work uh him
2425s and Quantum have been doing with the uh
2427s new uh occlusion system sound inclusion
2430s system for for the game
2432s oh man so uh so like full disclosure
2436s Quantum has been working on this since
2438s probably November maybe even earlier
2440s than that of uh last year
2443s um
2443s and I'll also just kind of like squash
2445s any I guess confusion about the system
2448s so this is really going to optimize how
2452s sounds are played and I can kind of talk
2454s a little bit about sound optimization
2456s all that stuff but essentially
2458s this is going to be only for the audio
2460s right now we are kind of looking at how
2463s we can get the AI to plug into
2466s um
2466s the sound distances and all that and for
2468s the folks who don't know
2470s so what this Quantum sound system is
2472s is basically where the player is there's
2474s going to be a sound that plays in
2475s another room we now have all of these
2478s different zones across the maps
2481s and if a sound plays in a different Zone
2483s than where the player is it's actually
2485s going to kind of physically track that
2488s that distance in that path
2490s and we're going to use that instead of
2492s like just the uh the direct path from
2495s the player to the sound so you get a
2496s much better kind of muffling effect and
2499s a much better kind of distance I guess
2502s understanding of audio
2505s um
2506s but yeah overall it's just been a pretty
2510s crazy
2512s um few months getting it all figured out
2514s and um there's not going to be any kind
2517s of like sound propagation just yet which
2519s is how the sound kind of physically
2521s bends around corners and stuff like that
2522s like physically changing position
2525s um just because
2527s we want to make sure that if we do
2529s Implement something like that
2532s um it's not going to be confusing and
2535s it's not going to be like I heard the
2537s sound from like the door behind me but
2538s the guy was coming in front of me so we
2540s don't want any of those situations to
2541s happen uh but rest assured it's still
2544s being worked on like like every day
2546s we're poking away at this uh
2548s and yeah I guess one other note with it
2551s is just the fact that it optimizes
2553s basically all the sounds that play right
2554s now so
2556s um
2556s and I know Ali actually did a bunch of
2558s sound optimization as well so there's
2560s there's pretty much like an all hands on
2562s deck with coding looking at audio how do
2564s we optimize this uh how do we make sure
2566s all the sounds play and it's not
2568s confusing and it works really well
2570s um but yeah it's gonna be exciting when
2573s when this patch finally gets out there I
2574s mean there's going to be I hope some
2577s CPUs aren't sweating as much with the
2579s audio stuff
2581s also shout out to the quantum dude
2583s because uh for those who don't know I
2585s actually worked with him on uh on a
2587s modding project uh before I got picked
2589s up by Boyd uh that's just a little fun
2591s fact I wanted to throw out there because
2592s like he's a really cool uh great guy I I
2596s worked with him and then I got picked up
2597s by Boyd and then later somebody
2599s approaches hey uh we're we're looking
2601s into this person I was like oh yeah yeah
2603s he's awesome he's awesome he's glad to
2606s see him part of the family now
2608s like Quantum uh and just for like I
2611s guess reference he's the kind of guy who
2613s um I don't like Ali asked him like like
2615s how optimized is this system and he's
2617s referring to two things in like
2619s nanoseconds and it's just like like I
2622s can't even wrap my brain around that and
2623s that's that's like the level that he's
2625s working at so I just yeah I I
2628s only have good things to say about
2630s Quantum he's uh he's a genius he's
2632s Plugged In The Matrix yeah he made uh he
2634s made that camera mod for those who don't
2636s know as well he may be uh the first
2637s camera mod that we had or you're able to
2639s play sites and stuff so he's very very
2641s creative with the things he makes oh
2643s it one one of the things that's very
2645s interesting to watch uh with void is
2648s watching the
2650s um watching some of the most prolific
2653s and most honestly most capable
2656s uh participants in the modding Community
2658s like become integrated into void and
2661s then watching them kind of flourish
2663s having access to all this information
2666s and it it is frankly just incredible
2669s I remember starting to reverse engineer
2672s a lot of our uh things
2675s um because there was a lot of people who
2676s wanted to make things happen and I was
2678s one of those I was like Hey I want to
2679s figure all this out so I remember
2681s hitting a lot of hiccups and a lot of uh
2682s speed bumps so to say and uh eventually
2686s when I got like making out like all
2688s these different models and things that I
2689s ended up posting and here's a fun fact
2692s of how I got into like like boy right
2694s like I I gotta basically I was in the
2697s gym and I got hit up by uh by somebody
2699s on Discord I'm thinking it's looking to
2701s get like uh like some form of freelance
2702s job or something and this person's
2704s telling me hey uh yeah sorry I've had a
2707s couple meetings this and that um you
2709s know you you I don't know where I added
2711s you from uh would you like to uh you
2714s know you have a job do you want to work
2715s in something and stuff and I was like oh
2716s yeah of course I'm thinking this is
2718s freelance stuff right and uh this person
2720s keeps telling me he's like yeah yeah
2721s we're trying to make this happen and
2723s we're trying to make this this model and
2725s they're telling me hey uh this is this
2727s is going straight in the game but in my
2729s brain mean I'm I'm just thinking of it
2731s as a mod and I was like how how no I was
2733s like wait you can't do that it's just
2735s you simply can't because you need access
2736s to this is like oh no no no uh yeah I
2738s know I'm the CEO of the company I'm
2739s sterile so I was like oh I was like why
2741s don't you start with that man
2744s that's a funny thing
2748s um yeah like it's it's just really
2750s freaking cool
2754s all right
2758s or something what you got
2763s snowboarding right now
2766s yeah so
2771s uh moving moving quickly on uh a
2775s question for dead pixel from snow cow
2780s um
2782s do you uh are you able to share any of
2784s the plans or kind of ideas you have for
2787s improving the in station Loadout UI
2793s yeah that's actually uh one thing that's
2796s happening right right now is um this is
2800s a big fat refactor going on to the back
2801s end Loadout stuff to really streamline
2803s it uh make it more optimized and uh
2807s hopefully allow us to address some uh
2809s some usability things and reevaluate
2812s certain aspects of it but um
2814s yeah I've always uh
2816s there there are just a few two or three
2819s real important screens in this entire
2821s game that I've
2823s really put the most attention to and the
2826s loadout is and has been the top of that
2828s list it's
2830s it is the game you know you're not gonna
2832s do much if you can't if you can't fight
2834s and you don't have your gear so that's
2837s definitely something that's going to
2838s constantly getting as much love as I can
2840s give to it and until I feel like it's
2842s perfect so there's there's a lot going
2844s into into that there's a lot of plans
2846s for
2847s um you know what we want to allow people
2849s to do with the attachment system to give
2852s them a little bit more freedom and to
2854s make it more intuitive as well as uh you
2857s know we have you know customization
2859s aspects that that are download down the
2862s road that we want to be able to
2864s seamlessly
2865s uh account for for weapons and character
2868s and everything like that and uh it's
2870s it's a constantly evolving beast and
2873s it's actually kilowatt is uh I mean he's
2876s my guys he's
2878s been the the UI programmer and and for
2881s all intents and purposes for me and uh
2883s and he's he's really leading the
2884s refactor on that we've got a lot of
2886s really really cool ideas to
2889s it yeah it once it's done it's gonna it
2892s should load faster it should it should
2894s do everything better
2896s um and and hopefully do some cool things
2897s with presets and if all things go well
2900s make it easy for people to share those
2902s presets
2905s oh so broom shareable presets then
2911s uh yeah I mean it's something that that
2913s maybe we'll expand a little bit more but
2915s um uh one of the things we we hope to do
2918s and obviously this is the
2921s I like to share just you know things
2923s that we we want to shoot for and is is
2926s the ability to easily share a
2928s you know some kind of string or
2930s something along those lines that allow
2931s people to share uh the presets for
2934s anything from a weapon all the way to an
2935s entire loadout
2938s so you can just give you know send
2940s Discord send somebody a string and then
2942s they can put it in and uh and they'll
2944s have that that configuration
2946s just uh load up easily enough
2950s all right that sounds clean
2955s yeah I'm really excited it was a the
2957s wheels well idea and I really hope we
2958s can uh we can effectively Implement that
2960s with the entire preset plan that we have
2963s yep yep oh just finding that out that's
2966s awesome
2968s surprise but no experience for a lot of
2971s people
2975s all right so for Mr uh Mr Mark again
2981s um
2983s coming from uh
2985s coming from Discord user Sonic
2988s um
2989s so for uh two two of the maps in the
2993s mapping contest recently actually have
2997s um Olympus theater at the start of it
2998s has a scripted event where a bunch of
3001s civilians run out of the theater because
3003s it's it's an active shooting situation
3005s and in sanctum deceit the first place
3008s winner uh there's actually a helicopter
3011s that has a spotlight circling the
3014s building
3015s is there thoughts about adding anything
3017s like that to the vanilla Ready or Not
3019s Maps where just kind of there's
3021s something happening in the background or
3024s as you're approaching or as you do a
3027s thing
3029s yeah so that's that's really interesting
3031s it's something that we've been wanting
3033s to do for a while now
3036s um a lot of a lot of kind of where we're
3038s at in the project from an art side at
3039s the moment is really trying to get in as
3042s much sort of like storytelling and
3044s theatricality and
3047s um really just kind of like pushing the
3049s the feels of the level as it were
3053s um and it is definitely something that
3054s we've been experimenting with
3056s um and for the most part we're just
3057s trying to figure out what sort of the
3059s best way of doing this is going to be
3062s um for the most part it's like we've got
3065s all these different ideas and there's
3066s you know there's no one right way of
3068s making a game we've got like 10 or 15
3070s different options of of kind of doing it
3073s um so a lot of yeah we're just trying to
3075s like nail down how we want to approach
3077s this but it's definitely something that
3078s we want to do
3080s um because I think it's definitely gonna
3082s you know as as as a player it's going to
3085s just make it feel so much more involved
3087s and so much more engaged and that's
3089s really what we want uh you know you're
3091s starting a level and you're bursting at
3092s the back of the bear cart or you know
3094s hypothetically speaking any number of
3096s scenarios that get you into the level
3098s and ready for action
3100s um yeah it's all part of that sort of
3102s like telling a story
3104s um which we want to do and really just
3105s make the players feel like they're the
3108s SWAT in the scene you know and it's it
3111s is a little bit disjointed just kind of
3113s like waking up Skyrim style like just in
3116s the street
3117s um so I think it's definitely going to
3118s give the levels a lot more context to
3120s like how you get there
3122s um and yeah with that in mind we can do
3125s all kinds of fun stuff one thing that we
3127s don't want to happen
3129s um because this could become a very
3130s slippery slope quite quickly is it
3133s balloons out of proportion and then
3135s suddenly our develop development time
3137s goes through the roof like you know if
3139s suddenly we're doing crazy cinematics
3142s and you know all these people bursting
3144s out the hotel and stuff like that like
3146s that ads just inherently quite a lot of
3148s Dev time so yeah one of the biggest
3150s problems that we're facing at the moment
3152s was like how can we get the most impacts
3155s and it'd be as effective as we wanted to
3158s be without blotting the development time
3161s that it takes to make this stuff as well
3163s um
3164s yeah yeah
3167s oh really so sort of like a uh kind of a
3171s cost benefit uh decision you need to
3173s make well you're you know putting
3175s everything together
3178s so like
3179s everything in gamedev is a balance one
3181s way or another
3182s um you know you spend two weeks on
3184s something and it could look amazing or
3185s you spend two days on it something on
3187s something and it probably won't look as
3189s amazing but there's not saying that just
3191s simply changing your ideas to fit the
3193s criteria and fit within your budget
3195s honestly I personally find that
3197s sometimes limitations breeds more
3199s creativity so yeah like I really want to
3202s just strike the balance of it being
3204s amazing and feeling amazing and and it
3209s feeling as cinematic as we can get it
3211s there
3212s um and giving us enough time to
3214s obviously make as many Maps as we want
3216s as well because don't forget like the
3217s more maps we make more of this kind of
3220s stuff that I have to support as well
3222s um and so forth and so on on the line
3232s issues
3241s cheap bus already
3245s um
3246s so uh we'll move on to
3249s once again to Mr Gerard with
3252s um
3253s you mentioned the uh pastg helmets so
3257s we'll
3258s uh scooch over that
3261s um I actually did have a question uh
3264s from uh that I actually meaning to ask
3267s you uh is there anything like if you
3271s could get your hands on absolutely
3273s anything what would you want to scan and
3276s put into ready or not
3279s hmm
3280s boy you open a can of worms out there
3286s um
3287s look man there's uh I need some ones
3289s we I think we all agree every everyone
3292s that's out there in those gear and stuff
3293s we all agree that it'd be amazing to
3295s have those those damn uh GP mvgs so
3298s they're being realistic you don't want
3300s to have like a you know like a Tesla
3302s worth of uh money in your face and then
3304s drop them because I've seen I've seen
3306s that happen to uh the ambus tense which
3308s are the ones before the that but I
3312s honestly
3314s I think I think we are we already have
3317s the stuff that I would want to more or
3320s less integrate so it's just a matter of
3321s time that we'll we'll
3323s um we'll slowly uh show it to people but
3326s once it once that's ready and uh just to
3330s just actually circle into like the the
3332s question of the past TG helmet
3336s um I love Squad I love SWAT for uh all
3340s those old school games
3341s um
3342s it's it's in my belief that uh yes
3345s that'd be some something that I wouldn't
3347s you know would be missing if we don't
3349s make some form of a tribute to that so
3353s I I'm I can't confirm Northern not
3355s anything but you know I love that so bad
3360s so uh
3362s y'all y'all heard it here first folks uh
3365s there are scanning in retro SWAT gear
3369s disclaimer this is not an actual
3371s confirmation of retro SWAT gear
3376s fire
3378s you can't fire me I quit
3383s I'm ready
3388s um
3390s actually I don't know who this would be
3391s a good question for I think both uh dead
3393s pixel and kilo might have something uh
3396s some input on that uh from the user Sig
3401s um
3402s actually I think it would probably be
3403s more of a proper Sterling question but
3404s we can get input from everybody
3407s um
3407s would there be a customizable Mission
3410s parameters
3412s at any point in the future
3418s yeah I think that's one that's gonna
3420s have to come down from like higher level
3421s uh you know game design for for the
3424s sense of just for the sake of scope
3425s creep but
3427s I don't imagine anybody would be opposed
3430s to it
3431s um for for you know free form missions
3433s and stuff uh it's definitely possible
3435s from the UI side of things
3437s um
3438s but uh yeah that's definitely gonna be
3440s one of those um it's just a balance of
3442s resources to to implement it for all we
3445s know it could be one of those a Post
3446s Release like kind of um Edition
3450s but I think it's a pretty cool idea and
3451s I'd be down for it
3453s yeah I could certainly say that you know
3456s I actually really like that idea
3458s um
3459s as far as like
3461s you know any specific plans
3463s um I don't think we have any but I think
3466s some of the stuff that we do have going
3467s on behind the scenes would definitely
3469s enable us without more flexibility in
3471s that regard so you know we're always
3472s trying to improve things and if we think
3475s that's something we can get in then yeah
3476s we'll absolutely do it
3478s yeah it might be probably no oh sorry go
3481s ahead I was gonna say you go ahead you
3483s guys finish up your point I was good you
3485s know it just it it could be one of those
3487s things where as we work through stuff
3489s and we just find that that options just
3492s sit there on the table for us to quickly
3493s Implement it's uh
3495s there's always those features that we
3498s just we just slide in you know
3501s um we we find that it's possible and
3504s just see if we can do it and the next
3505s thing you know it's part of the game
3507s um oh by the way I wouldn't be surprised
3510s yeah exactly like oh yeah by the way uh
3513s like three commits ago we have this now
3515s um because we were just experimenting
3517s with it and it'll just uh it'd be as
3518s simple as like you know flipping a
3520s switch to make it uh you know actually
3523s go live so um it does seem like it could
3526s be one of those things uh once systems
3529s really all right at a certain point that
3531s it being worked on
3533s so I definitely think that's
3535s the possibility
3538s but nothing planned nothing official and
3541s I was just going to say on top of like
3542s the game parameters being customizable I
3545s know a few folks were asking can we kind
3548s of pick the soundtrack per each map
3551s um and I mean again that'll be like post
3555s launch uh kind of stuff to work through
3557s because every soundtrack is very catered
3560s to each map or at least all the the
3562s stuff that is being developed currently
3564s is going to be very catered there's
3566s there's specific cues there's specific
3568s areas where uh different parameters go
3570s up and down
3572s um that's very like oriented for that
3575s one track but uh I wouldn't say it's
3577s impossible you know it's just a matter
3579s of kind of going through each map and
3581s kind of editing a bunch of those
3583s parameters around and making sure it all
3584s kind of plays nice but uh that would
3587s also be something that on the sound side
3589s anyway would would be fun to make
3590s customizable but nothing official that's
3593s all I'll say yeah that that's definitely
3596s a disclaimer that we're all we're all
3598s shouting right now this this is this is
3601s the uh the um the wishlist question not
3604s quite the oh yeah this has come in
3606s question
3607s yeah absolutely yeah
3609s this is like yeah that's not a bad idea
3613s all right um I guess we'll we'll double
3615s up on questions a little bit to try and
3617s uh
3618s uh try try and get some more more info
3622s um I guess this this would also work for
3624s everybody
3625s um how does void go about optimizing
3628s their levels
3629s is it
3630s pre-computed is is everything baked in
3633s or is there another way that it's
3636s handled
3637s don't we I'll just go Mark
3639s uh yeah I get that a lot um so
3643s yeah like one of the things I'm actually
3645s really quite passionate about is
3646s actually gen like optimization in
3648s general
3649s um I don't necessarily know why and
3650s especially as an artist it's quite rare
3653s for me to be interested in that but I'm
3655s very much of the belief like if you
3656s don't have a game that performs well you
3659s haven't really made a game so there's no
3661s point just like throwing everything at
3662s it and it looks amazing because if it
3665s doesn't run it doesn't run you've not
3666s made a game so it's it's definitely one
3670s of those things that I know that um like
3672s me personally I'm always a little bit
3674s like performance conscience conscious as
3678s I'm making the levels um and I think a
3681s lot of this just comes from experience
3682s like I've made so many games at this
3684s point and I've been using Unreal now for
3686s nearly sort of like 10 years I'm very
3688s very familiar with like the do's and
3690s don'ts and where sort of like some of
3691s the caveats come from
3693s um so a lot of it is really just being
3694s like Oh yeah you know this is this is
3696s not my first rodeo I know that if I do
3698s the series of things probably gonna have
3700s a bit of a bad time so I'll again using
3703s those limitations to think of creative
3704s ways around it
3706s um I'm just kind of working with those
3708s in those limitations I'm actually doing
3709s a lot of optimization at the moment
3712s um trying to get some of the performance
3714s back uh where we've been lacking um and
3717s to be brutally honest like a lot of it
3719s is
3720s um literally just a case of oh wait you
3722s know we've been trying to make the
3723s levels and get them out the door we've
3725s not really
3726s had that sort of like
3728s official pass yet I was going through
3730s and being you know quite Critical with
3732s do do these textures need to be this
3735s size for instance um and I do find that
3737s quite often like if I take like a like a
3739s 2K texture raise it down to a 1K texture
3741s it's like oh visually speaking it
3743s actually hasn't changed
3745s um and that's quite uh that's quite an
3747s easy optimization to do that's kind of
3749s that solves a lot of the memory issues
3750s just going through some of the textures
3752s and being a bit Critical with does it
3755s change it and if it gets worse then I
3757s won't rest it down or for the most point
3759s I want to keep that quality and I also
3761s want it to run well
3762s um I've also been doing uh custom pass
3765s on some of the Lord stuff
3767s um so again that was one of the things
3768s where we just kind of threw stuff in and
3771s I know unreal's got like a lot of
3773s like pretty good tools built in for
3776s loading
3777s um and that stuff helps an absolute turn
3779s but again I I I've said this in the past
3782s as well half of what sort of experience
3785s is in the industry is not necessarily
3788s how to make games it's how not to make
3791s games so
3793s it's it's kind of like annoying
3796s how you know you can put all these
3798s things in and they'll work absolutely
3799s perfect every single time apart from
3802s this one exception and it's knowing how
3805s to spot that one exception and kind of
3806s deal with it in that scenario as well
3810s um so yeah I've been doing a ton of
3812s optimization with that stuff uh lodding
3815s being texture conscious
3818s um
3818s also with our lighting paths that we did
3822s not too long ago again we learned an
3824s absolute ton and we upskilled our
3826s lighting not only from a from a visual
3829s standpoint within the game itself but
3831s also we learned a lot about how to
3833s actually like things properly um you
3835s know again it's also one of those things
3836s I'm super passionate about but I can get
3839s into a certain point and that's where a
3842s dedicated lighting artist would like you
3844s know I would ask them questions and it'd
3846s be like oh yeah so this is what gives it
3848s that extra 20 of amazingness that kind
3851s of you know goes on top of it and you
3853s know getting someone who's just like
3854s really specifically good at their job
3856s helps a ton
3858s um in knowing where the pitfalls are so
3861s on top of doing all the lighting to try
3863s and make it look as good as we could uh
3865s I also took that in the consideration
3866s when I came to the performance as well
3867s so just being a bit uh you know aware of
3871s what lights are Shadow casters for
3873s instance because Shadows are generally
3874s very expensive in games that's why we
3876s leaned quite heavily into to the
3879s pre-baked system not only does the
3882s pre-back lighting give you just
3883s inherently better lighting results
3886s but then it also allows us to do various
3889s other clever tricks around
3891s Shadows being cast using stationary
3893s lights instead of movable lights and
3894s various things like that
3896s um so yeah just really just focusing in
3900s and just kind of like paying attention
3902s to where the pitfalls are
3904s um also yeah one other thing as well is
3906s like a lot of our content not not all of
3909s our content by any means
3911s um but you know when we first started we
3913s didn't necessarily have the systems that
3916s we have now when it comes to like
3918s getting all of our assets made so I try
3920s my absolute best to Outsource and create
3923s basically everything that we can for
3926s already or not ourselves I really really
3929s want our game to be as Handmade by us as
3933s possible mostly for that quality stamp
3935s uh from a visual standpoint but also
3938s again because I know then it locks in
3941s that performance as well and some of the
3943s stuff that we had from the unreal
3945s Marketplace for instance
3946s were really really expensive they looked
3950s incredible but they were just really I
3953s don't want to say poorly made that's the
3954s wrong context but they were they were
3956s created for a game that wasn't ours put
3958s it that way
3960s um so just going through and being like
3962s ah okay that's a problem I said let's
3964s see what we can do with that do we
3966s replace it do we you know um do we just
3969s take it out and swap it out with
3970s something else maybe we want to take
3972s this time to recreate it in our version
3975s of it
3977s um yeah I think that I think that covers
3979s everything
3980s yeah that's a that's a lot of
3981s information that you know where we're
3983s able to pass on and just kind of
3985s propagate
3987s um and I guess a related question is
3992s um does the optimization have a direct
3995s impact on um on the game's file size
3999s absolutely it does yeah absolutely it
4002s does so uh again one of the reasons why
4005s we also wanted to do this uh and this
4007s this is mostly just a little bit behind
4009s the scenes
4010s um on a day-to-day sort of Dev stuff as
4012s well obviously we have a lot of content
4015s um and we're all over the world and you
4017s know I I turn the PC on in the morning
4019s and the first thing I do is I get latest
4021s of our repositories so anyone who's done
4024s any work checks the stuff into our local
4026s repository uh we're using perfos and
4029s basically everyone then just pulls the
4032s latest version of files everyone's up to
4034s date with what everyone's been working
4036s on
4036s and you check it in and check it out and
4038s various things like that uh because
4040s we've got so much content and especially
4042s stuff like textures like textures are
4045s genuinely quite big when it comes to uh
4048s file sizes and the reason for that is
4050s because you can only compress a pixel
4053s down to a certain level
4055s um so you know it it it's usually the
4058s case of you know you can you can pretty
4060s accurately
4061s get well not guess but sort of like no
4064s if I have a 2K normal map for instance
4066s it's probably going to be about 10
4067s megabyte if I have a 4K diffuse it's
4070s probably going to be about 20 megabyte
4072s or something like that
4073s um so
4075s a lot of these optimizations is is yeah
4078s definitely like lowering textures is a
4080s working example suddenly all that memory
4083s that would have been there is no longer
4085s there and that's actually working out
4088s for us not just on a disk size in the
4090s game so you know when it goes onto steam
4093s the file size will drop as well but also
4096s doing this pass now uh this this
4098s optimization pass is also really helping
4100s us out on a day-to-day basis as well
4102s because if I'm you know I'm changing
4104s textures and I'm I'm pushing them back
4106s up into the repository that means
4108s everyone else has to pull those files
4110s back down as well so it's generally just
4113s good house cleaning and it's helping us
4115s speed up our
4117s um pulls from the repository as well as
4120s well as lowering the game size as well
4122s awesome okay definitely I know you're in
4125s for a long one but you see that like uh
4127s and one of the change lists you got
4129s lighting pass and you're just like okay
4130s all right yeah I'm gonna go make
4133s breakfast and no for sure I I must admit
4136s I I am genuinely the worst person for
4138s this um and I think that is just kind of
4140s the nature of the art side of it so uh
4143s you know for instance if we have like a
4145s pack from Outsource and it comes back
4147s you know we're talking maybe sort of
4149s like 15 to 20 assets each of them has
4152s three textures
4153s and we might get three or four asset
4155s packs back at a time not to mention all
4158s the stuff then I'm working on inside the
4160s level as well all the materials
4162s like I think I probably check in more
4165s files than anyone else on the project
4166s almost on a daily basis so I am I'm
4169s quite bad at making everyone else's
4171s mornings quite long I must admit
4175s I cry yeah
4178s I'm sorry go on oh no I was gonna say
4181s just bouncing off of um what Mark was
4183s saying about file size too uh
4186s we we also did some optimization with
4189s the voice lines
4190s um I think they were at like five gigs
4192s uh in total and then
4195s um we converted them down to Ogg and Ali
4197s figured out some kind of way to automate
4199s that
4200s um and I mean the reason they were like
4201s wave files in the first place is because
4203s when it gets sent over to F mod fmod
4207s doesn't have to do any extra leg work to
4209s kind of unpack it
4211s um but the honestly there's not enough
4214s voices that play at the same time to
4216s like call it a massive
4218s CPU hit in the first place so switch to
4222s odg it's like 300 megabytes Now Bob's
4225s your uncle you know no one's no one's
4227s crying about the voices taking up like
4229s 10 gigs of their hard drive anymore so
4231s everyone's happy yeah textures doesn't
4233s sound that's like dead bulk of what you
4236s know when you have you start having
4237s large games it's it's textures and
4239s sounds
4240s yeah for sure for sure uh for anyone
4242s interested um in terms of like this is
4244s one of the biggest things like unreal
4246s five is trying to get around
4248s um where they with the whole nanite the
4251s new nanite system this is why they
4252s leaned into doing
4255s um tons and tons and tons of polygons
4256s rather than
4258s um I mean I know Texas is a little bit
4261s old school at this point anyway because
4262s you don't get Silhouettes you don't get
4264s you know the actual 3D geometry
4266s um but the general rule with the new ue5
4269s system is throw as much geometry as you
4272s want at it but keep your textures quite
4274s low resolution because you know rather
4276s than having the normal Maps you would
4278s actually just put the polygons in there
4280s to to represent the detail
4283s um because the polygons actually get
4284s crunched down more than the pixel does
4286s because of vectors and vertices and
4289s various bits of math that I quite
4291s frankly do not understand point is you
4293s can crunch them down and compress them
4295s further than the in the textile density
4298s um so yeah that's kind of like why would
4300s transitioning into more geometry and
4302s less textures with ue5
4307s so you're saying I can put in my full
4308s sculpture of anything in there
4315s we're not doing that we're not doing
4317s that
4318s um you know before anyone calls ue5 when
4321s um so we're we're too far into the
4323s project at the moment and like I said
4326s ue5 whilst it has all these bells and
4328s whistles of cool new things
4330s um take it from me uh it you know using
4334s ue4 is a perfect example uh ue4 didn't
4337s become stable for developers until about
4339s 4.19
4342s um version 4.19 and so far ue5 is on 1.2
4347s or something
4348s um 5.1.2 so it's gone a long way to go
4351s before it's really ready for game
4353s production
4355s um and also ue4 just has a ton of stuff
4356s that really works in our favor like the
4359s big license system and stuff like that
4363s um
4363s actually I think that's that's a amazing
4368s segue uh to talk about something that's
4370s been in a lot of gaming news recently
4374s um
4375s what's uh what's your guys's opinion
4377s opinion on unrecord
4380s yeah I mean it's definitely an amazing
4382s Tech demo like it looks great
4384s um you know kudos to the artists who
4385s made it I've got no Faults of that it
4387s looks great
4388s um for me personally it's it's one of
4390s those things where because I and I'm
4393s saying this because I'm a user as well I
4396s think a lot of us are
4397s um
4398s we can see that it's basically just the
4401s quixel
4402s um mega scans library for the most part
4404s and that's absolutely fine there's
4406s nothing wrong with that
4407s um but I feel it does detract a little
4410s bit away from the sort of like
4412s creatorship and
4414s um
4416s gosh how do I how do I quite like if put
4419s it this way if every single game that
4421s came out was just the quicksil mega
4422s scans we would get a little bit bored
4424s with looking at the same stuff left
4426s right inside there so whilst it is an
4428s amazing amazing like
4432s uh demonstration of using it to its
4435s absolute fullest
4436s um
4437s there's a part of me that's just like ah
4439s I've seen that barrel and oh I've seen
4441s that thing because I use it it's another
4443s game and you know it's on 100 other
4445s games as well
4447s um so yeah I'm curious to see how that
4450s evolves and where where they would take
4453s that um to the next level to make it as
4455s you know unique and custom to the game
4459s um that you know that they want to tell
4462s um you know I'm I'm curious to see how
4464s they would handle say an environment
4467s that isn't on the qixel library but then
4470s again maybe that's the strength maybe
4471s that's again using the limitations that
4474s they have and it's been okay well we're
4475s just gonna we're gonna use the the
4477s resources that we actually do have um
4479s and make you know game around that
4480s nothing wrong with it yes
4483s yeah they do some really like when you
4485s do outside of like the that aspect of
4488s the game it does some cool really cool
4489s stuff the procedural animation the
4491s camera effects um the perspective of of
4494s being you know uh this like watching
4497s pre-recorded footage but you're also
4498s controlling it the movement system the
4500s Sprint chase that was happened like
4501s there was a lot of really awesome things
4503s they had like a dialogue interrogation
4505s I'm really curious to see what
4507s what more of the game will be like with
4509s those those features
4512s yeah for sure for sure and I think it's
4514s a really awesome concept like I said
4515s it's it's it's it is a really awesome
4518s looking thing
4520s um and yeah I think there's definitely
4522s definitely sort of like a little vision
4524s of the future there of look at what we
4527s can do and you know if if this is like
4531s you know like I know like every
4532s generation of consoles go oh you know
4534s this is the most realistic thing odds
4536s and you know
4537s but there's always something more and
4541s it's awesome to see that Evolution
4542s happening
4544s um so yeah maybe that's the next stage
4546s in gaming yeah it does a really good job
4549s at doing what I'd like to call perceived
4551s or documented realism by having the
4554s effects that it has in the camera that
4556s evokes the sense that you're watching
4558s something that has been recorded in real
4560s life and there's a lot of really
4562s there it takes an attention to detail to
4564s really get that to evoke that kind of uh
4569s sense or an emotion out of people that
4571s um I give them props for that it's
4573s something that a lot of game developers
4574s we strive for we want um
4576s we want to make a game as you know a lot
4579s of times like it's like under you know
4580s ready or not or Insurgency and stuff
4583s like that it's about being a visceral
4584s and immersive experience and
4587s your generation kind of takes a new leap
4589s at that uh with camera movements and
4591s body movements and the fluidity and it's
4593s it's pretty cool so I want to see what
4595s it what it leads to and not just of an
4597s itself but what it inspires other people
4600s to do oh yeah for sure I'm I mean
4602s honestly when I saw that demo the first
4604s thing that I like just immediately
4606s thought of was I want to see this in the
4609s context of a horror game
4613s yeah I pretty much said the same thing
4614s yeah like I think it fit yeah like a
4616s horror game or even like you know a game
4620s like like squad or Arma or something
4622s along those lines with those kinds of uh
4625s that kind of immersion and
4627s and then movement and everything like
4629s that sort of uh also gives a glimpse of
4631s for people that aren't able to to play
4633s in VR from motion sickness threes and
4636s it's like there's something to have in
4637s those kind of movements that
4640s that break that sense that you're just
4642s strapped a camera strapped to a rigid
4644s body
4645s see the the entire thing that that
4647s worries me about kind of unrecorded is I
4651s am going to aggressively date myself
4654s um who here remembers the game
4655s trespasser
4660s yeah I know what you're talking about
4661s was that the Sony was that the like blue
4664s box
4666s uh am I remembering this right uh nope
4670s it was a dinosaur wasn't it yep the
4672s directions
4673s oh oh hell yeah like the super wonky
4678s like it it also had sort of like a um
4682s chess Camp feature
4685s um if I remember correctly and again I
4687s might be wrong on this correct me if I'm
4688s wrong but wasn't that the game that when
4690s you look down you had like a heart
4692s tattoo on your breasts yeah for your
4696s health the more damage you took yeah
4698s yeah yeah
4699s and like the the the aiming in
4703s um the the tech demo that was shown off
4706s reminded me of trespasser and I
4709s remembered how
4710s incredibly frustrating it was and it
4713s just gave me nightmares watching that
4715s footage it literally like shoots where
4718s you're pointing right I know there's
4719s another like indie game from the
4721s the folks who made a receiver uh they
4724s made a game called black black shades
4726s and it's like where you're aiming is
4728s literally where you're aiming like it's
4730s very kind of visceral that way
4733s I've never seen this I'm seeing this now
4735s that's crazy uh wait yeah which one
4738s black Chase or trespasser trespassers uh
4741s trespass trespasser and blockchain they
4743s both do that kind of yeah
4745s yeah I mean but here we go it's like
4747s okay let's take let's take that attack
4749s demo and let's put dinosaurs in it or
4751s something like that like like it's got
4753s so much potential
4754s um and yeah you know I love Diana crisis
4756s and stuff like that so I'm I'm really
4759s really Keen for that sort of like next
4761s level of gaming where it looks like that
4764s you know what I mean
4766s yeah like every like that's what I'm
4767s saying like every generation has just
4769s become like yeah if you go back and you
4771s try to play a game like the original
4772s Counter-Strike or or day to feed or
4775s something like that now it feels
4776s extremely limited it feels rigid you
4778s feel uh you're on Rails stuff like that
4781s every generation you've had these more
4783s uh
4784s immersive experiences with the way that
4786s your character moves the camera moves
4788s you aim you do stuff um I had like
4790s you're saying like I'm curious to see
4791s it's not it like unrecorded is is really
4794s cool not just because it's not from a of
4796s its own setting but what they're doing
4799s in that setting like what they're doing
4801s with the camera and the gun play and the
4803s movement stuff uh that when that chase
4805s broke out down the hallway like that
4807s felt that felt great you know and you're
4810s just like that would I want to feel that
4812s in any situation in a horror game you
4814s know like in a in a dinosaur game but
4816s anything like that I don't care I want
4817s to feel that that yeah emotion I want to
4821s experience it I want to I want to press
4822s a button and make that happen and feel
4824s yourself
4826s I mean I suppose it does raise a
4827s question as well like looking at looking
4829s at that demo and you know we're all game
4831s developers we've all seen so many
4833s trailers that promises one thing and
4835s delivers something completely else there
4837s is that part of my brain that questions
4839s it it's like how much of this was actual
4841s gameplay and how much of it was say for
4843s instance scripted or whatever the case
4845s may be to give the illusion of the
4847s gameplay stuff
4849s um and especially like with the the the
4850s the gun shooting well you know as we
4853s were saying like there's no Crosshair
4854s and you know it looked like it was just
4857s all all of the players like how how does
4860s one play that like is there you know is
4863s there some mechanics there that I'm just
4864s not seeing like you know where it's kind
4865s of got like a rough Auto lock-on and you
4868s just kind of vaguely aim at the
4869s direction and trusted the work or
4872s because I imagine that'll be incredibly
4873s frustrating if it is just aiming
4876s wherever this guy's wobbly arms going
4878s sort of thing
4879s um so I do wonder I do Wonder but it
4881s looks great
4882s um and I think yeah it's definitely got
4883s some fun elements to it I'm just I'm
4887s um I I guess I'm confused by it more
4889s than anything like I want to know how it
4890s is rather than just watching it as a
4892s developer it raises a lot more questions
4894s like I'm just like okay well I mean like
4897s you're saying when you're aiming it
4899s because it has this feeling like you're
4900s in VR but VR you have you have your arm
4902s you know what you're doing with it you
4904s have muscle memory there is a disconnect
4905s between what you're doing on a you know
4907s the screen with a mouse you don't have
4911s that kind of control so what are they
4912s doing to keep that from being a
4914s frustrating user experience but um there
4916s is a video of him playing it in Editor
4918s to prove that it's real and he's just
4919s shooting around places so
4922s um it's yeah it's a lot of procedural
4924s animation stuff it looks like I just I'm
4927s curious how accurate it is
4929s well I mean I think you know it's it's
4931s probably worth even almost asking
4933s everyone in the audience as well it's
4934s like anyone who is familiar with the
4936s under recorded thing
4938s um is there anything in that demo that
4941s you would potentially like to see in
4943s ready or not or like you know is there
4945s anything that you think is good think
4946s it's bad let us know in the comments
4949s yeah seriously I'm just curious to know
4952s what the uh what like what the audio
4953s situation is going to be like if they're
4955s going to go with um because I mean we
4957s tried uh we've gone through the The
4958s Gauntlet with all these you know
4960s third-party plugins steam audio
4963s um resonance audio uh Oculus and I mean
4967s at the end of the day it it always just
4969s works out better when we went with just
4971s the vanilla
4973s I guess kind of sound elements and then
4976s we just tweaked it or made our own so
4978s I'm just really curious to know if
4979s they're gonna go in in a direction like
4981s that
4982s um I don't know what kind of stuff
4983s ue5 has
4985s um in terms of audio that'll really like
4986s push it over the edge because I know
4988s right now especially a lot of the third
4990s party tools on ue5 I've been keeping an
4993s eye on the forums and it looks like
4994s they're a little unstable so I'm just I
4998s I would really like to know what what
4999s they've got cooking under the hood
5005s all right and I guess as we're coming up
5009s on our uh on our last half an hour I can
5011s uh ask you guys about our uh about the
5014s mapping contest that wrapped up recently
5016s uh did all you guys get get a chance to
5018s try at least uh at least some of the
5020s entrance
5025s I'm just gonna say really quickly uh I'm
5028s gonna shout out kiwi here because
5029s there's one thing that uh there's one
5031s thing with that he did with audio that I
5033s think I heard right
5035s um and it's how I I think he has certain
5038s sounds when you're going inside they
5039s actually start to kind of Bend with the
5041s door you know it's it's like kind of
5043s physically modeling that uh that that
5045s propagation in in like limited aspects
5048s but you know he's he's working with the
5049s tools that he's got I gotta shout that
5051s out man that that was crazy that was
5053s really impressed with that
5057s all right anybody else got uh
5059s anything else to add any uh particular
5062s Maps you'd like to call out uh we had
5065s surprising nobody we had sanctum's
5068s deceit in first place which was an
5071s incredible incredible collaboration
5076s um I'm a little biased I know Seth he's
5078s great
5081s um and then we had yeah yeah we had
5083s kiwis uh
5085s uh kiwis uh operation Falcon hour
5089s airport uh which whichever name you
5092s decide to call it and then uh Stan's uh
5095s hot coffee map
5097s those were uh top three in descending
5100s order
5102s one of the things I will say about all
5104s these maps and
5106s Daryl is like
5108s that the amount of creativity that they
5111s come out with and the things and
5112s features they design out of just reverse
5115s engineering a lot of the stuff I
5118s I've seen some things in these maps that
5119s I was like oh wow
5121s this is really cool I think it's uh
5124s sentence to see how to uh had like fence
5127s like you could actually uh unscrew the
5129s fence and you can toss like a flashback
5131s through it and it'll like go across like
5133s the map and stuff so I was like what the
5135s hell
5136s it's very impressive
5138s frankly bonkers
5141s yeah I definitely am always sort of
5143s impressed by like uh what the modding
5145s Community is able to kind of like figure
5146s out and
5148s in cases like the mapping you know even
5150s even a lot of the mapping stuff uh even
5152s though it's sort of original content
5154s involves a lot of reverse engineering of
5156s the game systems um
5159s and I I don't know there's a lot I could
5162s talk about with modding especially
5163s behind the scenes if that would be
5165s interesting always mad respect for
5166s modders I think I would be surprised if
5169s almost every single one of us came from
5171s somebody background uh
5173s that led into led into you know the
5175s games that we were working on now
5178s uh so it's uh it's really awesome to see
5181s what people can do with these you know
5183s things that exist and matching the
5185s quality of the first party content
5188s or exceeding it sometimes even the one
5190s thing I will mention is um the last time
5192s I had uh talked to developers about uh
5196s modding in general I guess if so right
5199s you know I'll speak on a little bit
5201s um
5202s as far as modding
5205s stuff goes uh it's been kind of an
5208s effort a personal effort to ensure all
5209s the work like especially the new stuff
5211s that we've been developing
5213s um is even more water friendly uh
5217s so I haven't really been able to talk to
5219s anyone in particular about this but I'd
5221s love to eventually reach out to some of
5224s the body people see exactly what they're
5226s looking for
5228s as far as like what is our
5233s talked about like the customization
5235s stuff that Gerard's working on
5238s that stuff you know as far as the back
5241s end goes
5242s is being developed with modding heavily
5245s in mind
5247s um
5248s if anyone has got through the technical
5250s knowledge and for example say how like
5251s the weapons are done right now they're
5253s kind of
5254s rigid
5256s um that like you're gonna have to
5257s replace existing weapons yo okay now
5260s we're good
5261s but for things like
5263s customization you know we would really
5265s like it to make it so that the content
5266s is more like open like you don't have to
5268s replace existing things you can add
5270s things and just generally making the
5273s the
5274s Mario's life easier in a way yeah
5276s basically yeah
5280s it's gonna make the game designer's life
5283s easier exactly yeah exactly so that's
5285s something we found too is that like sort
5287s of working on this stuff has ended up
5289s kind of doing like Leaps and Bounds as
5292s far as like
5294s while making our own jobs easier so I
5298s guess the uh the one thing that is the
5300s most interesting thing to talk about
5302s when it comes to modding is
5304s um
5305s the last developer I talked to about uh
5309s uh modding in general was
5311s uh had the uh I think the way that they
5315s described it it's really interesting
5317s watching modders work because
5320s the development team knows what a system
5323s and an engine should be able to do so
5326s they know you know they a developer will
5329s operate exactly within those bounds and
5332s you know do what they can to produce
5334s within those bounds whereas matter goes
5336s okay how can I bend this and break this
5338s to make it do what I want
5342s and that's where where you get that get
5344s that day uh
5346s that that sort of
5349s I think the word would be able to say
5351s different design philosophy between uh
5353s modders and developers I think I think
5356s yeah I think you nailed that on the head
5358s because like when I when I got brought
5360s in like not knowing a lot of the
5361s backdrop and a lot of the technicalities
5363s and limitations you just don't hint
5365s yourself on those things when you're
5366s when you're thinking about something and
5368s uh Mark knows this and like like what
5371s knows is I'm constantly bouncing out
5373s questions like yo I have this great idea
5374s what if we do this I don't even know
5376s anything and then Marco's like yeah okay
5377s cool yeah this can be done this can't be
5380s done oh okay perfect because it's just
5382s like so many so many things that you
5384s have to take into consideration when it
5386s comes down to uh just being creative
5388s that uh that yeah it's I can see also
5392s like why that like modders end up making
5394s like crazy things out because they're
5395s just not constrained about like hey this
5397s is gonna be like I don't know
5398s performance heavy or whatever like
5400s there's like I think it was like one map
5402s that you could even pick like the spawn
5403s areas and all these things it was just
5405s so crazy yep that was Sanctum yeah you
5408s just come out with like the craziest
5409s thoughts when you're not even
5410s considering like the uh the side effects
5413s I guess on the performance side
5416s and
5418s actually I wouldn't even go oh sorry
5420s yeah it's it's crazy because like um I
5423s love seeing these individual Maps like
5424s you know the Sanctus reasons are
5426s um and all the other ones as well like
5427s really really incredible stuff
5429s um and it is always really interesting
5431s to me like what can be done Ben you're
5434s not having to take the entire project
5436s into consideration so like you know even
5438s the idea of like introducing mechanics
5440s like um you know different spawn points
5442s or you know opening the vent throwing
5444s grenades down
5445s um it's one of those things where it's
5446s like yeah that's incredible and having
5449s this playground to do all these things
5451s in like an isolated space it really does
5454s show like what our potential is is of
5457s adding more stuff to the game is as well
5460s um but there is always that thing that
5463s just you know we have to keep coming
5464s back to which is we've already got like
5467s three quarters of a project how do we
5469s suddenly start implementing all those
5471s things within our game now so it makes
5473s sense and so it works
5476s um so like you know a lot of our maps
5477s for instance a design very much around
5479s just having one spawn point it's like
5481s well we could probably figure out a way
5483s to have multiple spawn points but
5486s um I you know there's going to be a lot
5488s of work
5489s you know even if even if half of them
5491s are fine there's still like a lot of
5493s work on top of that to try and get the
5494s rest of them working fine
5496s um and a lot of it just comes from yeah
5498s you know we were evolving the game as we
5500s were going we didn't we didn't have a
5502s set plan to just do everything because
5505s no game does everything that's the thing
5508s it's like you know we we're we're
5509s learning as we're going and we're
5511s figuring out what works and what doesn't
5512s work
5513s um but all this stuff that we are taking
5515s on board and you know who knows what the
5518s future is going to hold
5522s alrighty and I guess
5524s as we're coming up on the end of our
5526s hour I will uh
5529s uh I'll I'll hold one one question for
5532s the very end but um
5534s is there anything in particular you guys
5537s like to kind of address to the community
5538s or kind of let them know you know
5541s anything like that
5546s you guys are all awesome for showing up
5548s today it's all good to see
5550s we really appreciate it because I know
5552s there's been like we we peaked at what
5554s like 250 today and then um like there's
5557s been a steady 150 130. so for those that
5561s that stuck around and listened to all
5563s the cues like that that means a lot to
5564s us
5565s the uh uh the view count on the NBA AMA
5570s is currently 18
5572s 000 so I expect this one to
5575s to kind of hit those numbers as well so
5577s a lot of people are going to hear or
5578s hear what you guys said
5581s awesome awesome
5585s no definitely definitely and yeah just a
5587s you know Echo what everyone's been
5588s saying thank you so much everyone for
5590s turning up it's genuinely really amazing
5591s to have such support it really is
5596s we love all
5601s right if you guys are gonna keep it uh
5603s short and sweet then I guess uh
5607s I guess the final question is update
5608s when
5612s we're supposed to release those TM
5615s right yeah oops we kind of forgot to
5617s drop the update sorry
5619s you guys didn't download it
5622s okay
5625s yeah
5626s all right uh so I guess I'll I'll I'll
5629s leave this dishes decision of you guys
5631s would you guys like to uh pick some uh
5634s extra questions out of Chad or would you
5635s like to uh like to sign off here and
5638s enjoy the rest of your weekend
5639s I'd love to pick a question on the chat
5642s as long as it's nothing that it's gonna
5643s give me uh
5644s shot overboard all right go go go
5647s digging we got some time
5649s oh all right let's see uh I have seen
5651s this one a few times Well flashlights be
5653s added to helmets since I saw it being
5654s used in the trailer well technically the
5656s flashlight's already on the helmet per
5658s se they're just like all props uh
5661s I mean it's out of place another thing
5663s but
5665s um would be very interesting or
5667s something to think of in the future
5668s perhaps but uh nothing could be said or
5670s settled yet but uh I mean I I come from
5674s like the realistic background in that
5675s sense and I'd love to have as many crazy
5677s things as I could integrate in the game
5679s but uh you also have to think about how
5682s it affects like the whole game playing
5683s what's already there or not so you got
5685s to take that with a little grain of
5686s solid you know
5697s if if we're going to get any more sort
5700s of like day-to-day Maps
5701s um so this is something that we've heard
5704s um quite a lot as well like people just
5707s want
5708s um
5709s you know less shall we say extravagant
5712s math so we have a lot of crazy scenarios
5715s a lot of crazy worlds and a lot of that
5717s comes from you know we want to make a
5719s rich and interesting World
5721s um and to answer that kind of question
5723s yes absolutely
5725s um we have heard what everyone's you
5728s know been saying about how you know like
5730s a simple house raid is just you know a
5733s small content environment but just done
5736s really really well absolutely
5739s um so it's something that we are
5740s definitely definitely Keen to do a lot
5742s more of as well and also keep on doing
5744s the bigger more flamboyant Maps as well
5747s um so yeah a little bit of everything
5749s for everyone
5751s because there are uh there are handful
5754s maps that absolutely nobody outside of
5757s void knows is uh is coming yet so those
5759s will be nice and interesting to show off
5764s 100 yeah 100 and we have a lot of plans
5767s in the works as well for future stuff
5770s um
5773s uh yeah we have like always have a wish
5776s list but I think every department has
5778s like the wish list longer than than the
5780s time would even allow
5782s so I'm sure whatever is there by 1.0 or
5786s whatever is going to be there at some
5787s point it would I would be surprised
5792s um oh actually I guess that's that's a
5794s pretty pretty relevant question
5796s um
5799s uh will will there ever be a uh maps on
5802s like a bus or a plane or those could
5805s kind of be too small a scale for uh
5808s for ready or not
5811s that is an interesting question
5813s um yeah I mean
5814s I'm not saying no by any means
5817s um again mostly just because I don't
5819s want to potentially pigeonhole me into
5821s an answer because like at the end of the
5823s day we're we're open to try all kinds of
5825s things
5827s um but it is definitely one of those
5828s things that at the end of the day the
5830s gameplay is king
5832s um so we have to keep that in mind that
5835s uh sort of like real world spaces don't
5840s really allow a lot of flexibility when
5843s it comes to our game mechanics
5846s um so you know to use an example stairs
5849s like like the actual width of a normal
5852s staircase in the house is an absolute
5855s nightmare for Gams
5857s um uh doorways are usually pretty okay
5860s when it comes to first person stuff but
5863s uh you know to take uh different games
5865s into consideration like if you have a
5867s third person camera like you know on
5869s Batman Arkham Knight or something like
5870s that
5871s um you'll notice all their doors are
5873s like eight nine feet tall because
5874s suddenly you've got this floating camera
5876s behind you and you've got to figure out
5878s a way of getting it down and through the
5880s door sort of thing
5882s um so there's all kinds of like weird
5885s quirks that real world stuff
5888s um just doesn't allow gameplay to happen
5891s sort of thing so we have to creatively
5893s get around those problems
5895s um but I mean you know using or using
5898s that as an example it's like well okay
5900s one bus probably it's not going to make
5902s a level big enough you know to to make
5906s an interesting kind of thing
5907s um but you could probably do something
5909s like a bus step or
5910s um or something like that so you know
5912s like an airplane again I think an
5914s airplane as long as we had enough
5916s freedom in the actual design of the
5918s airplane to make it like a huge airplane
5922s um like uh oh it was a film it was a
5925s film of was it Jody Foster in it um
5927s flight plan or something like that where
5929s it was like it was a huge airplane
5932s um and as long as we can have like aisle
5934s ways big enough and enough space between
5935s the seats and things like that but then
5937s it's like you know okay what about cover
5939s uh you know airplanes tend to be quite
5942s spacious and you know you can look from
5944s one end to the other it's like oh okay
5946s um so we'd have to be creative with that
5948s stuff is all I can say of that so as
5950s long as we can as long as we can make
5952s interesting gameplay and interesting
5954s visuals without it looking you know a
5956s little bit mental
5957s um yeah you know we're open to doing all
5960s kinds of fun stuff
5961s all righty
5963s um
5964s and do you uh I guess this one would
5968s would be specifically for uh for Mark
5972s um do you have anything you would like
5974s to uh share with the community at large
5976s about school
5980s ah why did you put that on me
5984s um well you're the bad guy so well
5985s you're the art guy so you know you're a
5988s lot of that
5990s um
5990s yeah so like I I don't want to say it
5992s too much again because I know that
5995s um you know at the end of the day we
5996s don't want to you know spoil Future No
5998s No announcements we have a lot more
6001s stuff that needs doing now before we get
6004s to that level
6006s um rest assured it's still still in the
6008s plan
6009s um it's still something that we're
6011s entertaining and it's still something
6012s that we're actively trying to you know
6015s do something about
6017s um and we have we have some ideas and
6021s you know just like everything in ready
6023s or not we are treating the subject
6026s matter with the absolute absolute most
6028s respect
6030s um you know I'm not saying
6032s I I honestly don't want to give anything
6034s away until it kind of comes out sort of
6036s thing because you know we've got we've
6037s we've got surprises before we even get
6039s to that yeah um but you know with with
6042s everything ready or not we want to make
6045s oh again and we want to make the best
6048s game we can and you know we are dealing
6051s with horrible subject matter
6054s um and you know we are going to shine a
6056s light on it we're not going to celebrate
6058s it we're gonna if anything we're
6059s celebrating the heroes that have to deal
6061s with this stuff on a daily basis
6063s um you know the act the actual swath is
6066s um you know like like from Julio's story
6068s earlier like what a harrowing tale
6072s um and how how horrible it must be for
6074s the SWAT officers as well as the victims
6076s involved with that as well
6079s um so yeah rest assured you know it it
6081s like everything ready or not we'll do it
6083s carefully and we'll do it respectfully
6085s and you know hopefully we'll have an
6088s awesome level that comes out of it
6091s all right
6093s and that that uh addresses a lot of the
6097s uh
6099s um basically all the questions we uh we
6101s had for you guys besides uh as besides
6104s poor Sterling is uh fashionable absence
6110s um yeah so it it was great
6115s it was great to have you all here thank
6117s you for for taking time both side of
6119s your schedules and fighting with time
6122s zones to show up for the for this Ama
6126s amen no sweat at all well thanks to you
6128s for the moderation and uh thanks to the
6131s mods for keeping an eye on the chat
6132s because I know it's uh we've got some
6134s Rowdy folks unfortunately
6136s uh that like to take the fun out of the
6139s situation a little bit but it's all good
6140s it was it's it's awesome being able to
6142s chat with the community
6145s thank you definitely always feels good
6147s to be uh touched and keep everybody
6149s boosted even though we're uh we're
6151s working so hard that sometimes we don't
6152s get to share too much so we want to make
6155s it known that we're not forgotten you
6157s guys
6158s not not forgotten update soon TM
6161s question mark
6162s yeah 100 100 and yeah
6166s like we we you know take it from me we
6169s have a lot of really really cool content
6173s coming up so you know watch this space
6175s as it were um and yeah we hope you guys
6178s get excited about the new stuff when it
6181s comes out as we have been excited making
6183s it as well
6187s all right
6188s and with that I will also extend thanks
6190s to all the all the community members in
6193s the mods as well who have come out you
6196s know ask questions and kind of kept the
6198s peace
6200s so thank you for uh thank you for
6202s showing up and all y'all enjoy the rest
6204s of your weekend
6207s have a great weekend everybody have a
6208s good week I guess yeah thanks guys thank
6210s you guys