good afternoon everyone well for GGC twitch in all my name is Brian Francis I know we're believing everything else inside your head we been streaming and we're back today with commandment conquer of the remastered collection hello it's going great thanks for having me so for the audience we're gonna be having a chat with Jim from 30 40 minutes unfortunately the gameplay is pre-recorded so if you're gonna make fun of how I'm playing guess what too bad I can't fix it also second confession didn't play the original command & Conquer because I was 6 or 7 when it came in so this was all new to me the concepts and having no right-click was very scary with that in mind we're gonna get started as you can see we're playing
the first campaign of the but Jim would you mind introducing yourself and the work you did on command & Conquer remastered collection sure yeah so I'm Jim basella I am the producer at Electronic Arts and I was the producer on the game working with petroglyph and lemon sky studios to create it over the past 18 months and I've been kind of the the core person at EA interfacing with all of our teams they're like QA and localization to make the game happen and work in really close to the petroglyph on all of the design choices and art direction and and everything like that I just wanna say I'm super I'm super impressed with this remastered product this isn't the first remaster we featured on the stream if you dig through our archives you'll find a chat we did with the hosts from the Age of Empires remastered team who did some incredible work on it's really cool to see 90s strategy
games getting this remastering push from companies like EA so I bet all the fans in chat are happy that you did this and just as someone who's new to the new to this whole world of command & Conquer this was fun this was a blast from passion 90s look at this look at this full motion video that somehow still that's beautiful but on the 1920 by 1080 monitor so that gives us the opportunity to springboard into my first question which is on as a producer sort of how are you how does EA see the process for remastering at game-like command & Conquer which was obviously developed but er one set of development parameters and now has two functional machines that are much better able to do higher definition graphics even just higher resolution that alone changes how the game looks how the game feels so would you mind walking through the basics of that remastering process from that angle EA gave us actually a lot of autonomy in terms of how we wanted to kind of creatively approach the game and you
know the first step of that was was reaching out to petroglyph and and hoping that they wanted to sign on board and luckily they were very excited to jump back into command & Conquer with us and then working with lemon sky who had had prior experience doing remasters like this and so you know they were pretty familiar with the process of how to do it and some of the you know challenges they encountered before and then other cool tricks that they've learned along the way and so we kind of brought those teams together and then one of the unique things about this game is that we announced it before we even really started development at all back in November of 2018 and so we were already getting feedback from the community but before we even started pre-production so they were super helpful in terms of guiding us in terms of how they wanted to see the game remastered that led to a lot of our kind of a bigger creative decisions about you know what to what to update what to change what to keep really authentic and
core to the originals and we've you know have this kind of back-and-forth collaboration with the community throughout the entire development and so it was a it was a really great process to go through that and we were and you know inspired by some you know the Age of Empires remasters by you know the Starcraft remaster some of the other games that have gone down this road already over the past us you know six to seven years and we're happy that command & Conquer can help you know get RTS back on the map in that way
yeah well actually it's a funny story there we actually did not have the code yeah when we started the game we did not have any of the source code from from some of the Old West to it proper tease fortunately through working with petroglyph and some of their archives we were able to actually recover the old source code and that then opened up kind of our very first big creative question which is you know do we do we kind of stick with you know remastering the game in a very authentic way using the old source code to keep that logic in the feel and the the movement and the pacing exactly the same as the original or do
we want to kind of remake the game in an entirely like different aspect and through chatting with you know the different development teams and then bouncing some stuff off the community we felt it was best to kind of stick to the authenticity of the original games that that's it's such a you know special kind of historical piece of gaming for the RTS genre that we wanted to make sure that we could recapture that same feel but then the other element was well you know what is too archaic and what should we really update to make better and so the community was unanimous and that they wanted us to see you know instead of the UI and this far UI is something that we did a complete overhaul of from a design implementation standpoint and we think that's definitely for the better multiplayer is something that you know does they even work anymore in the formal games I used to work on Westwood online the system from the 90s over
modems and so you know that was a piece of the game where we just rebuilt that entirely from scratch and and added some new features they're like replays and observer mode and quick match and a leaderboard so it was kind of this idea of keeping the the core gameplay really authentic to the originals but then wrapping it with a lot of these updates using some of petroglyphs proprietary tech and trying to kind of approach the remaster that way but yeah in those early weeks it's really about thinking about those kind of creative pillars and what are the the core things we wanted to keep the same and what are the things that we wanted to see really updated right on thank you for the folks in chat for helping me with my sound troubles my microphone got him cooked which is the most basic sound trouble you can have in a situation like this also I will move on to my next question which is can you walk through this is always one of my favorite ones um I actually really love how the
classic sprites look in the video that we're watching here you'll see a couple times where I chose to turn on the new high-definition graphics but I kept switching back to the Easter that just loved the look it just like it's funny like to me as a newcomer it clashed a little bit with the vibe of the game but at the same time I'm like oh man I like this this you know I would love and I'm thinking like this in mice which kind of was what my feel like this aesthetic is so good but these sprites obviously were made for what like I mentioned before a much smaller monitor than what I played on right now so can you walk through the process of both like making the new high-definition graphics and the making these classic ones work as well yeah and that was one of the the best features that we could unlock by using the old source code was the idea of this real-time graphics switching which you can activate by pressing the spacebar when you're playing and kind of single-player and it's just been a blast to see people you know turn it on and off and people who had forgotten what the old games look like and then being
really surprised at what we used to play with back when the original DOS version came out at a 320 by 200 what many people back then probably had you know a 15-inch CRT or something so the put the process to remastering the graphics was actually very similar to making a modern game so lemon sky actually recon septa Devery single asset in the game so they do know go back to the hand-drawn sketches trying to be inspired by what you'd see in the actual game what you would see in the cinematics if possible what you know there were some renders from back in the day and the manuals so you know we tried to take in elements of all those pieces to kind of recon cept what it would look like in kind of high-definition they would then go through the the modeling process and then the texturing process and eventually we would get to a really nice a 3d model of every asset in the game but then we put it through kind of the special rendering pipe which would export it in the 2d sprites so you'd
have usually you know 32 angles for all the vehicles or eight different angles for something like the infantry and then it would but it would also be with the the animators you know and if there were you know six hundred and fifty frames of animation on say like a Grenadier or something they'd have to you know reanimate and export that and I'm in every single frame to match one two one two to enable that real-time switching so the process was actually pretty similar to to a modern game but it was kind of that that final step where we had to kind of take it into the sprite world and then once you get it in game you might realize that you know what you thought looked really good in the 3d setting just didn't really match with what was in game or what was in the legacy so then we'd have to go through several kind of polish iterations and get really deep in there and you'd be you know zoomed in and doing the back and forth and saying oh you know that the angle of that engine just isn't exactly right we need to update that and so we'd have to make a lot of kind of hand hand adjusted differences on the
sprites too to make them look just perfect I am you're gonna see later on my in my pre-recorded video that out there was a point where I did a like like you can see kind of a double take I did where there was kind of an asset that's floating it's sitting on the left side of the map it's off the playable area but I'm like wait what is then I popped between the classic in the normal with a identify and it looks like a downed helicopter when I look at the original asset I'm like oh man like how did anyone know what this was back in the day yeah there's a great story behind that and it's been kind of a conspiracy theory within the community for the past 20 years to my knowledge it was it was originally created and it looks kind of like a UFO or something like that and then a few years later Westwood they they kind of confirmed it was supposed to be a downed helicopter but no one really believed them and and we kind of went with that approach that it would just kind of make more sense to be kind of the downed cockpit but
there's already been some mods out we made that you can find on the steam workshop of people remaking that particular asset as a more UFO looking thing perhaps to hint at the screen or something from the other sequels in the Tiberium universe so it's just really fun to have the community kind of banter about that and debate what it actually should be and and great to see them already contributing their own creative take on it this kind of that kind of that kind of speaks to what the port does effectively that I sort of stumbled into an old conspiracy theory about that like just by just by looking at that and I think the only reason I paid attention to it was I was um at some point I'd uh I'd done a brief a news story on gamasutra our sister site where they were talking about the starcraft remaster and how sometimes they were looking at the at the sprites for the old zergs and we're wondering like wait what is that is that supposed to be a tentacle a claw like it was something
actually we're about to see it's coming up on the left right here once once I expand the field of view here more the fog of war not field-of-view but yeah that's that I'm just it's the the fact that the remaster can just sort of kick off that old debate to a new player but at the drop of a hat I'm super impressed by that let's go to chat because we're on we started talking about mods and Chad is talking about mods and has a lot of questions about the future of command & Conquer and da like I like I've mentioned before this is a dev focused stream so we're gonna tweak everything for kind of a dev focus but we also want to give you guys some credit you're the command & Conquer fans we want to share your voice like Belgium would want to know what we see mods support for multiplayer and I guess I'm just kind of curious like how does how would that fit in with your approach for supporting mods with this with this remaster collection yeah the one challenge with getting mods in our formal former formal sorry multiplayer is that the game runs on dedicated servers and so the servers don't really know about mods that would
be kind of installed kind of locally on on each players different computers so it's a little difficult to get the mods to work in online multiplayer but something that we are looking at right now which I've talked about in some of our community posts is the concept of land play and that that's something that we want to get into our kind of posts launch efforts here and land play would be able to support mods and I know that there's the community's been talking there's some good tricks they can do with VPN and stuff to kind of get land to work a little bit broader and so we're hoping that land play can kind of be a potential outlet for getting mods to to work in multiplayer but we're constantly kind of taking in that feedback and seeing what the players want to see well that's kind of cool actually and I believe Steam has some new feature where they're trying to help support in their case Steam is trying to support on local multiplayer games being able to play online I wonder
if that extends this is idle speculation please don't take this as a fact of any kind if that if that kind of support is possible in a long run to do land style games over steams servers but I don't know anything about that I just it popped into my head I am fright wants to know why can't we switch between old graphics and new graphics on the stream is it because of balancing issues oh that may be because that may be because be oh that oh I think he's talking about online multiplayer so yeah um yeah it's it's more of a tech thing getting the the real time switching completed in the first place was kind of a piece of technical magic bye bye petroglyph and and Steve tall who is the original lead programmer on red alert back in 1996 and he's now that the technical director at petroglyph so he was able to kind of make the real time switching happen and originally we actually just only had it in the campaign that was the only place
we could kind of get it to work properly after hearing some community feedback we were able to extend that into skirmish which was great so it now works in all the kind of solo play modes but just the way that the whole game is architected the way that the server's work I'm not a technical person so I couldn't properly give it justice but the team the team says that it's just it's kind of technically infeasible to make it work for the online multiplayer just given how the game is architected so so unfortunately just something we weren't able to to accomplish but we've been really happy that people enjoy the mode and in the solo play by course also wants to know why we're watching legacy gameplay right now and whatnot remastered by crush I mentioned this earlier as a newcomer to command & Conquer I was trying to put myself in the shoes of what you all were experiencing back in the 90s and also when I was switching between the two modes I just I just had a preference for this like I mentioned at one point like you could take this whole aesthetic make a new game on it that fits on the new
theme to switch and I would yeah I mean that was one of the things that you know that was also one of those kind of creative pillars that we we talked about the very beginning of the project was the idea of options mm-hm so you know we understand that there's some people who just loved the legacy field they loved the legacy look they loved may be the legacy sound and so we wanted to kind of provide options for all those and the remaster so if you go to your options menu you can you mentioned the very beginning of the call and kind of left click right click that was something that you know people debate about and some people want to play with each so we have the option to choose you know right-click Mouse settings left click Mouse settings you know right clicks growing on or off unit cueing on or off depending on how authentic you want to be and you know even for the audio options being able to listen to the the old Eva voiceover versus kaya's new recorded HD voice over or the same for the sound effects are the same for the music and so that idea of just giving players options and how they want to
experience this depending on their history with the franchise or not was something that was really important to us there's actually a really good question in chat why was the eye a little bit yeah so you know this is there have been some as I'm sure people have seen over over the years some lawsuits and some things around the naming of certain vehicles that are trademarked in certain you know industry gaming franchises and so that was something where you know in terms of the the time that we want to spend on the remaster we wanted to spend it more on making the game you know fantastic rather than dealing with some of those kind of legal challenges so yeah we decided to go with the the simpler route there and and just rename things and we kind of ping the community our Community Council about what names might be
appropriate and so we you know we kind of named them and kind of the same theming as what some of the the older vehicles were in the legacy like the light tank and so we came up with like the light Scout so I was just something that you know was one of those things that didn't translate here 25 years later but I think there's also been some mods already on the workshop that that renamed those if you so choose he thinks there's no mods I've been in a bit yeah what are you ready talking about I would like to say that the quality of life options that are available in the settings are superb thank you I'm going to forty guy 77 I like your question I'm gonna springboard off that because I think that's a good question for producer Jim my new friend sorry I didn't the term nickname now um awesome okay I know you're no longer Jim turn you are a producer Jim funny guy 77 has a question about the sales of command & Conquer sort of how well is it done and can we expect other remaster
games in the command & Conquer series I think you're about to on screen you ought to see me discover the helicopter right now oh yeah there we go um the the way I would actually like to frame that for our dev any devs we have in the audience is also what kind of sales goals is a game-like command & Conquer need to hit with the remastered question because this obviously this isn't a fresh release this isn't this doesn't have the same costs in or game with this also doesn't have the same reach as a normal EA game that might be released if he able to get back into strategy and development so what are your thoughts like what we're sort of your thoughts as a production team about how this entails for this game had to do it's it's a it's a pretty loaded question and obviously there's a lot of you know economic factors that go into it and you know I can't get into specific details around around all the numbers just yet but you know the main impetus for doing the project in the first place was that we wanted to do something that was awesome for the community heard that feedback right about two
years ago that people want to see the franchise returned to PC and that that kind of fervor from the community gave us kind of the confidence that we could return the franchise to PC and and kind of do this project and now from economic standpoint you know we wanted to make the game really affordable so you know we have only the the $20 price point on it for for both games for all the expansions for all the you know extra content and bonus gallery and everything that we've added in with no microtransactions so so we wanted to make the game really affordable and that obviously you know does impact a bit kind of that the potential revenue for the title depending on you know just kind of what type of audience comes out for it so so we do have you know some some internal goals you know based off kind of the budget that we'd put together what I can say is that you know we've been incredibly humbled by the launch so far if you you know follow kind of the the steam sales charts which you know you can just find online you
know we were kind of hanging out there in the top of the charts for kind of the past two weeks you know bleeding up from our preload time kind of through launch and launch weekend and Entrail ian you know following up some of that kind of launch week and so we're really excited by the response and it gives us you know kind of renewed hope that you know command & Conquer you know it still can be a really relevant franchise for for today's gamers so you know in terms of kind of you know what's next I know that's a really popular question right now in terms of the potential for future stuff you know what I can say is it right now where we're focused solely on you know kind of our launch support so you know we are you know reacting to all the community feedback that's been coming in you know the bugs that people been encountering the quality of life improvements people want to see some of the features that you know just slipped from launch that we still wanted to complete that we're planning to update here pretty soon and so our focus is entirely on that but we're going to continue to see kind of reactions from
launch and and see what what the future could hold I am fright like your question I'm going to get to it later however because I like to springboard all foam tough Lipton's question here which is before the lake right Eric Martin GDI general shepherd passed away was he aware of the remaster follow-up question what was it like I know that you recorded some of the voice lines from one actor for the remaster what was kind of like working with the classic actors for this remaster who definitely in the nineties when they were filming this probably never had any idea that like the game they were working on would find this kind of fan base we actually got we got back in touch with a lot of the the actors who participate in the original games effectively to get kind of their at their permission and their blessing to kind of reuse a lot of their their content and everybody was super supportive of that notion and they they really wanted to see the game come out again and and to see those performances shine again and so that was that was really great to see from everybody yeah most of them like you said they never
knew that this was gonna take off and become you know a game or a franchise that was beloved by millions of people but they've always been been humbled and that you know they'll say that they still get notes from fans and they'll get they'll bump into people who recognize them and that's always really cool for for Eric Martin it was obviously super super sad when when he passed he himself wasn't aware of kind of I don't think the remaster when we were kicking it off but we did get in touch with his family as part of this process and and they were very happy that he was going to be able to have his kind of legacy live on in the remaster and we hope that you know people like yourself who never played the original games are now getting a chance they can discover that performance and remember him in that way and fortunately we then were able to work with you know some of the the crew that that had done the remote games like kya huntzinger and
Franco [ __ ] who you know was the original composer for the games and you know worked on us with the Rheem s and remastered all the music you know he was still in touch with kya and so we were able to bring her into the studio and get her to rerecord all of her lines and in high-definition and it was I mean for me as a as a super fan and a kid you know growing up with as franchisee you know getting to meet her and getting to see her perform all these lines again it was a surreal experience and just a real pleasure and you know everyone who worked on the game was just incredible you know professional and took it all very you know very seriously and and tried to deliver their best performance that they could so it was it was just awesome in it you know kind of gives you those those those kind of happy chills when you first hear some of those lines being recorded here 25 years later I'm getting chills just thinking about it because mostly because I've I can just imagine it like I said no attachment of Community Cocker but there are other games and franchises where it's like
getting the classic people back in the studio for that like it moves me to it which is funny like the things that can move you about that but super great to hear that his family Martin's family was involved in the process because it's surprising to see the game industry have to start to deal with the fact that of using people's likenesses long after they've passed it's just such a new kind of challenge that especially now that digital recreations are becoming so prevalent the ethical issues there it's like oh well no that's Hollywood's problem it's like well no it's our problem too it turns out yeah that was a comment and a question I'm sorry but that one red tie guy I swear twitchchat you are stealing all the questions that I was thinking about beforehand and just asking them in chat so I have to keep crediting you red tie guy has the perfect question for those for these on certain times which is what were some of the development challenges the team had once EA began transitioning to work from
home because reminder we're in a global Pandit once-in-a-century global pandemic please wear a mask and keep six feet apart while you're in public yeah so first red tie guy I watch all your videos so thanks for all the the coverage over the past 18 months following the game so yeah we started working from home it was literally like three days after we we kind of did our big kind of announcement back in March so we kind of made this big announcement we wanted we announced our launch date we're like we're coming out in June and then we learned we had to kind of final the game working from home which was going to you know a crazy logistical challenge and you know the team's just really you know continue to pour their heart and soul into the game they continued to work and just a fantastic way together and you know we'd already been kind of working a little bit kind of remotely obviously I'm based here in San Francisco and Petra cliff is in Las Vegas and lemon sky is in Malaysia so we
already had a little bit of that kind of relationship in terms of you know how to work kind of in a distributed way but obviously then all the individual people at petroglyph head were working from home so the biggest impact was around kind of our testing capabilities or our QA team is overseas at in an EA Studios over in in Europe and in India and so you know they were also working from home and they didn't have as much access to some of their hardware we weren't able to utilize some of our larger PC hardware testing facilities because we just couldn't access those and so the the biggest challenge is that there were certain bugs there were certain optimisation items that we just weren't able to get to in the same way and we've seen a couple of those things come up with launch now that we're seeing you know tens of thousands of people play the game you know and run into some of these issues so we're kind of now getting that feedback from the community and we're trying to almost use their data in a way you know their feedback on
Reddit and things about how to troubleshoot some of these items and we're hoping to improve some of those and in our upcoming patch but yeah it was kind of more that the testing angle that became really the biggest challenge with the the work-from-home situation that's super helpful here hearing developers be frank about what it's been like developing and finishing games under under a global pandemic while supporting from home it's both a strange situation where you know like you said there's some remote like workflows built already so for so many people it's like oh well that's not a problem and then you just stumble into the couple things that turned out to be problems that sort of no one I guess anticipated we have I have about I think about 10 minutes left on our clock if you have 10 minutes from any gym of course as much time as he needs let's see let's jump off of it looks like SRS Geor zero zeros question
scores zero zeros question I don't know how you pronounce that they're questions been answered in chat by other folks but I will jump off once a really cool thing that you all did was that you released the source code for command conquer a couple weeks ago which is a moon for modders it's a boon for the developers can you talk behind that decision and sort of what you feel that enable like why that was a good thing to do for a developer to release the source code even while you were trying to sell a remaster collection yeah well we wanted to do it for the community I mean the community is this the group that has been keeping you know not only these these two games alive over the past 10 to 15 years with a lot of their community projects and mod support but really kind of the franchise on PC in general the command & Conquer franchise this is our first PC release and in 10 years and so it's really a community that it's been keeping the franchise alive in that way and we felt it was the right thing to do for them it's something they've been requesting of EA for for over a decade and so we wondered
we wanted to do it for them in order to you know give them that ownership to really take this franchise and these these older titles into the future with us and so it was a process it took a long time you know there's a lot of a lot of different you know groups within EA that kind of need to review that and and sign off on that but we were we were happy to try and to try and do that for for the fans and we even worked directly with the community to you know on the actual license that we wanted to use to make sure that it was going to be compatible with some of their fan projects like like open RA and CNC net and so you know that's how we came upon the the GPL license and it was just great to collaborate with the community leadership to make sure that this was gonna be a really celebratory moment for everybody involved and you know we've already seen I think over like 2,500 mods or maps and mods put up on the Steam
Workshop and like the first you know week week-and-a-half and so it sounds like it's really resonating well with the community and that they're able to do these really cool things and you know we hope to see that continue to to flourish going forward right on I think we're gonna grab two more questions and then call it a day Nils on has a good question how is EA actually I'm going to name the new people I'm going to take questions from Niels on and Swedish lilac we're gonna get to your questions before we get out of here Nils on would like to know our competitive balance fixes planned like imbalance master underused unit breaks that's an interesting question just to follow up from other Debs when you remaster a game like this and fear you're like we need to preserve as much of the original GAE balance as possible even if it was bad because that was the original game but if you're supporting a live game one that may get a competitive scene I don't know if this has a competitive scene but if it does we'll just assume it does for a second how do you make that experience good for players today like that's been such an interesting question that has come up in these remastered conversations yeah it's
been it's been really top of mind for us and it's been one of the top you know community feedback topics since we launched and you know going back to kind of those original creative pillars our goal was to keep it extremely authentic to get that same feel and those same strategies kind of working in the same way that people would have experienced with the older games and another thing for us with balance is that all the balance was kind of tied together so we didn't want to risk ruining the campaign or changing things like that with some of the the balance changes now that we've launched you know we're looking at some really targeted fixes immediately one that we're updating for example in this upcoming patch is you know when you're on low power and red alert you're essentially just you're completely out of the game it takes like 27 times longer to build something if you're out of power and that's it's almost more like a bug fix than a balance change but it's something that we are going to update based off the community really being upset about it we are also
actually just yesterday we updated our quick match rule set based on community feedback to change kind of that the base default rules for quick match we swapped in and out a few of the of the quick match maps and we're going to be hopefully doing a few more of those in the upcoming patch based off further feedback so we're looking at like targeted changes that we think are really impacting the game but we're still trying to understand if we should you know look at kind of a bigger balanced pass or if that would kind of change the spirit of what we set out to do too much so we're still kind of looking at that but I'm we are in the meantime trying to do some of these targeted fixes man you're about to see me this really learn for the first time why ground units can't walk over what
you want well I mean I'll just say yeah that would be amazing I you know as a fan of the series since I was you know twelve years old and then having a chance to work on the command & Conquer games from 2006 to 2010 with you know CNC three and Kane's wrath and Red Alert 3 those were some of my favorite kind of development projects I've ever been on and then going on on this journey with the community and with petroglyph it's it's just been fantastic and so I've you know CNC has been kind of intertwined with my my personal gaming life and my professional career life you know as far as far as I can remember and so you know I would love to continue working on on C&C and you know we'll have to have to see what the what the future holds like I said right now we're really just focused on supporting the launch of the remastered collection but sure I mean
who if you're a fan of a franchise that like that you know who wouldn't want to be able to continue working on it right on um I can certainly agree with that Sensibility um Jim there's some kind of EA event going on tomorrow isn't there I guess for that yeah I think yeah we are we're doing our kind of EA EA play showcase I think it's a it's gonna last around I think an hour and you should check online for kind of your local times on when it's gonna show up it'll be streaming online and they were hoping to kind of have a little bit a celebratory called out there for the remastered collection and so yeah it should be a great event and yeah I hope you all check it out to see everything that is coming up with EA right on my current EA game that I am personally can't stop saying is the apex legend so shadow to the folks at respawn in case they have any with that I'm going to start wrapping it up thank you all on twitch chat for joining us thank you to
the command & Conquer community because not only do we have you to thank for impart for this game along with EA and petroglyph and yeah lemon sky but if you all for showing up today and you all for being a big impetus force for this game existing like I said I am a newcomer to your world and I thank you for sort of building the foundation that I get to come in and with that Jim I assume this community has big ties to your discord your forums etc assume the authority sort of generally known but in case there was a question they didn't get answer today and they would like to have an answer where should they go yeah I think posting in the command & Conquer subreddit is is a place that I'm often checking all the posts and then there's a bunch of community pockets in discord where you can post and if I don't see those directly then they'll often be relayed to me with our community council and so yeah please continue providing the feedback and questions and I'll do my best to respond to as many as I can
right on now before I horribly fail this mission I'm going to bring things to a close and we had a chat I can't say enough how great it is to to start live streaming again on this channel and to come back with such a supportive welcoming audience that is out there so with that have a good day everyone bye you
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Game Developers Conference · 2026
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