over 2 years
ago -
Coffee Stain Studios
-
Direct link
Transcript (by Youtube)
0s | [Music] |
---|---|
2s | hey everyone my name is jason i'm a |
3s | community manager at coffee stain |
4s | studios and you know what game |
6s | developers use a lot of tools when |
8s | they're making games and uh probably |
9s | more than you even realized and so i |
11s | thought it might be interesting to show |
12s | you all every tool that we use to make |
15s | satisfactory i say every tool it's more |
16s | like most tools there's probably some |
18s | that's uh you know been missed but this |
20s | is a pretty comprehensive list and by |
22s | tools i specifically mean individual |
24s | pieces of software i'm not gonna go down |
25s | the rabbit hole of like plugins uh and |
27s | i'm not really gonna cover hardware |
28s | either and so what i'm going to do is |
30s | i'm going to group up the tools by |
31s | discipline and which means that i may be |
32s | repeating some tools and that's because |
34s | different disciplines use the same tools |
36s | but for different reasons and in |
37s | different ways and i thought it might be |
39s | interesting to highlight that and |
40s | there'll be like a timeline here so you |
41s | can skip to any specific discipline if |
43s | you want to find out what do the |
45s | programs use what do 3d artists use or |
47s | you can just sit and watch the whole |
48s | thing up to you but it's going to be a |
49s | long one yeah so this is going to be a |
51s | big old list so i'm just going to keep |
52s | things quite brief i'm just going to |
53s | talk about what tools we use what they |
55s | do how we use them and then uh you know |
58s | and show you some satisfactory stuff |
60s | inside those tools as well which might |
62s | be interesting to get some |
63s | behind-the-scenes looks at some things |
65s | so hopefully this is going to be |
66s | interesting or exciting for you whether |
67s | or not you're a satisfactory fan to see |
69s | the behind-the-scenes stuff or if you're |
70s | an aspiring game developer or an actual |
72s | game developer you're just curious about |
74s | what we're using or maybe it's like 2 am |
76s | and youtube recommended this to you for |
78s | some reason and you're just here and if |
80s | that's the case that's fine too hello my |
83s | name is jason i'm a community manager at |
84s | coffee stain studios we work on an open |
86s | world factory building and exploration |
88s | game called satisfactory if after |
90s | watching this video you're interested in |
91s | checking the game out there'll be links |
92s | in the description below uh for where |
94s | you can find it all right let's do this |
95s | vamanos so before we get into discipline |
98s | specific stuff before we get into the |
99s | meat and potatoes let's just do some |
101s | general tools that everyone is using |
103s | every day pretty much so the first tool |
105s | that i'm going to mention is of course |
106s | going to be unreal engine 4 we use |
107s | unreal engine 4 to make satisfactory so |
110s | if you don't really know what a game |
111s | engine actually is it's just essentially |
112s | a suite of tools that provide you uh |
115s | yeah tools in order to like render stuff |
117s | or play audio or do animations |
118s | programming just that's essentially what |
120s | it is and so engines don't necessarily |
122s | have to have fancy ui or anything to |
124s | them but unreal engine is actually just |
126s | kind of like a general purpose tool that |
127s | can be used to to make many different |
129s | kinds of games or applications and so it |
131s | has like a nice interface and a lot of |
132s | extra tools in it as well the next tool |
134s | that everybody uses is google google |
136s | search of course so like you know we're |
137s | always learning we sometimes run into |
139s | problems we can't figure out and we need |
140s | to google things to find maybe |
142s | documentation or message boards where |
144s | other people have like helped others |
145s | solve certain problems so google is a |
147s | huge part for pretty much everyone |
149s | across the uh all disciplines in game |
151s | development yeah if there's something |
152s | you don't know ask google sensei next up |
154s | is perforce perforce is a version |
156s | control software and basically that just |
157s | means everyone can submit their work and |
159s | their changes to the game to the uh |
161s | before server and that keeps track of |
163s | all the submissions that everyone has |
164s | made and can help with like merging any |
166s | sort of conflicts or anything like that |
168s | as well so that way everyone can just |
170s | you know get their latest files from the |
171s | server so they can be working with |
173s | everyone's latest work or even roll back |
175s | to previous versions if we need to |
176s | unreal gamesync is just a tool that ties |
178s | in with the before server and just |
180s | provides like a nice interface for |
181s | syncing unreal engine 4 projects we use |
184s | microsoft 365 internally at coffeestain |
187s | to varying degrees of reluctance but uh |
189s | we do okay so like that means just the |
191s | entire suite of microsoft products you |
193s | know that do various different things so |
195s | for example like sharepoint for our |
197s | intranet we use onedrive for file |
199s | sharing and storage uh we use outlook |
201s | inbox and calendar for scheduling events |
203s | and emails microsoft word powerpoint uh |
206s | you know all that kind of stuff uh teams |
208s | for chatting and file sharing as well |
210s | and we also use forums to uh collect |
212s | information internally or externally and |
214s | as for the microsoft office stuff like |
216s | word and excel and all that um we'll |
218s | talk more about those specifically later |
220s | in each discipline because different |
221s | disciplines use those for different |
223s | reasons and yeah we'll cover that a |
224s | little later we use monday.com which is |
226s | essentially just a task management tool |
228s | or planning tool uh and everyone just |
230s | uses monday.com to keep track of the |
231s | tasks that they have assigned to them |
233s | wireguard is a like vpn software and so |
236s | we use wireguard to set up vpns uh and |
238s | to allow us to connect to our internal |
241s | uh network at the office from home which |
243s | has been obviously very useful for us |
245s | during the pandemic and lastly we use |
247s | steam epic and humble these are just |
248s | basically where we distribute and market |
250s | our games but steam and epic also |
252s | provide a bunch of tools that we use for |
254s | uh certain tools and services for like |
256s | networking and things like that to get |
257s | the game running okay so moving on to |
259s | our first actual discipline of people |
260s | we're gonna be talking about the |
261s | programmers or i like to call them the |
264s | pro gamers so our programmers obviously |
266s | use unreal engine for their programming |
267s | in c plus |
269s | native code uh or also in blueprints as |
271s | well which is a visual scripting |
272s | language kind of in uh built into unreal |
275s | engine and uh so some people sometimes |
277s | ask us do your programs use c plus plus |
278s | or blueprint for the most part they they |
281s | prefer native so c plus plus uh |
283s | programming that's generally where most |
285s | of the programming work gets done |
286s | however blueprint is like an integral |
288s | part of the way unreal engine works and |
291s | it's also a very useful tool for our ui |
293s | artists and designers and so our |
294s | programmers do need to bridge the gap |
297s | between native and blueprints sometimes |
298s | and do have to do some things in |
299s | blueprints it sometimes it just makes |
301s | sense to do things in blueprints um you |
304s | know just got to use the right tool for |
305s | the right job and of course they use |
306s | unreal engine for testing the game and |
308s | debugging the game as well our |
309s | programmers also use visual studio and |
311s | writer these are two different softwares |
313s | but they're both ides which stands for |
315s | integrated development environments |
316s | essentially they're just tools that |
318s | allow our programmers to write code |
320s | build the code debug it and run it also |
322s | a handy tool that they use is they can |
323s | attach their editor to the unreal engine |
326s | sort of editor while they're testing so |
327s | they can like stop the game at any point |
329s | at any line of code and like figure out |
331s | what's going on just use that as a tool |
332s | to help with debugging or problem |
333s | solving so i say we use visual studio |
335s | and writer |
336s | it's more that some people like to use |
338s | visual studio and some people prefer to |
340s | use writer we have had a few of our |
342s | programmers move to ryder recently they |
344s | sort of feel that it's sort of more |
345s | geared a little bit more towards game |
346s | development or specifically unreal |
348s | engine 4 but essentially these are both |
350s | great tools and uh it's a matter of |
352s | preference and people are just using |
353s | what they want uh yeah so we kind of |
355s | just use both another tool our |
356s | programmers use is called beyond compare |
358s | and beyond compare is a tool for diffing |
361s | and merging and what that means is that |
363s | when for example when a programmer wants |
365s | to submit their their code uh to the |
367s | before server they need to diff and |
369s | merge their files to make sure that |
370s | there's no conflict so sometimes |
372s | different people will be editing the |
374s | same file and so when you try to merge |
376s | those together you need to figure out |
377s | what's the what what what are the |
378s | differences that's the diffing and then |
380s | you and then how to merge the code |
381s | together so that it actually all still |
383s | works and that's the merging part so |
384s | beyond compare is a tool that assists |
386s | with that but force actually has one of |
388s | these tools already built in but many of |
389s | our programmers prefer to use beyond |
391s | compare they think it has a few extra |
392s | features and yeah they just prefer that |
393s | some of us still use the before uh diff |
395s | tools as well and lastly our programs |
397s | also use notepad or notepad plus plus |
399s | just they're just basic lightweight text |
401s | editors you you all probably have |
402s | experience with notepad notepad plus |
404s | plus is also a lightweight text editor |
406s | but has some extra features in it as |
407s | well that uh and is kind of geared |
409s | towards uh programming things like |
411s | syntax highlighting and stuff like that |
412s | as well and our programs just use that |
414s | to like read log files or edit config |
416s | files just just really sort of basic |
418s | stuff the next discipline we're going to |
419s | look at are our 3d artists probably the |
422s | most important tool for our 3d artists |
423s | that they use is called blender blender |
425s | is a 3d modeling and animation software |
427s | but it can do much more than just 3d |
429s | modeling and animation and we use it for |
431s | game ready low poly 3d models and we |
434s | also use it for like uh uv texture |
436s | unwrapping and stuff like that uvs are |
438s | essentially just kind of like how you |
440s | unwrap your 3d models into a flat |
442s | surface so that you can paint textures |
444s | over them and we use blender mostly for |
445s | inorganic |
447s | objects so uh for example factory |
449s | buildings in satisfactory another tool |
450s | that they use is substance designer |
453s | substance designer is kind of this like |
454s | node based procedural texture creation |
457s | tool kind of thing and basically we just |
459s | kind of use that to generate or create |
460s | textures from scratch that we then use |
462s | in the game and oftentimes those |
463s | textures go over to our next tool which |
465s | is substance painter substance painter |
467s | allows our 3d artists to apply textures |
469s | or materials to models to create texture |
472s | maps that they can then use later in the |
473s | game and it also has the ability for |
475s | artists to actually literally hand paint |
477s | textures on to the model directly if |
478s | they wanted to next up is photoshop |
480s | adobe photoshop everyone here kind of |
482s | knows what photoshop is it's like an |
483s | image editing |
484s | photo editing uh or drawing application |
487s | with a lot of really handy tools for it |
489s | basically just you know 2d raster images |
491s | and actually many people at the office |
493s | use photoshop and our 3d artists use |
495s | photoshop specifically for just checking |
496s | textures or uh maybe even doing some |
499s | tweaking to the textures directly |
500s | because minor changes to textures can be |
502s | done a lot quicker in photoshop rather |
504s | than like substance painter or designer |
505s | and we also use photoshop to create |
507s | foliage textures so like uh like leaves |
509s | and things like that so those you know |
511s | we don't really generate those |
513s | procedurally in substance designer we |
515s | would just take like actual pictures of |
516s | leaves so we use photoshop to make you |
518s | know foliage textures out of that next |
520s | hole is marmoset tool bag three marmoset |
523s | is a software that predominantly is used |
524s | for real-time rendering but it can do |
525s | some other things as well and so we use |
527s | marmoset essentially for baking and what |
530s | that means is we take a high poly model |
533s | uh and we would bake certain details of |
536s | it into texture maps like the the |
537s | normals or the ambient occlusion and |
539s | things like that and so what we can do |
540s | is we can capture details from a high |
542s | poly mesh and then put it on a low poly |
544s | mesh and give the low poly mesh the |
546s | appearance that it looks uh the |
548s | appearance that it has details that it |
550s | actually doesn't right uh and so this is |
552s | a pretty common technique to uh make low |
554s | poly meshes look better than they |
555s | actually are essentially another tool |
557s | that we have used in the past i don't |
558s | know if we use it too much anymore it's |
559s | called xnormal and this is another you |
561s | know texture baking software another |
563s | tool that 3d artists use is zbrush |
565s | zbrush is like a 3d high poly sculpting |
568s | tool so different sort of workflow to |
569s | how things work in blender but we use it |
571s | for the most part for more high poly |
573s | things we mainly use it for more organic |
576s | things as well so think like rocks or |
578s | alien plants or creatures or even the |
580s | the pioneer themselves the main the main |
582s | character that you play as and then we |
583s | use some of these high poly versions to |
585s | uh you know to bake them in marmoset |
587s | another software that we don't actually |
588s | use anymore but we did use for a long |
590s | time is autodesk maya maya is also a 3d |
592s | modeling and animation tool so we do we |
594s | don't really use maya anymore for 3d |
596s | modeling we pretty much do all our |
597s | modeling in blender now there might be a |
599s | few models here and there that you know |
601s | we still have them in maya files but for |
602s | the most part everything is being done |
604s | in blender now the last tool that al 3d |
606s | artists use is called pureref it's a |
607s | free reference board tool and what that |
610s | basically means is it's just a place |
611s | where you can just drag and drop images |
613s | to create a board of reference material |
615s | or inspiration pretty much all artists |
617s | use references whenever they're creating |
619s | any kind of uh thing and so having a |
621s | tool to manage their reference boards |
623s | and to easily create reference boards is |
625s | pretty important as well and pref is |
626s | what our 3d artists use for that so for |
628s | the next group we're talking about our |
629s | 2d artists so the first tool is like a |
631s | bit of a no-brainer um it's going to be |
633s | adobe photoshop so this is where our 2d |
635s | artists do a lot of their work and they |
637s | use it to create |
638s | their final production ready concept art |
641s | and also for any sort of like marketing |
643s | material that we need as well our 2d |
645s | artists also use procreate which is an |
647s | ipad only |
648s | drawing software and so they use that |
650s | for you know quick rough concepting and |
653s | scribbles and sketches and stuff like |
654s | that so i think a lot of their ideas |
656s | might start there |
657s | and so the last tool that our 2d artists |
659s | use is actually on religion 4. they also |
661s | use the engine as well they jump in |
662s | there |
664s | they use the engine to essentially block |
665s | things out to block out scenes or assess |
667s | scale between different items or |
669s | buildings uh before they you know go in |
672s | and start creating any sort of like |
673s | concept art that they might need to be |
674s | doing the next discipline is going to be |
676s | ui ui standing for user interface but |
678s | our ui artists also do ux which is user |
682s | experience so i they we consider them a |
684s | ui ux |
687s | beings |
690s | you are ux humans so our ui artists use |
693s | adobe illustrator actually which is um |
696s | something we haven't mentioned yet so a |
697s | lot of people know what photoshop is but |
699s | not as many people probably know what |
700s | illustrator is and they're kind of the |
701s | same thing they're both like image |
703s | creation or editing software however |
706s | photoshop focuses on raster images which |
708s | is images with pixel data like colors |
710s | and stuff in it think about pngs or |
712s | jpegs whereas illustrator focuses on |
714s | vector images and what vector images are |
717s | images that are created out of like |
718s | shapes and lines and curves and things |
720s | like that and so essentially those files |
722s | contain mathematical formulas that |
724s | recreate the images which then render to |
727s | your screen which is pretty fancy and |
729s | the main basically the main benefit of |
731s | this is that you can scale things up and |
733s | down for example and they never lose |
734s | quality that's one of the uh biggest |
736s | advantages of vector art and this could |
738s | be beneficial if you're thinking about |
739s | like print for example if you want a |
740s | logo on a business card or if you want |
742s | the logo on a billboard if it's made in |
744s | vector you don't have to make two |
745s | different versions you could just scale |
746s | it up or down this is also useful in |
749s | game dev when um you don't really know |
751s | how big your |
753s | ui elements need to be maybe they need |
755s | to be resized and be repurposed in other |
757s | ways maybe if your game ends up getting |
759s | like a mobile companion app and you want |
761s | to use the same ui elements you can |
762s | scale them down you don't have to |
763s | recreate new ones so yeah there's a lot |
765s | of benefits in starting in |
767s | adobe illustrator for ui elements and we |
769s | use illustrator to make all of our ui |
771s | elements our ui artists also use adobe |
773s | photoshop as well because at the end of |
775s | the day we will take those ui elements |
777s | made in illustrator those vector images |
779s | and we will need to convert them into |
781s | raster images into pngs which we can |
783s | then import into the engine so we use |
785s | photoshop to uh yeah basically export |
788s | them into pngs or maybe touch them up a |
790s | little bit if they need a little bit of |
792s | love or a little bit of tweaking our ui |
793s | artists also use unreal engine 4 and |
795s | this is because they not only just |
796s | design and draw the ui elements but they |
799s | also do some of the programming for it |
801s | as well so they need to use blueprints |
803s | to script the ui elements to work the |
805s | way that they want they use a thing |
806s | called umg which is basically the ui |
810s | tool i guess you could call it in unreal |
812s | engine 4 |
813s | like a layout tool and things like that |
815s | so they use umg to set up their ui |
817s | elements and they also work with some |
818s | shaders which are basically small |
820s | scripts or programs that run kind of on |
822s | the graphics card and they use that to |
824s | manipulate certain ui elements to do |
826s | certain things one example is for |
828s | example the fluid animation on the uh |
830s | like on pipes for example uh there's |
833s | actually no animation on the artwork of |
836s | that there's no waves or anything like |
837s | that um that's all created using shaders |
840s | our ui and ux people also use microsoft |
842s | vizio and y ed these are both like |
845s | flowchart and diagramming tools um we |
848s | for the most part pretty much use wyatt |
850s | now it seems like we used to use visio |
852s | but we don't really use it anymore |
853s | um |
854s | and we use it to create like the menu |
856s | flow like you know how menu should work |
859s | what should happen when you click on |
860s | buttons et cetera et cetera this is more |
862s | of like the ux side of things user |
864s | experience and uh we weren't going to |
865s | talk about hardware but notebooks |
867s | apparently we need to put notebooks on |
868s | this list uh they use a lot of notebooks |
871s | just kind of need to |
873s | f for the trees the next discipline that |
875s | i'm going to talk about is animation and |
876s | i actually only have one piece of |
878s | software here one tool to to tell you |
880s | guys about really and that is autodesk |
882s | maya so i talked about maya before with |
884s | our 3d artists because we used to make |
885s | our 3d models in maya we don't do that |
887s | anymore but we do still animate in maya |
889s | so we use maya for animation and also |
891s | like rigging models so that they can be |
893s | animated so we weren't really going to |
894s | talk about plugins but um you know there |
897s | aren't too many tools under the |
898s | animation section anyway so uh and i was |
900s | told by max our animator that animbot is |
903s | a worthy mention here it's something |
904s | that he you know really relies on and |
906s | it's essentially just a plug-in that |
907s | gives a bunch of extra tools that makes |
909s | animating in maya much easier and he |
911s | thinks that it's a great idea that if |
912s | you're an animator and you haven't heard |
914s | of animbot that maybe you should check |
916s | out atombot so we're just going to |
917s | mention that here next up is vfx so |
919s | visual effects so think of like |
921s | explosions or little particle effects on |
923s | the screen or anything like that and so |
924s | the first tool that our vfx artist uses |
926s | is called houdini houdini is kind of |
928s | like an all-in-one 3d software but it's |
930s | like most well known for its simulations |
932s | so think about like destruction or fire |
934s | or fluids and physics etc it is a node |
936s | driven and parametric software so you |
938s | can basically connect nodes so they can |
939s | create behaviors that you want you can |
940s | tweak them with parameters as you go and |
942s | so our vfx artist uses houdini to create |
945s | dynamic simulations which you can then |
947s | convert into frames of animation and |
949s | then you can take those frames convert |
950s | them into like a flipbook kind of thing |
952s | and then use those as images on |
954s | particles in the game animated images |
956s | essentially the next tool that our vfx |
958s | artist uses is blender we've mentioned |
960s | blender before and basically he uses |
962s | blender for prototyping materials |
964s | quickly uh before implementing them in |
966s | unreal engine 4 or he also uses blender |
968s | to create 3d meshes that he might need |
970s | to use for various vfx purposes our vfx |
974s | artist of course also uses unreal engine |
976s | and yeah so our vfx artist uses this for |
978s | you know creating materials in unreal |
980s | engine but also uses the niagara |
982s | particle system we used to use cascade |
984s | which was the old one but niagara is now |
986s | production ready so we switched to |
988s | niagara they also used substance |
990s | designer another one that we mentioned |
991s | earlier and he would use uh substance |
993s | designer to create textures but |
994s | specifically kind of like noise textures |
996s | which can be useful for various reasons |
999s | in vfx and lastly he also uses adobe |
1002s | photoshop and this is also for just |
1003s | tweaking textures or |
1005s | or noise maps and things like that next |
1007s | discipline that we're going to talk |
1008s | about is tech art now tech art this is |
1010s | where the real big brain happens i |
1012s | mean everyone is very good at what they |
1013s | do but the tech art is some i hope i can |
1015s | do it justice this is some big brain |
1017s | voodoo magic so like |
1019s | if i get anything wrong i'm sorry i'm |
1021s | just doing my best be kind to me in the |
1023s | comments please a tech artist uses |
1025s | visual studio code and writer uh these |
1027s | are both ides i mentioned before i uh |
1029s | writer was an ide visual studio code is |
1032s | one as well and these are used for |
1034s | programming of course um and so uh tech |
1036s | artists uses visual studio code when |
1038s | coding like tools and stuff like that |
1039s | but when he has to do anything regarding |
1041s | unreal engine 4 he tends to use ryder a |
1043s | tech artist also uses houdini however he |
1045s | uses it in a much different way than |
1048s | what you would sort of expect most of |
1049s | his work is actually done on the command |
1051s | line so he doesn't really open up |
1053s | houdini he just uses he just executes |
1056s | the tools that houdini has |
1058s | from command line using other scripts |
1060s | and whatever right i don't know some |
1062s | crazy so he uses houdini and the |
1063s | scripting language |
1065s | that it supports python uh |
1067s | h script and vex uh and he basically |
1070s | uses houdini as a tool to batch process |
1072s | geometry and what this sort of means is |
1074s | uh for example it's like mass applying |
1076s | data to leaves on trees for example that |
1080s | indicate how they should behave in the |
1082s | wind shader so how they should sway in |
1083s | the wind this could be for generating |
1085s | meshes or another use is converting raw |
1088s | animation data into vertex animation |
1089s | data this is for optimization purposes |
1092s | so that we can hopefully get better |
1093s | optimizations in the distance without |
1095s | any sort of extra overhead i'm gonna i'm |
1097s | not gonna pretend to understand all this |
1098s | stuff 100 |
1100s | it vaguely makes sense to me but i don't |
1102s | feel super comfortable explaining it all |
1104s | anyway he does a lot of crazy stuff with |
1106s | houdini he just does a lot of crazy |
1107s | stuff in general |
1108s | quite frankly tech art tech art is |
1110s | voodoo the next tool that our tech |
1111s | artist uses is python python is a |
1113s | scripting language and of course as i |
1115s | mentioned just before with houdini it |
1117s | can be used with houdini but he also |
1119s | uses python to create other just |
1122s | smaller uh pipeline tools or uh like a |
1125s | profiling tool that we use to check the |
1127s | performance of our game yeah so a few |
1129s | different uses for python a tech artist |
1130s | also uses blender mostly to check the |
1132s | other 3d artists work to see if there's |
1135s | any sort of optimizations he can do with |
1137s | the meshes to see if he can save some |
1138s | you know data without compromising the |
1141s | uh visual quality he will also use |
1143s | blender to create these things called |
1144s | imposters |
1147s | sauce |
1148s | here look |
1151s | and imposters are just like super super |
1153s | low poly meshes uh that are swapped in |
1157s | in place of the more high quality meshes |
1159s | uh when when things are in the distance |
1161s | so you know they're super super low |
1162s | quality but they still kind of visually |
1164s | read as what the object is supposed to |
1166s | be when they're really far away saves a |
1168s | lot of performance a tech artist also |
1170s | uses adobe photoshop everyone's having a |
1172s | go with photoshop honestly and he uses |
1174s | photoshop for tweaking textures or |
1175s | sometimes even for generating textures |
1177s | as well attack artist also uses |
1178s | substance designer for exporting |
1180s | textures or uses the node graph that |
1183s | that's available in substance designer |
1184s | to script and uh essentially use it as |
1186s | like a pipeline tool i've seen some |
1188s | things that he's made where he would use |
1189s | it to uh if he's got a bunch of textures |
1192s | that he wants to include in one |
1193s | texture he could use it to lay out the |
1195s | textures neatly so they don't overlap or |
1197s | anything like that and he doesn't have |
1198s | to do it manually himself just to speed |
1200s | up the process and lastly our tech |
1202s | artist uses substance painter as well |
1203s | and this is just for texture editing |
1205s | basically next discipline is going to be |
1206s | sound design so the first tool that our |
1208s | sound designer uses is called wise and |
1210s | wise is kind of like a middleware it's |
1212s | an industry standard |
1213s | audio engine that we use to hook into |
1215s | unreal engine 4 and we use that to store |
1217s | and control all game audio unreal engine |
1219s | 4 does actually have an audio engine |
1220s | built into it but we we just use wise |
1222s | instead and yeah so basically the way it |
1224s | sort of works is we set up a sound's |
1225s | property or behavior in wise and then we |
1227s | use unreal engine 4 to trigger the sound |
1230s | and wise the next tool that our sound |
1231s | design uses is reaper and reaper is a |
1233s | daw or daw which stands for digital |
1236s | audio workstation and essentially it's a |
1237s | workstation that gives a bunch of tools |
1239s | to do everything related to audio stuff |
1242s | this can be from music to sound design |
1244s | and we mostly use reaper for post |
1246s | processing sounds in order for us to |
1247s | create certain sounds that we were |
1249s | looking for vital is another software |
1250s | that our sound designer uses vital is a |
1252s | wave table synthesizer and this is a |
1254s | tool that allows us essentially to |
1256s | manipulate sound waves so you can start |
1257s | with simpler waves such as like sine |
1259s | waves or saw waves if you sort of know |
1261s | what those are and then you can |
1262s | manipulate them in ways that you want in |
1264s | order to generate more complex sounds |
1266s | and so one example is the particle |
1268s | accelerator from satisfactory the sound |
1270s | that it makes is was created using uh |
1272s | vital and the last thing i want to |
1273s | mention real quick is hardware just |
1275s | recording hardware in general we have a |
1277s | bunch of different recording hardware |
1278s | but i'm not going to go into detail here |
1280s | we weren't going to cover it but it is |
1281s | worth mentioning that you know recording |
1283s | hardware and hardware in general for |
1284s | sound designer is a pretty big part of |
1286s | their job uh not going to be covering |
1288s | the tools used by our composers by the |
1290s | way we don't actually have a composer at |
1292s | coffeestain we do have a couple people |
1294s | that we work with that we contract but |
1296s | yeah i'm just kind of covering the tools |
1297s | of the people who work with us at the |
1298s | studio and we don't actually have any |
1300s | composers at the studio not gonna be |
1301s | covering music or composition tools |
1303s | unfortunately the next discipline is |
1305s | going to be producers and i know when |
1307s | people think game developers you think |
1308s | artists and programmers and stuff like |
1310s | that but you know producers are a pretty |
1312s | important role when it comes to game |
1313s | development too and they have a bunch of |
1315s | tools that they use too producers do a |
1316s | lot of planning and things like that and |
1317s | so the office microsoft office suite is |
1320s | you know a no-brainer here so our |
1322s | producers are using microsoft word and |
1323s | excel and powerpoint etc and they use |
1326s | these kind of things for uh planning |
1328s | creating timelines |
1330s | presentations for the team |
1332s | documentation to-do's things like that |
1334s | and they also use you know microsoft |
1336s | outlook for uh emails as i mentioned |
1338s | before in the general uh but you know |
1340s | they use it even more so because they do |
1341s | a lot of scheduling a lot of meetings |
1342s | with different people and things like |
1343s | that so they're pretty heavy users when |
1345s | it comes to you know outlook and uh and |
1347s | calendar now even though we use |
1349s | microsoft products internally at |
1350s | coffeestain we sometimes work with other |
1352s | companies or people externally who don't |
1354s | use microsoft products and so our |
1356s | producers actually use the google suite |
1358s | or g suite quite a lot as well so that's |
1359s | google docs google sheets google slides |
1362s | uh google drive as well for example to |
1365s | share files um yeah and this is mainly |
1367s | used when communicating or interacting |
1369s | with people outside of coffee stain |
1370s | since yeah we use we use microsoft |
1372s | internally our producers also use slack |
1374s | to communicate and so internally again |
1376s | with microsoft we use teams but because |
1378s | our producers might be talking to people |
1380s | outside of coffeestain they sometimes |
1381s | need to use slack in order to do that as |
1383s | well now we mentioned monday.com this is |
1385s | a tool that our producers use quite a |
1386s | bit as well we mentioned monday.com in |
1388s | the beginning under general because |
1389s | everyone uses money.com but our |
1391s | producers are the ones who you know |
1393s | formulate everything there create all |
1395s | the scheduling the timelines they're |
1396s | creating a bunch of tasks organizing |
1398s | everything they're uh they're using |
1399s | monday.com in ways that the rest of us |
1401s | are not using it um so it's definitely |
1404s | worthwhile uh mentioning here that um |
1406s | you know our producers do use money.com |
1408s | to keep track of everything to plan |
1409s | everything next discipline is going to |
1411s | be game design and the first tool that |
1412s | our game designers use is this is a |
1414s | no-brainer it's going to be unreal |
1415s | engine 4. and basically what our game |
1417s | designers do is they pretty much grab |
1419s | everything else that everyone else has |
1420s | done and they glue it all together |
1422s | unreal engine 4 and most importantly |
1424s | they then make it fun so this means like |
1426s | integrating new content might be setting |
1428s | up new buildings adding them to build |
1430s | menus setting up uh progression for |
1433s | example tweaking settings yeah tweaking |
1435s | a bunch of things like you know use zoop |
1437s | limits or creature health alt recipe |
1439s | balancing i mean balancing factory |
1441s | numbers in general they also work in the |
1443s | engine in order to do some small |
1444s | adjustments to the world or for |
1446s | prototyping new features that they want |
1448s | so they use blueprints to just quickly |
1450s | prototype some stuff that they want to |
1452s | uh try out and they also use the engine |
1454s | to add gameplay elements to the world as |
1455s | well so think about like creature |
1456s | spawners resource nodes adding nuts and |
1459s | berries gas pillars collectibles you |
1462s | know all that kind of stuff and maybe |
1463s | not a lot of people would be expecting |
1464s | this next one but our game designers use |
1466s | excel a lot they use excel quite a bit |
1468s | they use excel basically to keep track |
1470s | of all the numbers all the balancing |
1472s | this means like the number of creatures |
1474s | where they should go where what how many |
1475s | power slugs we have you know what kinds |
1478s | we have where are they the ratios of all |
1480s | the resources yeah just basically all |
1482s | the information about the world is in |
1484s | like one or more massive sort of excel |
1486s | spreadsheet and then they will make |
1487s | changes to the excel spreadsheet based |
1490s | on metrics and feedback and and the |
1491s | planning for what they intend to do in |
1493s | the future next up is going to be |
1494s | microsoft word now they don't really use |
1496s | microsoft word too much anymore beyond |
1499s | just like basic note taking but we do we |
1501s | did previously use microsoft word for uh |
1503s | like feature proposals um in order to |
1506s | communicate you know intended plans to |
1508s | the rest of the team however this wasn't |
1510s | really like a very effective way to |
1512s | communicate all the plans just having a |
1514s | boring document wasn't really a great |
1516s | way of communicating things to the rest |
1518s | of the team and so that brings us to our |
1520s | next tool which is going to be microsoft |
1521s | powerpoint and so our game designers now |
1523s | use powerpoint to create presentations |
1525s | for the rest of the team uh in order to |
1528s | communicate features that are planned or |
1530s | proposed because uh conveying ideas to |
1532s | the rest of the team very clearly and in |
1533s | a concise way is very very important and |
1535s | yeah we find powerpoint to be a much |
1537s | more powerful tool to do this than than |
1539s | uh the microsoft word was so now they |
1541s | now they just do a lot of powerpoint |
1542s | presentations in there our game |
1543s | designers use photoshop this is for uh |
1545s | drawing over the map in order to plan or |
1548s | layout their future changes but they |
1550s | also use photoshop to uh enhance their |
1552s | presentations uh their powerpoint |
1554s | presentations as well game designers |
1556s | also use ms paint actually a pretty |
1558s | handy tool very lightweight image |
1559s | editing thing you'll probably know what |
1561s | ms paint is i don't know why i'm |
1562s | explaining it but actually yeah we use |
1563s | an s paint as well it's it's it's quick |
1565s | to get up and running sometimes you just |
1566s | need to draw over a screenshot to convey |
1568s | an idea |
1569s | and this happens fairly often so uh we |
1571s | figured we would include ms paint here |
1572s | on the list microsoft vizio which we |
1574s | mentioned before with the ui ux people |
1576s | uh is sort of like a you know diagram |
1578s | and flowchart kind of tool and sometimes |
1581s | we would use microsoft visio to create |
1582s | some diagrams we don't really use it too |
1584s | much but uh you know we do use it from |
1586s | time to time and then another honorable |
1587s | mention here is going to be all the |
1589s | notebooks and whiteboard markers that we |
1591s | have burned through that our game |
1592s | designers have burned through uh you |
1594s | know furiously note taking and jotting |
1596s | down their ideas next up is going to be |
1598s | the tools used for world design the big |
1600s | tool here for you for world design is |
1601s | going to be of course unreal engine 4 |
1603s | this is where we implement any of our |
1604s | world changes and things like that so we |
1606s | use the tools in unreal engine 4 to |
1608s | shape the terrain |
1610s | we can use them to paint foliage and |
1612s | foliage can be of course bushes and |
1613s | trees but it can also be like small |
1615s | rocks and then we also use the engine to |
1617s | just like manually place larger uh |
1619s | indestructible things in the world as |
1621s | well for example cliffs our world |
1622s | designer also uses microsoft word and |
1624s | powerpoint and this is of course for |
1626s | documenting or pitching and presenting |
1628s | direction ideas to the rest of the team |
1630s | the microsoft word for example is also |
1632s | used for keeping track of technical |
1634s | limitations or rules that uh our world |
1636s | designer needs to follow in order to |
1638s | stay within like the performance budget |
1639s | so basically the information about how |
1641s | many types of foliage can be on a |
1643s | specific tile in the world or |
1645s | landscape layers per tile or number of |
1647s | lights that are allowed in a certain |
1649s | area and how strong they can be whether |
1651s | or not they can cause shadows yeah |
1652s | keeping track of things like that our |
1654s | world designer also uses excel and this |
1656s | is to keep track of for example an asset |
1658s | list so like we you know we list all the |
1659s | assets we have what the status of them |
1661s | are like maybe not all of our assets are |
1663s | done or maybe they're in progress maybe |
1664s | they've been cancelled so they you know |
1666s | uh she uses a big old document to keep |
1669s | track of all that stuff also keeps track |
1671s | of not just like assets but like uh |
1673s | progress of certain areas so for example |
1674s | there's like an excel spreadsheet of uh |
1676s | all of our caves and what's planned for |
1678s | the caves and the progress of individual |
1680s | caves and things like that yeah and for |
1682s | like biome planning and stuff our world |
1683s | designer also uses google earth as just |
1686s | you know because we have a we have an |
1687s | entire planet here and google earth is a |
1689s | great tool to use as a reference or to |
1692s | gain any kind of inspiration as well and |
1693s | to study landscape patterns as well so |
1695s | we know what we can do in our world to |
1697s | make it appear to be a little bit more |
1699s | believable our world designer also uses |
1701s | adobe photoshop one of the main reasons |
1703s | for it is uh |
1704s | for the creation and adjustment of our |
1706s | pigment map the pigment map is |
1707s | essentially just like a map of the world |
1709s | that has like colors painted over the |
1711s | top and then the textures in the world |
1714s | at those locations can pull from that |
1716s | pigment map and mix the colors on the |
1718s | pigment map with the colors in the world |
1720s | and so basically what this means is we |
1721s | can use the same material for example a |
1723s | certain kind of grass in one area or in |
1725s | two different areas but source colors |
1728s | from the pigment map in different ways |
1729s | so that they have different tints to |
1731s | them and so they appear a little bit |
1732s | different so we don't have to create |
1734s | multiple textures for every different |
1735s | area we can just mix the colors from the |
1738s | pigment map into the terrain for example |
1740s | i hope that makes sense it's a little |
1742s | bit hard to communicate but |
1744s | we'll see okay so the next discipline |
1745s | that we're going to talk about is |
1746s | localization the first tool is unreal |
1748s | engine so they're working in the engine |
1750s | as well unreal engine has like a |
1751s | localization dashboard which is a place |
1752s | where you can add languages that you |
1754s | want to support so you can import export |
1756s | text translations it also has like a |
1758s | handy function to gather all the text in |
1760s | the in the entire game and and put that |
1762s | into the localization database so that |
1764s | it can be translated and then lastly of |
1766s | course unreal engine needs to compile |
1767s | all the text translation so that it can |
1769s | be used in the game at runtime as well |
1770s | so that's what we also need to use |
1772s | unreal engine for we also use a tool |
1773s | called crowdin crowdend is a |
1775s | computer-assisted translation tool it's |
1777s | kind of like an online localization |
1779s | platform where all of our community |
1780s | translator contributor people can uh go |
1783s | on to crowd and uh check out all the |
1785s | texts in the game and and start |
1786s | translating themselves they can also use |
1788s | it to ask any questions or report any |
1789s | issues and then from there from crowding |
1791s | we can download all the translations and |
1793s | then feed that into unreal engine 4. a |
1795s | localization guide also uses python this |
1797s | is mostly just to create small scripts |
1798s | and small apps that help speed up the |
1800s | workflow one great example of this is |
1802s | for example uh he's created some tools |
1804s | to help him |
1805s | um |
1806s | do the text gathering and text |
1808s | compilation that you can do in unreal |
1810s | engine |
1811s | to do that without having to launch the |
1812s | editor because it can take some time for |
1813s | the editor to open so this is he's found |
1815s | a way to you know using python to call |
1817s | those that functionality from |
1819s | unrelention without having to open the |
1820s | entire engine itself so this is kind of |
1822s | just like a yeah just kind of like a |
1823s | productivity boost and uses uh python |
1825s | for other scripts as well for example |
1827s | just creating scripts that can just help |
1829s | automate repetitive tasks or |
1831s | pull information from crowdin so that we |
1833s | can you know take |
1834s | contribution data so we can figure out |
1836s | who it is we want to credit in our |
1838s | credit section for our translations for |
1839s | example or for uh figuring out the |
1843s | percentage completion for each language |
1845s | that we then display in our in our menu |
1848s | in game so people will know how how |
1850s | complete each language translation is |
1851s | yeah just various little things like |
1852s | that a localization guy uses visual |
1854s | studio code the ide that we've mentioned |
1856s | before and he uses that to write his |
1858s | code in python but he also uses visual |
1860s | studio code just to check uh text files |
1862s | so there might be certain any files or |
1863s | config files or the dot po localization |
1866s | files as well they also use google |
1867s | sheets use this for various reasons |
1869s | anything that would sort of benefit for |
1870s | being in a sheet or in a table |
1873s | things like to-do lists or lists of bugs |
1875s | for example but another great example is |
1876s | when building or merging term bases or |
1879s | like a like a glossary for example |
1881s | that's uh that's something that makes a |
1882s | lot of sense to use google sheets to |
1884s | work with they also use google apps |
1886s | scripts in order to run certain scripts |
1888s | on their google sheets to do whatever |
1890s | automation they need or merging or |
1891s | whatever or to automate the gathering of |
1893s | uh information from crowdin as well to |
1895s | put into spreadsheets directly our |
1896s | localization guy also uses discord quite |
1898s | a bunch as well because we do community |
1901s | driven localization for satisfactory and |
1903s | that's one of the reasons why we have |
1904s | you know great translation in so many |
1906s | different languages and you know part of |
1907s | this is uh really working with the |
1909s | community and so we have uh some extra |
1911s | channels for our community translators |
1914s | on our discord server and our |
1916s | localization manager guy you know talks |
1918s | them a lot to make sure that you know |
1920s | we're getting everything done and that |
1921s | people have their questions answered and |
1923s | you know have what they need to do what |
1925s | they do now i was told to not not |
1926s | mention google translate don't mention |
1928s | google translate don't say it but i'm |
1930s | gonna say it uh no we we |
1933s | uh so google translate is actually a |
1934s | tool that we sort of also do use uh we |
1937s | don't use it for production of course we |
1939s | don't use google translate to get any |
1941s | translations into the game but it can be |
1943s | used as a as a pretty helpful tool for |
1945s | like testing things or checking back |
1947s | translations to make sure that a |
1948s | translation is kind of within the |
1950s | ballpark of what we're talking about |
1952s | yeah just there are some uses for google |
1953s | translate but we never use it for |
1955s | production it's a great tool just |
1957s | not reliable enough for |
1959s | for for that next up we have our it |
1961s | department so a lot of people have a |
1963s | good idea of what it does but in gamedev |
1965s | we also need an i.t department and they |
1967s | not only just help with general sort of |
1968s | sys admin stuff to keep things running |
1970s | smoothly which they do do but they do |
1972s | provide uh some help with the game and |
1975s | game development itself is as well the |
1977s | first tool that rit department uses is |
1978s | powershell and powershell is just a |
1980s | shell and scripting language it's just |
1982s | essentially used to make handy little |
1983s | sysadmin tools but also we've used it |
1986s | for some game stuff too so uh our it |
1989s | folks have created something called |
1990s | speak and spell which is essentially |
1992s | just a an interface for google's |
1994s | text-to-speech which we then use to |
1996s | create ada's voice lines if you didn't |
1998s | know aydah from our game is actually |
2000s | just text-to-speech some people thought |
2001s | it was a voice actor but uh no |
2005s | i can be saucy very very saucy and then |
2008s | of course we use powershell for other |
2009s | justice admin stuff like creating vpn |
2011s | connections or calendar sharing and just |
2012s | various other things as well rit folks |
2014s | also use python as we mentioned before |
2016s | python is just a scripting language and |
2018s | one example of a tool that has been made |
2020s | in python is our crash collector so if |
2023s | in the unfortunate event your |
2024s | satisfactory has ever crashed you will |
2026s | have seen a crash reporter pop up that |
2028s | is something built in with unreal engine |
2029s | but we have a crash collector tied into |
2031s | that so that when you do report your |
2033s | crashes the crash information comes to |
2035s | us so we can collect it keep it on |
2037s | record analyze it and just keep track of |
2039s | like what kind of crashes are happening |
2040s | so that was a tool that was made using |
2041s | python we also use a tool called jenkins |
2045s | jenkins is an open source automation |
2047s | server which uh we use basically as a |
2049s | build system so every time a developer |
2051s | submits their code to our before server |
2054s | our version control server jenkins will |
2056s | run and create a new build of the game |
2058s | each time uh and what this sort of means |
2060s | is that when other people then get the |
2062s | latest version of the game for example |
2064s | artists |
2065s | you know who aren't really compiling |
2067s | code what they will get is pre-compiled |
2070s | binaries for the editor so they don't |
2071s | need to compile the code every time they |
2073s | get the latest jenkins automatically |
2075s | takes care of that every time a |
2076s | programmer checks something in uh yeah |
2078s | creates some pre-compiled binaries for |
2079s | the editor so no one else has to worry |
2081s | about that and if for any reason it |
2082s | can't compile it alerts us and lets us |
2084s | know that something's wrong and then we |
2086s | take a look at what's up we also use |
2087s | jenkins to run profiling on new builds |
2089s | as well just to uh check performance of |
2091s | the game as we as we go rit folks also |
2093s | use google cloud platform so google |
2095s | cloud platform is just something that |
2096s | like you can store files there or you |
2098s | can run programs there or just do others |
2100s | you can do a lot of stuff with it um and |
2102s | our crash collector that i was |
2103s | mentioning before that was made in |
2104s | python that actually runs there on the |
2106s | google cloud platform we also use google |
2107s | cloud platform to store backups of our |
2110s | before server off-site so if anything |
2111s | happens to outperform server or to our |
2113s | office or anything like that we'll have |
2115s | uh you know a fairly recent version of |
2118s | the preferred server backed up somewhere |
2120s | else the next tool that our it folks use |
2122s | is called incredibild and incredibility |
2123s | is essentially a program that helps |
2125s | distribute compiled jobs amongst |
2127s | multiple computers across a network and |
2128s | so what this means is that when someone |
2130s | needs to compile the game one of the |
2131s | programs make some changes they need to |
2133s | compile uh what they can actually do is |
2135s | distribute the compile work across |
2137s | multiple computers within the office so |
2138s | that everyone can help out with the |
2140s | compilation of the game |
2142s | instead of just that one person's pc |
2144s | doing it and so what normally could take |
2146s | you know an hour or more only takes a |
2148s | few minutes with the help of everyone's |
2150s | uh pcs saves a lot of time so there are |
2152s | actually like a lot of other tools that |
2153s | it are probably using as well and that's |
2155s | a rabbit hole we could go down for hours |
2156s | but um not all of it is necessarily |
2159s | relevant to like the game development |
2161s | side of things but i think the main |
2162s | takeaway here is that rit department is |
2165s | incredibly important uh and they do a |
2167s | lot of work these a lot of tools and |
2169s | they do a lot of work to keep operations |
2171s | running smoothly uh so that you know we |
2173s | we can just keep working on the game |
2174s | next up we have the community management |
2176s | and trailer team |
2177s | folks like me so on the community side |
2179s | of things of course we're using things |
2180s | like discord and other social media so |
2182s | like discord twitter facebook reddit |
2185s | youtube twitch i mean steam farms if you |
2187s | want to count steam in this case as well |
2189s | and basically we use all these tools to |
2190s | talk to our community get feedback from |
2192s | people and also just hang out to have |
2194s | fun and inform folks with as well as for |
2196s | social media tools itself to help us |
2198s | post places we don't actually use any |
2199s | tools for that we just kind of go to the |
2201s | platform and do the thing we also use |
2203s | microsoft word for example for scripting |
2204s | out scripts such as this one we use |
2206s | adobe premiere pro adobe premiere pro is |
2208s | essentially a video editing software you |
2211s | can do some some more minor kind of |
2213s | effects in it as well but for the most |
2215s | part it's about sequencing basically |
2217s | putting audio and video in order um |
2220s | to put to put videos together and and of |
2221s | course we've you know this video was |
2223s | made using premiere pro as well but also |
2224s | our trailers are made using premiere pro |
2226s | adobe after effects is also a video |
2228s | editing software as well but it |
2229s | specializes mostly in special effects |
2231s | and so we use it when needed uh for |
2233s | example we've got this little little guy |
2234s | down here this little name plate down |
2236s | here was made in after effects the |
2238s | animation pretty pretty schmick and then |
2240s | and then we use it in our videos some |
2242s | other examples are like logos in our |
2244s | trailers any animations around that are |
2246s | often done in after effects and then |
2247s | brought into premiere pro to be |
2248s | sequenced we use adobe photoshop for i |
2251s | mean the thing that comes to mind is |
2252s | thumbnails for youtube videos we use |
2253s | photoshop for that but also for any sort |
2255s | of like community posts or anything like |
2257s | that we might use photoshop for as well |
2259s | we also use ms paint uh for high quality |
2262s | in-game screenshots as you can see here |
2265s | art you're welcome very welcome in fact |
2268s | yeah just basically to create some |
2269s | stupid things to share with you guys |
2271s | next up we use audacity for recording |
2273s | audio we also use sonar for recording |
2275s | audio and then we also use adobe |
2277s | audition which we use to basically |
2279s | process audio we use shadow play for |
2281s | screen capture whenever we want to take |
2283s | in-game footage |
2284s | um to then you know be used in a trailer |
2287s | for example we also use obs studio for |
2289s | screen capture as well and we also use |
2291s | obs studio for live streaming so if you |
2294s | haven't checked out our live streams we |
2295s | stream every tuesday at twitch.tv slash |
2297s | stain studios devs so uh check us out |
2299s | give us a follow and speaking of our |
2301s | streams we also use stream elements for |
2302s | our bot commands we use restream as a |
2305s | tool that uh you know we can stream to |
2307s | restream and then restream will stream |
2309s | to multiple platforms so we like to |
2310s | stream to twitch and steam mostly and on |
2314s | special occasions we stream to youtube |
2315s | as well and restream allows us to stream |
2317s | to all of those places at once we also |
2318s | use google slides if you have been to |
2320s | our streams before you'll know that we |
2321s | do we have a segment called community |
2323s | highlights where we highlight really |
2325s | cool screenshots that have been |
2326s | submitted by the community and we make |
2327s | those slideshows using google slides and |
2329s | then we have another tool called stream |
2330s | ass instant yes very good name made by |
2333s | snoop my partner in crime the other |
2334s | community manager and this is |
2336s | essentially just a tool that uh |
2338s | has some |
2339s | nifty little functionality that we use |
2340s | when streaming so again if you've seen |
2342s | our streams you'll know that we have an |
2343s | agenda normally at the top this tool |
2345s | helps us create those tabs switch |
2347s | between those tabs uh it has like |
2349s | countdown functionality and also the |
2352s | ability to save comments from chat so |
2354s | that we can respond to them later as |
2355s | well so yeah pretty nifty little tool |
2357s | that we use now the last discipline that |
2358s | we're going to talk about here is going |
2359s | to be the ceo discipline oh boy what |
2362s | tools does the ceo ask you wonder that's |
2364s | why you're all here and it's twitter |
2366s | apparently this guy thinks he's a meme |
2368s | lord he thinks he's a comedian he thinks |
2369s | he's funny |
2371s | it's pretty good it's actually pretty |
2372s | good though |
2373s | he's actually pretty funny he's coming |
2375s | for my job man what am i gonna do |
2377s | if he keeps posting like this what am i |
2379s | gonna do no but for real uh he doesn't |
2381s | do anything else apart from that anyway |
2382s | that's all for today i that was a lot i |
2385s | hope you found it interesting uh you |
2386s | know if you did find it interesting do |
2388s | leave a thanks chase helps a lot in the |
2389s | comments below i want to say a really |
2391s | big thanks to my co-workers who helped |
2393s | me do this so like you saw a lot of the |
2395s | b-roll here a lot of them took some time |
2397s | to capture the footage of the you know |
2399s | behind the scenes stuff that you guys |
2400s | saw and so i appreciate them taking the |
2402s | time to do that and also for talking to |
2404s | me and explaining to me |
2406s | slowly repeatedly in very simple english |
2409s | so that i could understand what it is |
2410s | that they're doing and hopefully i've |
2412s | done a good job at con conveying that to |
2414s | you guys as well and so on that note |
2415s | like if i did i make any mistakes i |
2417s | probably did if i did be kind but you |
2420s | could let me know in the comments below |
2421s | also if you're a game developer and you |
2423s | use these tools let us know i'd like to |
2424s | hear it if you have any favors let us |
2426s | know um yeah want to know what you |
2428s | thought of this video in in general |
2430s | because a lot of effort went into this |
2432s | and i'm really really curious |
2433s | i'm nervous actually but i'm curious as |
2436s | to what you all think of this video and |
2437s | if you found it interesting or helpful |
2439s | in any way so if you did enjoy the video |
2441s | do consider giving it a thumbs up and if |
2443s | you want to keep up to date with any |
2445s | satisfactory stuff or maybe even more |
2447s | like just general game dev stuff do |
2448s | consider subscribing as well thank you |
2450s | all very much for watching the video |
2452s | taking the time to watch this entire |
2453s | thing i hope you had a lovely week and i |
2455s | hope you have a great weekend take care |
2456s | everybody see you later bye |