Tell us who you are and what you do for Star Citizen.
TL;DRJohn Erskine introduces himself as head of CIG's publishing organization, which covers everything technical outside the game engine, from build systems and publishing pipelines to live QA, customer support and the e-commerce platform.
I'm John Erskine. I'm the head of the publishing organization for CIG. I've been with the project since essentially the very beginning of the project. I joined in the beginning of 2013. At CIG, publishing encompasses everything technical that's not related to the game engine itself. So essentially, after a developer checks their code into our source control, Perforce, then it goes into our build system, and the build system is the start of the publishing pipeline. So when a build gets generated, it goes through a series of automated tests, and it eventually goes to a QA department. It eventually gets published to some kind of environment, whether it's an internal development environment, a staging environment, or maybe a test environment. And that's all part of the publishing technology group. Then we have also our live QA team and ultimately our customer support team that are supporting the game once it's either on PTU or on live. People have questions about the game afterwards, problems with their purchases or all that sort of stuff. So all of those variety of things at CIG we call publishing in one form or another. So that's my group. There's a whole team of us. We have people all over the world. Principally we're based in Austin, where I'm based, or at least most of the leadership team is based there. We've also had a really long and fruitful relationship with the platform team at Turbulent, which is based in Montreal. So I head up a lot of the functions there related to the e-commerce and the sort of technology behind the platform there. So we're dispersed all over the place and do like a dozen different things, and it's pretty exciting.
I always saw publishing, at least for CIG, as everything that was outside, underneath, and around the games itself. Basically, we've got our developers and our five studios around the world, and you and your team basically make it possible for them to do their stuff. Whether that's providing the IT infrastructure for them to do their work, to the publishing infrastructure to, okay, now you've done your work, let's get it into the hands of the backers, to the platform stuff, like you said, to track pledges and entitlements and stuff. Really, you run this entire cloud that just sits around the game itself.
That's a good description, because it's sort of like the game. We have entire technology teams devoted to the game itself, a lot of the services that run the game, the game engine and everything that happens there. But I like your description that we sort of surround all of that, maybe in a warm fuzzy blanket, and make it possible for people outside the company ultimately to play the game.