When you're looking at stuff like the races, how would your work potentially intersect with what we were just looking at?
TL;DRRacing needs extra audio emphasis in the cockpit to convey speed and danger, which the usual systemic audio solutions don't focus on, so the audio team wants tools to exaggerate those things.
Yeah, really great stuff, the races. So what I think now is players can be in different contexts. And races will be a big context, and it needs to have that little thing in addition to the normal flight, maybe to really make it more cinematic. Really giving the player the feel of speed and danger, maybe, because you can crash of course. So that's really something you have to consider when working on the different contexts players can be in.
Yeah, for a game as huge as Star Citizen, we have a lot of contexts to deal with, and we try to come up with as many systemic solutions as possible so that things just work, and people can throw features into the game that we don't even know about and they just work from an audio perspective. But something like racing is a unique thing where what you're interested in is all happening very much in the cockpit and in that narrow path ahead of you. And systemic solutions don't really focus on that quite so much. So giving Corentin and his team some tools to allow us to exaggerate those things.