
Portuguese: 
(música instrumental leve)
 
Olá, sejam bem vindos ao System Era Softworks
Casa de Astroneer, você já deve ter ouvido isso antes
Acesso antecipado de um jogo de sobrevivência e sandbox
onde você pode jogar sozinho ou com amigos.
Mas o jogo que eles fizeram aqui e a história
de seu desenvolvimento está longe do comum
Na verdade, eu me esforço para pensar em outra história de desenvolvimento
que cobrimos onde teve tantos altos
e baixos como essa daqui
Então, na véspera do lançamento da versão 1.0 do jogo
nós pensamos que seria um momento apropriado

English: 
(light instrumental music)
(typing)
- Hello there and welcome
to System Era Softworks,
home of Astroneer a, stop me
if you've heard this before,
Early Access Sandbox survival craft game
you can play solo or with friends.
But the game they made here and the story
of it's development are far from typical.
In fact, I struggle to think
of any development story
we've covered that has the souring highs
and devastating lows of this one.
So, on the eve of the game's 1.0 launch
we thought it an appropriate time

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 

French: 
(musique instrumentale légère)
(dactylographie)
- Bonjour et bienvenue
à System Era Softworks,
la maison d'Astroneer a, arrêtez-moi
si vous avez déjà entendu cela,
Jeu artisanal de survie en bac à sable à accès anticipé
vous pouvez jouer en solo ou avec des amis.
Mais le jeu qu'ils ont fait ici et l'histoire
de son développement sont loin d'être typiques.
En fait, j'ai du mal à penser
de toute histoire de développement
nous avons couvert qui a les sommets aigris
et les bas dévastateurs de celui-ci.
Donc, à la veille du lancement du jeu 1.0
nous avons pensé que c'était un moment approprié

English: 
to come down here and talk to the staff
about how it all went down.
How a group of dear
friends worked together
to create their dream
game, and the strangers
that helped them finish it.
- My first job was when I was 20,
so I've been doing it for 15 years now.
It was for, do you know the poker player
Daniel Luton Negreanu?
- [Danny] No.
- I worked on Daniel
Negreanu's Poker for PS2.
(laughing)
- [Danny] Nice.
- It was a super easy
job, I did it from home.
It was like open Photoshop,
move a hue slider,
and you know, save dollars, it was great.
And then got my first
my first in-house job
at a studio that's
actually kind of similar
to what we're doing here at System Era.
A company called ThreeWave, they made CTF
or Quake back in the day.
And I went out to Vancouver and there
was six of us and we grew up to 90 people.
Before leaving Triple A to do
Astroneer I was at Ubisoft,
I was assistant art director over there.
- [Danny] What did you work on over there?
- Last project I was on was Watch Dogs 2
- [Danny] Oh, cool.
- And then I was an art lead
for Assassin's Creed Unity.
I was an environment artist.

French: 
de venir ici et de parler au personnel
sur la façon dont tout s'est déroulé.
Comment un groupe de chers
amis ont travaillé ensemble
pour créer leur rêve
jeu, et les étrangers
qui les a aidés à le terminer.
- Mon premier travail était quand j'avais 20 ans,
donc je le fais depuis 15 ans maintenant.
C'était pour, connaissez-vous le joueur de poker
Daniel Luton Negreanu?
- [Danny] Non.
- J'ai travaillé sur Daniel
Negreanu's Poker pour PS2.
(en riant)
- [Danny] Sympa.
- C'était super facile
travail, je l'ai fait à la maison.
C'était comme ouvrir Photoshop,
déplacer un curseur de teinte,
et vous savez, économiser de l'argent, c'était super.
Et puis j'ai eu mon premier
mon premier emploi en interne
dans un studio qui est
en fait un peu similaire
à ce que nous faisons ici à System Era.
Une entreprise appelée ThreeWave, ils ont fait CTF
ou Quake dans la journée.
Et je suis sorti à Vancouver et là
nous étions six et nous avons grandi jusqu'à 90 personnes.
Avant de quitter Triple A pour faire
Astroneer j'étais à Ubisoft,
J'étais directeur artistique adjoint là-bas.
- [Danny] Sur quoi avez-vous travaillé là-bas?
- Le dernier projet sur lequel j'étais était Watch Dogs 2
- [Danny] Oh, cool.
- Et puis j'étais un chef d'art
pour Assassin's Creed Unity.
J'étais un artiste de l'environnement.

Portuguese: 
para vir aqui e falar da equipe
como tudo aconteceu.
Como um grupo de queridos amigos trabalham juntos
para criar seus jogos dos sonhos, e os estranhos
que os ajudaram a terminar
-  Meu primeiro trabalho foi aos 20 anos
e eu venho fazendo isso por 15 anos desde então
foi para
você conhece o jogador de poker Daniel Luton Negreanu?
- Eu trabalhei para Daniel Negreanu's Poker para PS2
- Legal.
- foi um trabalho muito fácil, eu fiz tudo de casa.
Foi só abrir o Photoshop, mover uma matiz
e você sabe, economizar dólares, foi ótimo
E então eu tenho meu primeiro trabalho em casa
em um estúdio que é realmente semelhante
ao que estamos fazendo aqui na System Era.
Uma empresa chamada ThreeWave, eles criaram o CTF
ou Quake de volta no dia.
E eu fui para Vancouver e lá
éramos seis de nós e crescemos até 90 pessoas.
Antes de deixar o Triple A para fazer o Astroneer, eu estava na Ubisoft,
Eu era assistente do diretor de arte de lá.
Eu era assistente do diretor de arte de lá.
- O último projeto que participei foi o Watch Dogs 2
- [Danny] Oh, legal
- E então eu era um líder artístico de Assassin's Creed Unity.
Eu era um artista do meio ambiente.

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

French: 
C'est de là que vient toute ma carrière.
J'ai aussi travaillé sur Splinter Cell qui
était l'un de mes jeux préférés
de tous les temps, Blacklist.
Pour travailler sur mon préféré
Les IP étaient super cool.
- Alors j'ai travaillé pour
environ six ans sur Halo,
Halo quatre et cinq, du début à la fin,
ces deux jeux.
J'ai rejoint l'équipe qui allait devenir 343
avant qu'ils ne soient appelés 343.
Il y avait environ, je pense que j'étais peut-être
la 35e ou 40e personne de l'équipe
et j'ai vu l'équipe grandir à partir de cette taille
à 500 personnes, c'était un
expérience assez folle.
Les quatre fondateurs originaux,
Paul, Adam et Jacob.
Je connaissais Jacob et Paul
pour un assez long moment,
nous avons tous deux travaillé ensemble au 343.
Paul a commencé presque le
exactement en même temps que moi,
Je pense la même semaine.
Et Jacob était comme un
jeune et brillant stagiaire
à l'époque, puis
il est venu à plein temps.
Et Adam, je ne l'ai su que plus tard,
jusqu'à l'ère du système
chose se formait un peu.
Donc, j'avais rencontré Paul il y a longtemps
et il a quitté Microsoft
vous savez, des années avant moi

English: 
That's where my whole career comes from.
I also worked on Splinter Cell which
was one of my favorite games
of all time, Blacklist.
To work on my favorite
IP's was super cool.
- So, I worked for
about six years on Halo,
Halo four and five, from start to finish,
both of those games.
I joined the team that would become 343
before they were called 343.
There was about, I think I was maybe
the 35th or 40th person on the team
and I watched the team grow from that size
to 500 people, that was a
pretty crazy experience.
The four original founders,
Paul, Adam, and Jacob.
I knew Jacob and Paul
for quite a long time,
we both worked together at 343.
Paul started almost the
exact same time that I did,
I think the same week.
And Jacob was like a
young, brilliant intern
at the time, and then
he came on full time.
And Adam I didn't know until later,
until the System Era
thing was kinda forming.
So, I had met Paul a long time ago
and he left Microsoft
you know, years before I did

Portuguese: 
É daí que toda a minha carreira vem
Eu também trabalhei no Splinter Cell, que
foi um dos meus jogos favoritos
de todos os tempos, lista negra.
Para trabalhar no meu favorito
IP foi super legal.
- Então, eu trabalhei para
cerca de seis anos em Halo,
Halo quatro e cinco, do começo ao fim,
ambos os jogos.
Entrei para a equipe que se tornaria 343
antes de serem chamados 343.
Havia cerca, acho que talvez
a 35ª ou 40ª pessoa da equipe
e vi a equipe crescer desse tamanho
para 500 pessoas, isso foi um
experiência muito louca.
Os quatro fundadores originais,
Paulo, Adão e Jacó.
Eu conhecia Jacob e Paul
por muito tempo,
nós dois trabalhamos juntos no 343.
Paulo começou quase o
exatamente na mesma hora que eu fiz,
Eu acho que na mesma semana.
E Jacob era como um
estagiário jovem e brilhante
no momento e depois
ele veio em tempo integral.
E Adam, eu não conhecia até mais tarde,
até a Era do Sistema
estava meio que se formando.
Então, eu conheci Paul há muito tempo
e ele deixou a Microsoft
anos antes de eu fazer

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

French: 
et il a fini par travailler chez
Valve puis chez Oculus.
Mais nous sommes toujours restés en contact.
Nous sortions pour le déjeuner ou le brunch
et il commencerait
laisser tomber tous ces indices
comme, alors qu'est-ce que vous ...
Je lui parlerais,
oh je devais travailler tard
quelle que soit la nuit, et il serait comme
pourquoi mettez-vous toutes ces heures,
travaillez-vous juste pour
rendre Steve Ballmer riche?
Tu ne veux pas travailler pour toi?
- Alors Paul et moi, nous nous sommes rencontrés
en fait de Polycount.
C'était un artiste à qui j'étais, tu sais
merde, il est incroyable.
Il y a beaucoup de
bons artistes de l'industrie
et j'ai vu Paul comme
un véritable pionnier.
Il a rebondi dans le logiciel, Valve, 343,
Oculus.
Il a travaillé dans de nombreuses grandes entreprises.
Mais il était toujours à l'Ouest
Côte ou Amérique centrale,
J'étais dans le centre du Canada.
Nous parlions toujours en ligne,
renvoyé des trucs les uns aux autres.
Nous étions très durs sur le travail de chacun,
je pense que c'est là que
la relation est venue.
Pour moi personnellement, comme son
ami, j'ai toujours toujours
inspiré par son travail mais je ne pense pas
qu'il est allé dans l'autre sens.
Je peux juste dire que je n'ai jamais été
aussi bon artiste que Paul.

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Portuguese: 
e ele acabou trabalhando na
Válvula e depois em Oculus.
Mas sempre mantivemos contato.
Saíamos para almoçar ou brunch
e ele começaria
derrubando todas essas dicas
como, então o que você ...
Eu diria a ele sobre,
ah eu tive que trabalhar até tarde
qualquer noite, e ele seria como
por que você está colocando todas essas horas,
você está apenas trabalhando para
tornar Steve Ballmer rico?
Você não quer trabalhar por si mesmo?
- Então, Paul e eu, nos conhecemos
na verdade, da Polycount.
Ele era um artista que eu era, você sabe
Puta merda, ele é incrível.
Há muita coisa realmente
bons artistas da indústria
e eu vi Paul como sendo
um criador de tendências real.
Ele pulou no software Valve, 343,
Oculus.
Ele trabalhou em muitas grandes empresas.
Mas ele estava sempre no oeste
Costa ou América Central,
Eu estava no Canadá central.
Nós sempre falamos on-line,
enviaram coisas de volta um para o outro.
Nós fomos muito duros com o trabalho um do outro,
que eu acho que é onde
relacionamento veio.
Para mim pessoalmente, como seu
amigo eu sempre sempre
inspirado por seu trabalho, mas eu não acho
que foi o contrário.
Eu posso apenas dizer que nunca fui
um artista tão bom quanto Paul.

English: 
and he ended up working at
Valve and then at Oculus.
But we always kept in touch.
We would go out for lunch or brunch
and he would start
dropping all these hints
like, so what do you...
I would tell him about,
oh I had to work late
whatever night, and he'd be like
why are you putting in all these hours,
are you just working to
make Steve Ballmer rich?
Don't you want to work for yourself?
- So Paul and I, we met
actually from Polycount.
He was an artist who I was like, you know
holy shit he's amazing.
There's a lot of really
good artists in the industry
and I saw Paul as being
an actual trendsetter.
He bounced around in software, Valve, 343,
Oculus.
He worked at a lot of great companies.
But he was always on the West
Coast or Central America,
I was up in Central Canada.
We always just sort of spoke online,
sent stuff back to each other.
We were very harsh on each others work,
which I think is where that
relationship came from.
For me personally, as his
friend, I always always
inspired by his work but I don't think
that it went the other way around.
I can just say I was never
as good an artist as Paul.

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

English: 
But I was always looking
for, could I impress him?
You know, if I do it and he likes it,
then it's got to be good, everybody else
is probably gonna like it.
So, Astroneer started as
actually an art project.
A story of this lonely
astronaut that lived in
a single habitat that
was super uncomfortable
and he was so far away from Earth
that it was a one way mission.
Whatever he was doing there was for
the survivability of humans back on Earth
and I really loved this idea.
Every single day Paul and I would talk
and share back and forth the projects
that we were doing and it was very rare
that my stuff resonated with Paul.
So for the fact that
this low, low, low-poly
space thing that I was just kind of
pooping out on the weekend,
that it was just this thing,
was resonating with him so strongly.
I was like, oh crap, okay,
we'll have to do that.
I always used to joke
that like, oh you know
you should apply to Ubisoft or I'll try
to apply to this company and it would
be nice to work with you sometime.
So, System Era and
Astro was an opportunity
for us to do that.
And then, we found a
programmer, a friend of Paul's
to help us out, Jacob.

Portuguese: 
Mas eu estava sempre procurando
pois, eu poderia impressioná-lo?
Você sabe, se eu fizer e ele gostar,
então tem que ser bom, todo mundo
provavelmente vai gostar.
Então, Astroneer começou como
na verdade, um projeto de arte.
Uma história deste solitário
astronauta que vivia em
um único habitat que
foi super desconfortável
e ele estava tão longe da Terra
que era uma missão de mão única.
Tudo o que ele estava fazendo lá era para
a capacidade de sobrevivência dos humanos na Terra
e eu realmente amei essa ideia.
Todo dia Paul e eu conversávamos
e compartilhar os projetos
que estávamos fazendo e era muito raro
que minhas coisas ressoaram com Paul.
Então, pelo fato de que
este baixo, baixo, baixo poli
coisa de espaço que eu era apenas uma espécie de
cagando no fim de semana,
que era exatamente isso,
estava ressoando com ele tão fortemente.
Eu estava tipo, oh merda, ok,
nós vamos ter que fazer isso.
Eu sempre brincava
que tipo, oh você sabe
você deve se inscrever na Ubisoft ou tentarei
para aplicar a esta empresa e seria
seja bom trabalhar com você algum dia.
Então, System Era e
Astro foi uma oportunidade
para nós fazermos isso.
E então, encontramos um
programador, amigo de Paul
para nos ajudar, Jacob.

French: 
Mais je cherchais toujours
car, pourrais-je l'impressionner?
Tu sais, si je le fais et qu'il aime ça,
alors ça doit être bon, tout le monde
va probablement l'aimer.
Ainsi, Astroneer a commencé comme
en fait un projet artistique.
Une histoire de cette solitude
astronaute qui a vécu dans
un seul habitat qui
était super mal à l'aise
et il était si loin de la Terre
que c'était une mission à sens unique.
Quoi qu'il fasse, c'était pour
la survie des humains de retour sur Terre
et j'ai vraiment adoré cette idée.
Chaque jour, Paul et moi parlions
et partager d'avant en arrière les projets
que nous faisions et c'était très rare
que mes affaires ont résonné avec Paul.
Donc, pour le fait que
ce bas, bas, low-poly
chose d'espace que j'étais juste un peu
caca le week-end,
que c'était juste cette chose,
résonnait avec lui si fort.
J'étais genre, oh merde, d'accord,
nous devrons le faire.
Je plaisantais toujours
comme, oh tu sais
vous devez appliquer à Ubisoft ou je vais essayer
à appliquer à cette entreprise et il serait
soyez gentil de travailler avec vous un jour.
Donc, l'ère du système et
Astro était une opportunité
pour nous de le faire.
Et puis, nous avons trouvé un
programmeur, un ami de Paul
pour nous aider, Jacob.

French: 
- Et puis Jacob a mystérieusement quitté son emploi
(en riant)
et j'ai eu ce moment étrange quand j'étais
lui dire au revoir dans l'ascenseur
où il a dit quelque chose qui,
et je ne me souviens pas ce que c'était
mais j'étais genre, je me demande si lui et Paul
font quelque chose là-bas.
Quelques semaines plus tard, je reçois une invitation
déjeuner avec eux deux
venir déjeuner avec eux
et je vais déjeuner avec
eux et ils me disent
qu'ils travaillent sur ce jeu,
ils ont juste commencé à travailler sur ce jeu
et ils ont besoin d'un autre
ingénieur pour les aider.
Jacob était un rendu
ingénieur et ils voulaient
quelqu'un comme moi qui était plus
un ingénieur généraliste fort.
Ils ne seraient même pas vraiment
dites-moi les détails exacts
sur le concept du jeu
jusqu'à plus tard.
Mais j'ai essentiellement serré la main et dit d'accord.
(en riant)
Paul était comme le meilleur
artiste, artiste le plus talentueux
que j'avais jamais rencontré et je faisais aussi confiance
son jugement, il n'était pas le genre de gars

English: 
- And then Jacob mysteriously quit his job
(laughing)
and I had this weird moment when I was
saying goodbye to him in the elevator
where he said something that,
and I can't remember what it was
but I was like, I wonder if him and Paul
are doing something there.
Just a few weeks later, I get an invite
to lunch from the two of them
to come eat lunch with them
and I go to lunch with
them and they tell me
that they're working on this game,
they just started working on this game
and they need another
engineer to help them.
Jacob was a rendering
engineer and they wanted
somebody like me who was more of
a strong generalist engineer.
They wouldn't even really
tell me the exact details
about the concept for the game
until later.
But I basically shook hands and said okay.
(laughing)
Paul was like the best
artist, most talented artist
that I had ever met and I also trusted
his judgment, he was not the kind of guy

Portuguese: 
- E então Jacob misteriosamente deixou o emprego
(rindo)
e eu tive esse momento estranho quando eu estava
dizendo adeus a ele no elevador
onde ele disse algo que,
e não me lembro o que era
mas eu fiquei tipo, eu me pergunto se ele e Paul
estão fazendo algo lá.
Apenas algumas semanas depois, recebo um convite
para almoçar com os dois
vir almoçar com eles
e eu vou almoçar com
eles e eles me dizem
que eles estão trabalhando neste jogo,
eles começaram a trabalhar nesse jogo
e eles precisam de outro
engenheiro para ajudá-los.
Jacob era uma renderização
engenheiro e eles queriam
alguém como eu, que era mais
um forte engenheiro generalista.
Eles nem sequer
diga-me os detalhes exatos
sobre o conceito do jogo
Até tarde.
Mas basicamente apertei as mãos e disse que tudo bem.
(rindo)
Paulo era como o melhor
artista, artista mais talentoso
que eu já conheci e também confiei
seu julgamento, ele não era o tipo de cara

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

English: 
who would do things flippantly.
And I was like, if Paul thinks something
is worthwhile, it's worthwhile.
- The four of us were like, okay we've got
two coders, two artists, we could
probably do something here.
So we quickly started on
that, and very quickly
Riley was emotionally attached to it
'cause he saw something in there
and he was a friend of Jacob's.
- I remember Jacob and
I would exchange emails
about games, like really design stuff
every now and then, and then he's like
oh yeah I quit my dream job at Halo
and it's like, what?
Why would you do that?
He's like, oh I think I
might work on some REM game.
Like cool, that sounds awesome.
If you want sounds I'm happy to help.
It was one of those like, oh it's just
a side project thing and then that
turned into a full time thing.
- And we slowly started to turn away
from Astroneer being about greed motive,
like I'm gonna drink
that person's milkshake,
to let's talk about the
betterment of humanity.
There's too much of this crap going on
in the world right now, let's make it not
doom and gloom sci-fi,
but bright and colorful
and you're out seeing
these amazing planets

Portuguese: 
quem faria as coisas de maneira irreverente.
E eu fiquei tipo, se Paul pensa em algo
vale a pena, vale a pena.
- Nós quatro estávamos tipo, ok, nós temos
dois codificadores, dois artistas, poderíamos
provavelmente faça algo aqui.
Então começamos rapidamente
isso e muito rapidamente
Riley estava emocionalmente ligado a isso
porque ele viu algo lá
e ele era amigo de Jacob.
- Eu lembro de Jacob e
Eu trocaria e-mails
sobre jogos, como realmente projetar coisas
de vez em quando, e então ele é como
ah sim, eu larguei o emprego dos meus sonhos na Halo
e é como, o que?
Por que você faria isso?
Ele é como, oh, eu acho que
pode funcionar em algum jogo REM.
Legal, isso parece incrível.
Se você quer sons, fico feliz em ajudar.
Foi um daqueles como, oh, é apenas
uma coisa de projeto paralelo e então que
se transformou em uma coisa em tempo integral.
- E nós lentamente começamos a nos afastar
do Astroneer falando sobre motivo de ganância,
como eu vou beber
milk-shake dessa pessoa,
vamos falar sobre o
melhoria da humanidade.
Há muita dessa porcaria acontecendo
no mundo agora, vamos fazer isso não
ficção científica da desgraça e da melancolia,
mas brilhante e colorido
e você está vendo
esses planetas incríveis

French: 
qui ferait les choses avec désinvolture.
Et j'étais comme, si Paul pense à quelque chose
vaut la peine, ça vaut la peine.
- Nous étions tous les quatre comme, d'accord, nous avons
deux codeurs, deux artistes, on pourrait
faites probablement quelque chose ici.
Nous avons donc rapidement commencé
ça, et très rapidement
Riley y était émotionnellement attaché
parce qu'il a vu quelque chose là-dedans
et c'était un ami de Jacob.
- Je me souviens de Jacob et
J'échangerais des e-mails
sur les jeux, comme les trucs vraiment design
de temps en temps, et puis il est comme
oh ouais je quitte mon emploi de rêve chez Halo
et c'est comme quoi?
Pourquoi ferais-tu ça?
Il est comme, oh je pense que je
pourrait fonctionner sur certains jeux REM.
Comme cool, ça a l'air génial.
Si vous voulez des sons, je suis heureux de vous aider.
C'était un de ceux-là comme, oh c'est juste
une chose de projet latéral et que
transformé en une chose à temps plein.
- Et nous avons lentement commencé à nous détourner
d'Astroneer étant sur le motif de la cupidité,
comme si je vais boire
le lait frappé de cette personne,
pour parler de la
l'amélioration de l'humanité.
Il y a trop de merde
dans le monde en ce moment, faisons-le pas
science-fiction funeste,
mais lumineux et coloré
et vous voyez dehors
ces planètes incroyables

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

English: 
and you want to explore them
'cause they're beautiful.
There's some hazards
there but they're also
kind of pretty at the same time.
And we really wanted to make it about
the joy of exploration
and the joy of discovery
versus the gold rush and I'm
gonna do as much as I can
to soak up all this stuff and screw over
my fellow Astroneers,
there was lots about that.
- [Danny] Capitalism in space?
- Yeah, yeah.
It was just like, these things were really
hitting strong with people.
That's where the motivation came from.
You know, I've had things
that have resonated well
with people before and Paul certainly had
but it was sort of like when my wife
was getting interested
in it and people that
were outside games was
kinda seeing what we
were posting and talking about it.
- [Danny] The friends thought
they had something interesting
but Astroneer would change a
lot over the coming months.
Both tonally and in terms of the codebase,
shifting from unity to unreal.
Adam and Paul were used to creating things
with hundreds, thousands or
even millions of polygons,
but were loving the
speed of creating assets
in this low-poly style.
Turnover on making stuff was
taking hours instead of days.

French: 
et vous voulez les explorer
parce qu'ils sont beaux.
Il y a des dangers
là, mais ils sont aussi
plutôt jolie en même temps.
Et nous voulions vraiment réussir
la joie de l'exploration
et la joie de la découverte
par rapport à la ruée vers l'or et je suis
va faire autant que je peux
pour s'imprégner de tout ça et visser
mes collègues astroneers,
il y avait beaucoup à ce sujet.
- [Danny] Le capitalisme dans l'espace?
- Yeah Yeah.
C'était juste comme, ces choses étaient vraiment
frapper fort avec les gens.
C'est de là que vient la motivation.
Tu sais, j'ai eu des choses
qui ont bien résonné
avec des gens avant et Paul avait certainement
mais c'était un peu comme quand ma femme
devenait intéressé
en elle et les gens qui
étaient à l'extérieur des jeux était
voir un peu ce que nous
publiaient et en parlaient.
- [Danny] Les amis ont pensé
ils avaient quelque chose d'intéressant
mais Astroneer changerait un
beaucoup au cours des prochains mois.
À la fois tonalement et en termes de base de code,
passer de l'unité à l'irréel.
Adam et Paul avaient l'habitude de créer des choses
avec des centaines, des milliers ou
même des millions de polygones,
mais aimaient la
vitesse de création d'actifs
dans ce style low-poly.
Le chiffre d'affaires sur la fabrication de choses était
prendre des heures au lieu de jours.

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Portuguese: 
e você quer explorá-los
porque eles são lindos.
Há alguns perigos
lá, mas eles também
meio que bonito ao mesmo tempo.
E nós realmente queríamos fazer isso
a alegria da exploração
e a alegria da descoberta
contra a corrida do ouro e eu sou
vai fazer o máximo que puder
para absorver tudo isso e estragar
meus colegas astrônomos,
havia muito sobre isso.
- [Danny] Capitalismo no espaço?
- Sim Sim.
Era como, essas coisas eram realmente
batendo forte com as pessoas.
É daí que a motivação veio.
Você sabe, eu tive coisas
que ressoaram bem
com pessoas antes e Paulo certamente tinha
mas foi como quando minha esposa
estava ficando interessado
nele e pessoas que
estavam fora jogos era
meio que vendo o que
estavam postando e falando sobre isso.
- [Danny] Os amigos pensaram
eles tinham algo interessante
mas Astroneer mudaria um
muito nos próximos meses.
Em termos tonais e em termos de base de código,
mudando de unidade para irreal.
Adão e Paulo estavam acostumados a criar coisas
com centenas, milhares ou
até milhões de polígonos,
mas estava amando o
velocidade de criação de ativos
neste estilo low-poly.
A rotatividade em fazer coisas era
levando horas em vez de dias.

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

French: 
Le jeu se préparait rapidement,
ils avaient une vision forte.
Mais s'ils ont jamais voulu le réaliser,
ils ont besoin de plus d'argent.
- Il y avait trois options.
Obtenez un éditeur, faites un kickstarter,
ou faites un accès anticipé et un autofinancement.
L'édition était difficile.
Nous étions en quelque sorte
présenté avec deux options.
L'un était soit de maintenir
plus de contrôle
que nous voulions avoir sur le titre,
mais pour un budget très bas
tout en étant sous le
pression des jalons de l'éditeur
et des choses dans le genre.
Ou, acceptez un niveau beaucoup plus élevé
budget mais vraiment abandonner
la plupart des efficaces
propriété du titre
et il y avait des offres qui, vous le savez,
il y avait des éditeurs qui sont autour de cela
dira des choses comme ouais, tu vas
garder tout votre IP mais on va
prendre ce qu'ils appellent les droits d'exploitation
ce qui leur donne effectivement l'IP
sans leur donner l'IP.
Il était important pour nous d'être en contrôle,

Portuguese: 
O jogo estava se juntando rapidamente,
eles tiveram uma visão forte.
Mas se eles quisessem perceber,
eles precisam de mais dinheiro.
- Havia quase três opções.
Obtenha um editor, faça o kickstarter,
ou faça Acesso Antecipado e autofinancie.
O lado editorial foi difícil.
Nós estávamos meio que sendo
apresentado com duas opções.
Um era ou manter
mais nível de controle
que queríamos ter sobre o título,
mas pelo custo de um orçamento muito baixo
enquanto ainda está sob o
pressão dos marcos do editor
e coisas assim.
Ou aceite um valor muito mais alto
orçamento, mas realmente desista
a maioria dos eficazes
propriedade do título
e houve acordos que, você sabe,
havia editores que estão por aí
vai dizer coisas como sim, você vai
mantenha todo o seu IP, mas vamos
pegue o que eles chamam de direitos de exploração
o que efetivamente lhes dá o IP
sem dar a eles o IP.
Era importante para nós estar no controle,

English: 
The game was coming together quickly,
they had a strong vision.
But if they ever wanted to realize it,
they need more money.
- There was sorta three options.
Get a publisher, do kickstarter,
or do Early Access and self-fund.
The publishing side was difficult.
We were kind of being
presented with two options.
One was either maintain
more level of control
that we wanted to have over the title,
but for cost of a very low budget
while still being under the
pressure of publisher milestones
and things like that.
Or, accept a much higher
budget but really give up
most of the effective
ownership of the title
and there were deals that, you know,
there were publishers that are around that
will say things like yeah, you're gonna
keep all of your IP but we're gonna
take what they'll call exploitation rights
which effectively gives them the IP
without giving them the IP.
It was important to us to be in control,

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Portuguese: 
essa foi uma das razões pelas quais
queria ser independente.
Paul e eu salvamos
dinheiro de nossos empregos
no triplo A e então tivemos
algo para recorrer
e até financiar um projeto um pouco.
Nós meio que fizemos um cálculo
e disse que tudo bem,
se pudermos colocar algo
sair, colocar algo
em acesso antecipado por volta de abril de 2016
e depois financiaremos o resto
do projeto dessa maneira.
Nós pensamos que poderíamos pagar
isso apenas fora do bolso.
Jacob já estava cheio
tempo, eu e Paul desistimos
entre setembro e outubro
de 2015
e então Adam estava na Ubisoft na época
e ele não podia dar ao luxo de
desistir e não tínhamos financiamento
então ele ficou,
e ele ficou trabalhando meio período conosco
até o início do próximo ano
onde conseguimos algum financiamento de
alguns amigos e familiares, mais ou menos como
um pequeno grupo de investimento anjo através
em alguns conhecidos de Adam.
Então, um monte de gente no Canadá
juntou algum dinheiro e nos deu um pouco

English: 
that was kind of one of the reasons we
wanted to be independent.
So Paul and I, we had saved
up money from our jobs
in triple A and so we had
something to fall back on
and even fund a project a bit with.
We kind of did a calculation
and said okay well,
if we can put something
out, put out something
in Early Access around April 2016
and then we'll fund the rest
of the project that way.
We thought we could afford
that just out of pocket.
Jacob was already full
time, me and Paul quit
around between September and October
of 2015
and then Adam was at Ubisoft at the time
and he couldn't afford to
quit and we had no funding
so he stayed,
and he stayed working part time with us
until the beginning of the next year
where we did secure some funding from
some friends and family, sort of like
a little angel investment group through
at some of Adam's acquaintances.
So a bunch of people back in Canada
pooled in some money and gave us a little

French: 
ce fut une sorte de raison pour laquelle nous
voulait être indépendant.
Donc, Paul et moi, nous avions sauvé
de l'argent de nos emplois
en triple A et nous avions donc
quelque chose sur lequel se rabattre
et même financer un peu un projet avec.
Nous avons en quelque sorte fait un calcul
et a bien dit bien,
si on peut mettre quelque chose
sortir, éteindre quelque chose
en accès anticipé vers avril 2016
puis nous financerons le reste
du projet de cette façon.
Nous pensions que nous pouvions nous permettre
qui vient de sortir de sa poche.
Jacob était déjà plein
le temps, moi et Paul quittons
entre septembre et octobre
de 2015
puis Adam était à Ubisoft à l'époque
et il ne pouvait pas se permettre
quitter et nous n'avions aucun financement
alors il est resté,
et il est resté travailler à temps partiel avec nous
jusqu'au début de l'année prochaine
où nous avons obtenu un financement de
des amis et de la famille, un peu comme
un petit groupe d'investissement providentiel à travers
à certaines des connaissances d'Adam.
Donc, un tas de gens de retour au Canada
mis en commun un peu d'argent et nous a donné un peu

Portuguese: 
um pouco de dinheiro para nos fazer ir
e foi o suficiente
para nós apenas raspar,
cobrindo nossas despesas de vida
até o final do ano.
Isso permitiu que Adam desistisse
seu trabalho em Toronto,
ele ainda estava trabalhando
na Ubisoft em Toronto.
Nós levantamos uma certa quantia de dinheiro,
algumas centenas de milhares de dólares desta maneira
e então é claro,
Paul e eu injetamos
provavelmente perto de um
cem mil dolares
entre nós dois também.
O plano era, nós vamos
liberar algo em setembro
e não seria nenhum multiplayer
e depois no começo
da primavera eu estava tipo,
Eu acho que poderemos
para entrar no multiplayer,
mas precisaremos de mais tempo e por isso
fez um acordo com a Microsoft
para trazer o jogo
para o Xbox, que trouxe
em alguns bastante generoso
fundos para desenvolvedores também.
E isso colocaria o jogo no Xbox
e também nos permitiu o tempo
espremer no multiplayer
o que foi importante para
a experiência que queríamos
que ser capaz de jogar
com estes muito brinquedos como

French: 
peu d'argent pour nous faire avancer
et c'était juste assez
pour nous de simplement gratter,
couvrir nos frais de subsistance
jusqu'à la fin de l'année.
Cela a permis à Adam de quitter
son travail à Toronto,
il travaillait toujours
chez Ubisoft à Toronto.
Nous avions levé une certaine somme d'argent,
quelques centaines de milliers de dollars de cette façon
et puis bien sûr,
Paul et moi avions injecté
probablement proche d'un
cent mille dollars
entre nous deux aussi.
Le plan était, on va
sortir quelque chose en septembre
et ça n'allait pas être multijoueur
puis au début
du printemps j'étais comme,
Je pense que nous pourrions être en mesure
pour entrer en multijoueur,
mais nous aurons besoin de plus de temps et nous
a fait un accord avec Microsoft
apporter le jeu
à la Xbox, qui a apporté
dans certains assez généreux
des fonds pour les développeurs également.
Et cela mettrait le jeu sur la Xbox
et nous a aussi laissé le temps
se faufiler en multijoueur
ce qui était important pour
l'expérience que nous voulions
qu'être capable de jouer
avec ces mêmes jouets comme

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

English: 
bit of money to kinda get us going
and it was just enough
for us to just scrape by,
covering our living expenses
till the end of the year.
That enabled Adam to quit
his job back in Toronto,
he was still working
at Ubisoft in Toronto.
We had raised some amount of money,
a couple hundred thousand dollars this way
and then of course,
Paul and I had injected
probably close to a
hundred thousand dollars
between the two of us as well.
The plan was, we're gonna
release something in September
and it wasn't gonna be any multiplayer
and then in the beginning
of springtime I was like,
I think we might be able
to get in multiplayer,
but we will need more time and so we
did a deal with Microsoft
to bring the game
to the Xbox, which brought
in some quite generous
developer funds as well.
And that would put the game on the Xbox
and also allowed us the time
to squeeze in multiplayer
which was important for
the experience we wanted
that being able to just play
with these very toy like

English: 
objects in the world with your friends
was really, really fun.
So, we wanted it, that was important.
- [Danny] The four friends
had no idea if Twitter hype
would translate into sales,
but with a mixture of
self-funding and the Microsoft deal,
at least they now had
enough runway to release
the Early Access version they wanted.
Astroneer was now set to launch on Xbox
as part of their Early Access program,
but over on Sony's console,
a different space game
was grabbing all of the headlines.
The team were worried
about launching too close
to the orbit of No Man's Sky,
and so they pushed the Early Access launch
over into December.
But when No Man's Sky launched to
a highly critical reception,
there were no bottles of
champagne being popped in Seattle.
Aside from the fear induced by seeing
their fellow indie studio being battered
by the game playing public,
they were also worried
that the well had been
poisoned on space games.
They worked doubly hard.
Going through weeks of intense crunch
to make sure that Astroneer
wouldn't suffer a similar fate.
- So I was living in Toronto.
We launched on December 16th.

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Portuguese: 
objetos do mundo com seus amigos
foi muito, muito divertido.
Então, nós queríamos, isso era importante.
- [Danny] Os quatro amigos
não tinha idéia se o hype no Twitter
se traduziria em vendas,
mas com uma mistura de
autofinanciamento e o acordo da Microsoft,
pelo menos eles agora tinham
pista suficiente para liberar
a versão do Early Access que eles queriam.
Astroneer estava pronto para lançar no Xbox
como parte de seu programa de acesso antecipado,
mas no console da Sony,
um jogo espacial diferente
estava pegando todas as manchetes.
A equipe estava preocupada
sobre o lançamento muito perto
para a órbita do céu de ninguém,
e então eles lançaram o lançamento do Early Access
até dezembro.
Mas quando o No Man's Sky foi lançado para
uma recepção altamente crítica,
não havia garrafas de
champanhe sendo estourado em Seattle.
Além do medo induzido por ver
seu colega estúdio indie sendo agredido
pelo jogo em público,
eles também estavam preocupados
que o poço tinha sido
envenenado em jogos espaciais.
Eles trabalharam duplamente.
Passando por semanas de intensa crise
para se certificar de que Astroneer
não sofreria um destino semelhante.
- Então eu estava morando em Toronto.
Lançamos em 16 de dezembro.

French: 
objets dans le monde avec vos amis
était vraiment, vraiment amusant.
Donc, nous le voulions, c'était important.
- [Danny] Les quatre amis
ne savait pas si le battage médiatique Twitter
se traduirait par des ventes,
mais avec un mélange de
l'autofinancement et l'accord avec Microsoft,
au moins ils avaient maintenant
assez de piste pour libérer
la version Early Access qu'ils voulaient.
Astroneer était désormais prêt à être lancé sur Xbox
dans le cadre de leur programme Early Access,
mais sur la console de Sony,
un jeu spatial différent
saisissait tous les titres.
L'équipe était inquiète
sur le lancement trop proche
à l'orbite de No Man's Sky,
et ils ont donc poussé le lancement de l'accès anticipé
en décembre.
Mais quand No Man's Sky a lancé
une réception très critique,
il n'y avait pas de bouteilles de
champagne sauté à Seattle.
Mis à part la peur induite par la vue
leur collègue studio indépendant battu
par le jeu en public,
ils étaient aussi inquiets
que le puits avait été
empoisonné sur les jeux spatiaux.
Ils ont travaillé doublement dur.
Passer par des semaines de resserrement intense
pour vous assurer que Astroneer
ne subirait pas un sort similaire.
- Je vivais donc à Toronto.
Nous avons lancé le 16 décembre.

English: 
I flew in December 14th 'cause like
24 hours before launch, kinda thing.
And I can remember, I was
like okay three days from now
if we sold 30 thousand copies
of Astro, I'll be happy.
When it's work where working
out of where we work,
the five of us were crammed
in this little tiny office,
and the mood was excitement.
We were just ready to
get this out of here.
And it's really kind of liberating
to work on a thing where
you kinda don't care
about the problems 'cause it's
just so fucking fun, right?
It's just this thing of
like, people will get it.
If we talk about it honestly,
they'll understand what we're doing.
We'll tell you not to buy it
if you don't want to buy a broken thing.
We'll be as honest about
this thing as we can,
but we're just kind of really excited
to get this thing out there because
A it's been resonating
for so long with people
on social media and our friends
and family that we've shown.
(laughing)
We launched I think at light
midnight on that night.
We were up very late,
we were the only ones
in the WeWork office.
It was dark and everybody had their own
little things they had to do.
Brendan was uploading it to Steam,
Paul was getting the social media ready,
Zimbere and Riley were doing bug fix
and Jake were doing bug fixes
and all sorts of different stuff.

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

French: 
J'ai volé le 14 décembre parce que
24 heures avant le lancement, un peu.
Et je me souviens, j'étais
comme bien dans trois jours
si nous avons vendu 30 mille exemplaires
d'Astro, je serai heureux.
Quand c'est le travail où le travail
d'où nous travaillons,
nous étions tous les cinq entassés
dans ce petit bureau minuscule,
et l'ambiance était excitante.
Nous étions juste prêts à
sortez d'ici.
Et c'est vraiment libérateur
travailler sur une chose où
tu t'en fous
sur les problèmes car il est
tellement amusant, non?
C'est juste ce truc de
comme, les gens l'obtiendront.
Si nous en parlons honnêtement,
ils comprendront ce que nous faisons.
Nous vous dirons de ne pas l'acheter
si vous ne voulez pas acheter une chose cassée.
Nous serons aussi honnêtes
cette chose que nous pouvons,
mais nous sommes juste vraiment excités
pour obtenir cette chose là-bas parce que
A ça résonne
depuis si longtemps avec les gens
sur les réseaux sociaux et nos amis
et la famille que nous avons montrée.
(en riant)
Nous avons lancé je pense à la lumière
minuit ce soir-là.
Nous nous levions très tard,
nous étions les seuls
dans le bureau WeWork.
Il faisait sombre et tout le monde avait son propre
petites choses qu'ils devaient faire.
Brendan le téléchargeait sur Steam,
Paul préparait les médias sociaux,
Zimbere et Riley faisaient une correction de bogue
et Jake faisait des corrections de bugs
et toutes sortes de choses différentes.

Portuguese: 
Eu voei em 14 de dezembro porque como
24 horas antes do lançamento, meio que coisa.
E eu me lembro, eu estava
como tudo bem daqui a três dias
se vendermos 30 mil cópias
de Astro, eu vou ser feliz.
Quando é trabalho onde trabalha
fora de onde trabalhamos,
nós cinco estávamos cheios
neste pequeno escritório,
e o clima era de emoção.
Estávamos prontos para
tire isso daqui.
E é realmente meio libertador
para trabalhar em uma coisa onde
você meio que não se importa
sobre os problemas porque é
tão divertido, certo?
É apenas essa coisa de
tipo, as pessoas vão entender.
Se falamos sobre isso honestamente,
eles entenderão o que estamos fazendo.
Vamos dizer para você não comprá-lo
se você não quiser comprar uma coisa quebrada.
Seremos tão honestos quanto
essa coisa que pudermos,
mas estamos meio empolgados
para colocar essa coisa lá fora, porque
A tem sido ressonante
por tanto tempo com as pessoas
nas mídias sociais e nossos amigos
e família que mostramos.
(rindo)
Lançamos acho que na luz
meia-noite naquela noite.
Ficamos acordados muito tarde,
nós éramos os únicos
no escritório da WeWork.
Estava escuro e todo mundo tinha seu próprio
pequenas coisas que eles tinham que fazer.
Brendan estava carregando no Steam,
Paul estava preparando as mídias sociais,
Zimbere e Riley estavam corrigindo erros
e Jake estavam fazendo correções de bugs
e todo tipo de coisas diferentes.

French: 
C'était génial, c'était génial.
- [Adam derrière la caméra] Faites-le.
- Trois deux un.
(clics)
- Oh, entrez le mot de passe.
C'est comme un extra.
(en riant)
Relâchez mon application.
- [Adam derrière la caméra]
vous fait taper les mots?
- Ouais.
- [Adam derrière la caméra] C'est génial.
- D'accord, le blog est en ligne maintenant.
Le billet de blog est sorti.
- [Adam derrière la caméra]
Voici Paul travaillant sur notre
Image Twitter et image Facebook.
C'est très excitant.
- Bonjour le monde.
- [Adam derrière la caméra] Salut le monde.
D'accord, bravo les gars.
Travail bien fait.
- À votre santé.
- À votre santé.
(tasses cliquetis)
- [Adam derrière la caméra] j'adore
vous les gars, c'était génial.
Regardez les bières, elles sont toujours liquides.
- Oh, merde ouais ça m'a touché-
(en riant)
- Il a juste le goût d'un fluide plus léger.
- [Adam] Jacob, ton jeu est sorti maintenant.
Avez-vous peur de la merde?
- [Jacob] Ouais.
- [Danny Voiceover] Que
nuit, l'équipe a ramené à la maison
de leur espace de bureau loué, épuisé.
Le jeu a été lancé à minuit,

English: 
It was awesome, it was great.
- [Adam Behind Camera] Do it.
- Three, two, one.
(clicks)
- Oh, enter the passcode.
It's like an extra.
(laughing)
Release my app.
- [Adam Behind Camera] Did it
make you type out the words?
- Yeah.
- [Adam Behind Camera] That's awesome.
- Okay, blog post is going live now.
Blog post is out.
- [Adam Behind Camera]
Here's Paul working on our
Twitter image and Facebook image.
It's all very exciting.
- Hi world.
- [Adam Behind Camera] Hi world.
Right, cheers guys.
Job well done.
- Cheers.
- Cheers.
(mugs clanking)
- [Adam Behind Camera] I love
you guys, that was awesome.
Watch the beers, they're still liquid.
- Oh, shit yeah that got on my-
(laughing)
- It just tastes like lighter fluid.
- [Adam] Jacob your game is out now.
Are you scared shitless?
- [Jacob] Yeah.
- [Danny Voiceover] That
night the team shuffled home
from their rented office space, exhausted.
The game launched at midnight,

Portuguese: 
Foi incrível, foi ótimo.
- [Adam Behind Camera] Faça isso.
- Três dois um.
(cliques)
- Oh, digite a senha.
É como um extra.
(rindo)
Libere meu aplicativo.
- [Adam Behind Camera]
fazer você digitar as palavras?
- Sim.
- [Adam Behind Camera] Isso é incrível.
- Ok, o post do blog está indo ao ar agora.
A publicação do blog está fora.
- [Adam atrás da câmera]
Aqui está Paul trabalhando em nossa
Imagem do Twitter e imagem do Facebook.
É tudo muito emocionante.
- Olá mundo.
- [Adam Behind Camera] Olá, mundo.
Certo, aplaude caras.
Trabalho bem feito.
- Felicidades.
- Felicidades.
(canecas batendo)
- [Adam Behind Camera] Eu amo
vocês, isso foi incrível.
Assista as cervejas, elas ainda são líquidas.
- Oh, merda, sim, que ficou na minha ...
(rindo)
- Tem gosto de fluido mais leve.
- [Adam] Jacob, seu jogo acabou agora.
Você está assustado?
- [Jacob] Sim.
- [Danny Voiceover] Isso
noite a equipe mudou para casa
do escritório alugado, exausto.
O jogo foi lançado à meia-noite,

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

French: 
ce qui signifie qu'il serait
encore quelques heures avant
Les joueurs européens se réveillaient.
Mais demain ne serait pas plus facile un jour.
En fait, c'était le début d'un marathon.
Le matin, ils devraient commencer
correction de bugs pour celui qui a décidé d'acheter
le jeu pendant qu'ils dormaient.
Certains membres de l'équipe ont eu du mal à dormir.
Aucun d'eux n'aurait pu
attendaient à quoi ils se réveilleraient.
- C'était fou.
Je n'ai jamais rien vu
comme avant depuis
(des rires)
Juste pour vous en donner
contexte, je me disais
que si nous pouvions vendre 80 000
copies pendant toute la première année
ça aurait été bien.
Cela aurait été, vous savez,
nous pourrions au moins vivre sur ce
et que nous pourrions garder
faire cela tous les soirs.
(en riant)
- J'ai dormi sur le canapé de Paul ce soir-là.
Je me souviens que Paul m'avait réveillé
en frappant le canapé
et il est comme mec se lever,
nous avons vendu 20 000 exemplaires du jeu.
Comme la nuit, à 7h30.
Et j'étais genre, putain quoi?
(en riant)
J'étais comme Steven Seagal coup de hache
à travers son appartement ce jour-là.
J'étais tellement heureux.
J'étais comme pas du tout!
- Vous savez, nous avons lancé
il est allé se coucher hier soir,

Portuguese: 
o que significa que
ainda falta algumas horas antes
Os jogadores europeus estavam acordando.
Mas amanhã não seria mais fácil por dia.
De fato, foi o começo de uma maratona.
De manhã, eles teriam que começar
consertando bugs para quem decidiu comprar
o jogo enquanto eles dormiam.
Alguns membros da equipe acharam difícil dormir.
Nenhum deles poderia ter
esperava o que eles acordariam.
- Foi uma loucura.
Eu nunca vi nada
como antes desde
(risos)
Só para lhe dar um pouco
contexto, eu estava me dizendo
que se pudéssemos vender 80.000
cópias em todo o primeiro ano
isso teria sido bom.
Isso teria sido, você sabe,
nós poderíamos pelo menos viver nisso
e que poderíamos manter
fazendo isso todas as noites.
(rindo)
- Eu dormi no sofá do Paul naquela noite.
Lembro-me de Paul me acordando
chutando o sofá
e ele é como cara se levantar,
vendemos 20.000 cópias do jogo.
Como durante a noite, às 7:30.
E eu estava tipo, fodendo o que?
(rindo)
Eu era como Steven Seagal chutando machado
através de seu apartamento naquele dia.
Eu estava tão feliz.
Eu não era de jeito nenhum!
- Você sabe, lançamos
foi para a cama noite passada,

English: 
meaning that it would
still be a few hours before
European gamers were waking up.
But tomorrow wouldn't be any easier a day.
In fact, it was the start of a marathon.
In the morning, they'd have to start
fixing bugs for whoever decided to buy
the game while they slept.
Some of the team found it hard to sleep.
None of them could have
expected what they'd wake up to.
- It was insane.
I've never seen anything
like it before since
(laughs)
Just to give you some
context, I was telling myself
that if we could sell 80,000
copies in the whole first year
that would have been good.
That would have been, you know,
we could at least live on that
and that we could keep
doing this every night.
(laughing)
- I slept on Paul's couch that night.
I remember Paul waking me
up by kicking the couch
and he's like dude get up,
we sold 20,000 copies of the game.
Like overnight, at like 7:30.
And I was like, fucking what?
(laughing)
I was like Steven Seagal axe kicking
through his apartment that day.
I was so fucking happy.
I was like no way!
- You know, we launched
it, went to bed last night,

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

English: 
came in in the morning and it was like
40,000 and 50,000 copies had already sold.
I was actually staying
in Jacob's apartment
just crashing on his couch and we'd just
sent out all the press emails that night
and posted the trailer, posted the game.
I think Jacob and I were doing something
till like 4am and we're
seeing the numbers roll in.
I was like wow, that's pretty good.
And we crash at his place and both woke up
to be like oh damn, that's really good.
- That taught me right away
that I don't know much about
(laughing)
like my expectations
of what we're gonna do
is always kinda blown away.
But I was just on cloud
nine at that point.
I was like holy shit, people actually
like this thing that we're
doing and they're playing it.
And the reviews were
wonderful, the early stuff that
was coming in was wonderful.
You're never really that
much in a positive mood
when you're just at
work fixing bugs all day
but we were fucking ecstatic.
We're like always fixing stuff,
we started getting updates going in.
Bug fixes were like new content updates
at the same time, like
oh yeah, we're not gonna
fix it 'cause we know when
we ship this next thing
it's just gonna fix all that stuff.

French: 
est venu le matin et c'était comme
40 000 et 50 000 exemplaires avaient déjà été vendus.
Je restais
dans l'appartement de Jacob
juste s'écraser sur son canapé et nous venons
envoyé tous les courriels de presse ce soir-là
et posté la bande-annonce, publié le match.
Je pense que Jacob et moi faisions quelque chose
jusqu'à 4 heures du matin et nous sommes
voir les chiffres arriver.
J'étais comme wow, c'est plutôt bien.
Et nous nous écrasons chez lui et nous nous sommes tous les deux réveillés
être comme oh putain, c'est vraiment bien.
- Cela m'a tout de suite appris
que je ne connais pas beaucoup
(en riant)
comme mes attentes
de ce que nous allons faire
est toujours un peu époustouflé.
Mais j'étais juste sur le cloud
neuf à ce moment-là.
J'étais comme de la merde, les gens en fait
comme cette chose que nous sommes
font et ils y jouent.
Et les critiques étaient
merveilleux, les premiers trucs qui
arrivait était merveilleux.
Tu n'es jamais vraiment ça
beaucoup d'humeur positive
quand tu es juste
travail de correction de bugs toute la journée
mais nous étions foutrement extatiques.
On est comme toujours en train de réparer
nous avons commencé à recevoir des mises à jour.
Les corrections de bugs étaient comme de nouvelles mises à jour de contenu
en même temps, comme
oh ouais, on ne va pas
le réparer parce que nous savons quand
nous expédions cette prochaine chose
ça va juste arranger tout ça.

Portuguese: 
entrou de manhã e foi como
40.000 e 50.000 cópias já haviam sido vendidas.
Eu estava realmente ficando
no apartamento de Jacob
apenas batendo no sofá e nós apenas
enviou todos os e-mails da imprensa naquela noite
e postou o trailer, postou o jogo.
Eu acho que Jacob e eu estávamos fazendo algo
até como 04:00 e estamos
vendo os números aparecerem.
Eu fiquei tipo uau, isso é muito bom.
E nós batemos na casa dele e ambos acordamos
ser tipo, oh droga, isso é realmente bom.
- Isso me ensinou imediatamente
que eu não sei muito sobre
(rindo)
como minhas expectativas
do que vamos fazer
é sempre meio que deslumbrado.
Mas eu estava apenas na nuvem
nove nesse ponto.
Eu era como merda, as pessoas realmente
como essa coisa que estamos
fazendo e eles estão jogando.
E as críticas foram
maravilhoso, as primeiras coisas que
estava chegando foi maravilhoso.
Você nunca é realmente assim
muito de bom humor
quando você está apenas
trabalho corrigindo bugs o dia todo
mas estávamos em êxtase.
Estamos como sempre consertando coisas,
começamos a receber atualizações.
Correções de bugs eram como novas atualizações de conteúdo
ao mesmo tempo, como
oh sim, não vamos
conserte porque sabemos quando
nós enviamos a próxima coisa
só vai consertar todas essas coisas.

French: 
C'était un bon moment pour
jeu, c'était vraiment amusant.
- [Danny] Et pendant ce temps,
les ventes continuent d'augmenter?
- Ouais, ça devient de plus en plus fou.
- Le jour du Nouvel An, nous avions
vendu à plus de 400 000 exemplaires.
- [Danny] C'est comme 2
et une semaine et demie plus tard?
- Yeah Yeah.
C'était comme une stupéfaction absolue.
Et les streamers ont commencé à le ramasser.
Vous savez, nous avons pris cela au sérieux
et nous avions un tout
Feuille de calcul Excel de qui
nous allions travailler avec et l'envoyer à.
Nous visions un peu plus petit
et la cause des gars de taille moyenne
il est difficile d'attirer l'attention
des plus gros streamers
mais tout d'un coup
Markiplier et Jacksepticeye
et leurs groupes entiers
a commencé à le ramasser de façon organique.
Cela a vraiment beaucoup conduit
d'intérêt, je pense.
C'était comme une bénédiction et une malédiction
parce que d'une part nous étions
vous vous sentez justifié
et vous êtes comme, oh c'est incroyable.
D'un autre côté c'est
comme, ce n'est pas prêt.
Vous savez, le jeu était plein de bugs.
C'était une sorte de catastrophe.
Les premiers jours, nous sommes
comme un patch fou.
Les gens avec certains processeurs ne pouvaient pas l'exécuter.
Il y a eu beaucoup d'accidents.

English: 
It was a good time for the
game, it was really fun.
- [Danny] And while that's happening,
the sales are still going up?
- Yeah, it's getting crazier and crazier.
- By New Year's Day we had
sold over 400,000 copies.
- [Danny] It's like 2
and a half weeks later?
- Yeah, yeah.
So it was like absolutely mind boggling.
And the streamers started picking it up.
You know, we took that seriously
and we had a whole
Excel spreadsheet of who
we were gonna work with and send it to.
We had been targeting kind of more small
and mid-sized guys 'cause
it's hard to get the attention
of the bigger streamers
but all of a sudden
Markiplier and Jacksepticeye
and their whole groups
started picking it up just organically.
That really drove a lot
of interest, I think.
That was like a blessing and a curse
'cause on one hand we were
like, you feel vindicated
and you're like, oh this is amazing.
On the other hand it's
like, it's not ready.
You know, the game it was full of bugs.
It was kind of a disaster.
The first few days we're
like mad patching it.
People with certain CPU's couldn't run it.
There was lots of crashes.

Portuguese: 
Foi um bom momento para o
jogo, foi muito divertido.
- [Danny] E enquanto isso está acontecendo,
as vendas ainda estão subindo?
- Sim, está ficando cada vez mais louco.
- No dia de ano novo, tivemos
vendeu mais de 400.000 cópias.
- [Danny] É tipo 2
semanas e meia depois?
- Sim Sim.
Então, era absolutamente incompreensível.
E as serpentinas começaram a pegá-lo.
Sabe, nós levamos isso a sério
e tivemos um todo
Planilha do Excel de quem
nós íamos trabalhar e enviar para.
Estávamos mirando um pouco mais pequenos
e caras de tamanho médio
é difícil chamar a atenção
das serpentinas maiores
mas de repente
Markiplier e Jacksepticeye
e seus grupos inteiros
começou a buscá-lo apenas organicamente.
Isso realmente levou muito
de interesse, eu acho.
Isso foi como uma benção e uma maldição
porque por um lado estávamos
você se sente justificado
e você é como, oh, isso é incrível.
Por outro lado, é
tipo, não está pronto.
Você sabe, o jogo estava cheio de insetos.
Foi meio que um desastre.
Os primeiros dias que estamos
como louco remendando-o.
Pessoas com certas CPUs não podiam executá-lo.
Houve muitos acidentes.

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

English: 
There was all these problems,
and now all these people are seeing it.
It was like we're not ready for this yet,
you weren't supposed to
all see it like this.
(laughing)
- [Danny] What was the
personal tole, I guess
on going from working in a WeWork,
those people distributed
in different cities,
you're struggling with
moving into houses and stuff,
to then in the space of a couple of weeks
essentially being millionaires, I imagine
if you're selling 400,000
copies of something.
- Yeah, well it didn't
make us millionaires.
It could've, we could
have just stayed small
and taken most of the money out.
But we actually kept the
vast majority of the money
in the company and use it to expand.
The team is now 20 people
and we have an office,
a proper office, and we
paid a whole lot of taxes.
We did recoup all of
our personal investments
and it did pay well.
But, the game hasn't
made us millionaires yet.
I think that that would have been a poor,

Portuguese: 
Havia todos esses problemas,
e agora todas essas pessoas estão vendo isso.
Era como se ainda não estivéssemos prontos para isso,
você não deveria
todos vêem assim.
(rindo)
- [Danny] Qual foi o
papel pessoal, eu acho
de trabalhar no WeWork,
aquelas pessoas distribuídas
em diferentes cidades,
você está lutando com
movendo-se em casas e outras coisas,
para então no espaço de algumas semanas
sendo essencialmente milionários, imagino
se você está vendendo 400.000
cópias de alguma coisa.
- Sim, bem, isso não aconteceu
nos tornar milionários.
Poderia ter, poderíamos
apenas ficou pequeno
e tirou a maior parte do dinheiro.
Mas nós realmente mantivemos o
grande maioria do dinheiro
na empresa e use-o para expandir.
A equipe agora tem 20 pessoas
e nós temos um escritório,
um escritório adequado, e nós
pagou muitos impostos.
Nós recuperamos todos
nossos investimentos pessoais
e pagou bem.
Mas, o jogo não tem
nos fez milionários ainda.
Eu acho que isso teria sido ruim,

French: 
Il y avait tous ces problèmes,
et maintenant tous ces gens le voient.
C'était comme si nous n'étions pas encore prêts pour ça,
tu n'étais pas censé
tous le voient comme ça.
(en riant)
- [Danny] Quel était le
tole personnel, je suppose
à partir de travailler dans un WeWork,
ces gens ont distribué
dans différentes villes,
vous vous débattez avec
emménager dans des maisons et des trucs,
puis en l'espace de quelques semaines
étant essentiellement millionnaires, j'imagine
si vous vendez 400 000
des copies de quelque chose.
- Ouais, eh bien non
faites-nous millionnaires.
Cela aurait pu, nous pourrions
viens de rester petit
et a pris la plupart de l'argent.
Mais nous avons
grande majorité de l'argent
dans l'entreprise et l'utiliser pour se développer.
L'équipe compte maintenant 20 personnes
et nous avons un bureau,
un bureau approprié, et nous
payé beaucoup d'impôts.
Nous avons récupéré tout
nos investissements personnels
et cela a bien payé.
Mais, le jeu n'a pas
fait de nous des millionnaires encore.
Je pense que cela aurait été un pauvre,

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

French: 
si nous faisions cela, alors nous
n'aurait pas eu
les ressources à avoir
correctement terminé le jeu.
Il ne s'agissait pas seulement de mettre en place ce jeu
et gagner beaucoup d'argent.
C'était comme, mettons le jeu en place
afin que nous puissions construire un
entreprise que nous aimons,
c'est le but.
- Alors oui, il y en avait beaucoup
passe pour nous à ce moment-là.
Comme, merde, nous sommes toujours petits.
Maintenant, nous avons les moyens de grandir
nous regardons ce genre de choses.
Nous avons lancé en décembre, faisant
super toute l'année.
Je pense que d'ici mars nous
étaient comme 600, 700 000.
Et puis Paul est mort.
(musique plate)
- C'était le 27 mars 2016.

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Portuguese: 
se fizemos isso, então nós
realmente não teria tido
os recursos para ter
terminou corretamente o jogo.
Não era só colocar esse jogo
e ganhar muito dinheiro.
Foi como, vamos colocar o jogo
para que possamos construir uma
empresa que amamos,
esse é o objetivo.
- Então sim, havia muito
acontecendo para nós naquele momento.
Puta merda, ainda somos pequenos.
Agora tivemos os fundos para crescer
nós estamos olhando para essas coisas.
Lançamos em dezembro, fazendo
ótimo ao longo do ano.
Acho que em março nós
eram como 600, 700.000.
E então Paulo morreu.
(música plana)
- Era 27 de março de 2016.

English: 
if we did that, then we
wouldn't actually have had
the resources to have
properly finished the game.
It wasn't just about putting up this game
and making a bunch of money.
It was like, let's put up the game
so that we can build a
company that we love,
that's the goal.
- So yeah, there was a lot
going on for us at that time.
Like, holy shit we're still small.
Now we've had the funds to kind of grow
we're looking at this stuff.
We launched in December, doing
great throughout the year.
I think by March we
were like 600, 700,000.
And then Paul died.
(flat music)
- It was March 27th, 2016.

Portuguese: 
Tínhamos acabado de voltar da GDC.
E Paulo deu uma ...
Foi antes de Adam se mudar para Seattle,
e então Paulo foi,
e depois que voltamos da GDC,
Paul fez uma viagem a Toronto,
para que ele e Adam possam gostar
trabalhar juntos em um quarto e realmente
passar por muito trabalho
e debater juntos.
E eles eram grandes amigos.
E então ele tinha acabado de
voltou daquela viagem
e acho que foi o
fim de semana, então ele não tinha
esteve no escritório por
uma semana e então ele
acabou de voltar dessa viagem.
E então naquela segunda-feira,
toda segunda-feira de manhã teríamos
um pouco de sincronização no escritório
onde apenas meio que iria outras coisas.
Ele não estava lá, e
ele sempre foi diligente
sobre nos avisar se ele
não seria naquele dia
e simplesmente não ouvimos nada dele.
- System Era é uma empresa bastante descontraída.

French: 
Nous venions de rentrer de GDC.
Et Paul a pris un ...
C'était avant qu'Adam ne déménage à Seattle,
et donc Paul est allé,
et après notre retour de GDC,
Paul a fait un voyage à Toronto,
de sorte que lui et Adam peuvent juste un peu comme
travailler ensemble dans une seule pièce et vraiment
passer à travers beaucoup de travail
et réfléchissez ensemble.
Et ils étaient de grands amis.
Et puis il venait
rentré de ce voyage
et je pense que c'était le
week-end, donc il n'avait pas
été au bureau depuis
une semaine, puis il avait
Je viens de rentrer de ce voyage.
Et puis ce lundi,
chaque lundi matin, nous aurions
une petite synchronisation au bureau
où irait juste genre d'autre chose.
Il n'était pas là et
il a toujours été diligent
de nous faire savoir s'il
n'allait pas être ce jour-là
et nous n'avons tout simplement rien entendu de lui.
- System Era est une entreprise assez détendue.

English: 
We had just gotten back from GDC.
And Paul took a...
It was before Adam had moved to Seattle,
and so Paul went to,
and after we came back from GDC,
Paul took a trip to Toronto,
so that he and Adam can just kinda like
work together in one room and really
get through a lot of work
and brainstorm together.
And they were great friends.
And then he had just
gotten back from that trip
and I think it was the
weekend, so he hadn't
been in the office for
a week and then he'd
just came back from that trip.
And then that Monday,
every Monday morning we would have
a little sync up in the office
where would just kind of go other things.
He wasn't there, and
he was always diligent
about letting us know if he
wasn't gonna be in that day
and we just didn't hear anything from him.
- System Era is a pretty relaxed company.

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

French: 
Nous avons encore une politique à ce jour,
si vous vous réveillez un jour et que vous
je ne veux pas entrer, rester à la maison.
Voilà la politique.
C'est un non écrit
nous nous assurons
que les gens savent, vous
sais, fais savoir à tout le monde.
Parfois, dans ces moments, vous ne
veux parler à personne, toi
veux juste rester un peu à la maison.
Et je comprends que c'est le cas.
Paul a eu un jour où il
resté à la maison toute la journée
et ne répondait pas
téléphones, et des trucs comme ça.
Un couple nous a
eu des moments comme ça.
Ouais, ce jour-là, je me suis senti
comme un de ces jours
où il ne répondait tout simplement pas
son téléphone parce qu'il ...
- Ouais, alors que les heures avançaient, nous avons commencé
pour devenir de plus en plus inquiet et nous venons
n'a pas pu le saisir et finalement
Riley et moi avons dû appeler le
la police et aller à son appartement

English: 
We have a policy still to this day,
if you wake up on a day and you
don't wanna come in, stay home.
That's the policy.
It's an unwritten
policy, we just make sure
that folks know, you
know, let everybody know.
Sometimes in those moments you don't even
wanna talk to anybody, you
wanna just kinda stay home.
And I understand that that's the case.
Paul had a day where he
stayed home the whole day
and wasn't answering
phones, and stuff like that.
A couple have us have
had moments like that.
Yeah, that day just felt
like one of those days
where he just wasn't answering
his phone 'cause he...
- Yeah, as the hours wore on we started
to get more and more worried and we just
couldn't get ahold of him and eventually
Riley and I had to call the
police and go to his apartment

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Portuguese: 
Ainda temos uma política até hoje,
se você acordar em um dia e você
Não quero entrar, ficar em casa.
Essa é a política.
É um não escrito
política, apenas nos certificamos
que as pessoas sabem, você
sabe, deixe todo mundo saber.
Às vezes, nesses momentos, você nem sequer
quero falar com alguém, você
quero apenas ficar em casa.
E eu entendo que é esse o caso.
Paulo teve um dia em que ele
ficou em casa o dia inteiro
e não estava respondendo
telefones e coisas assim.
Um casal nos tem
teve momentos assim.
Sim, naquele dia senti
como um daqueles dias
onde ele simplesmente não estava respondendo
o telefone dele porque ele ...
- Sim, com o passar das horas, começamos
para ficar mais e mais preocupado e nós apenas
não conseguiu alcançá-lo e, eventualmente,
Riley e eu tivemos que ligar para o
policiar e ir para o apartamento dele

English: 
and find him and it was very hard.
(light music)
- [Danny Voiceover] Paul
Pepera was found by his friends
on March 27th, 2016.
He was just 31 years of age.
At the time of his passing, Paul's family
requested privacy and we
will extend that wish here.
But they also gave his
friends their blessing
to talk about their experiences.
Some of them spoke to us on camera.
Others asked that we
not ask them about it.
Some came to talk to us privately
in between interviews to tell
us stories about their friend.
How much of a talent he was
and how much they still miss him.
The weight of that day pulls
on the studio like gravity.
The further they get from it,
the easier it becomes to shake free.
But back then it was impossible
to get any distance from the event.

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Portuguese: 
e encontrá-lo e foi muito difícil.
(música leve)
- [Danny Voz ao fundo] Paul
Pepera foi encontrado por seus amigos
em 27 de março de 2016.
Ele tinha apenas 31 anos de idade.
No momento da sua morte, a família de Paulo
privacidade solicitada e nós
estenderá esse desejo aqui.
Mas eles também deram a sua
amigos sua benção
para falar sobre suas experiências.
Alguns deles falaram conosco na câmera.
Outros pediram que nós
não pergunte a eles sobre isso.
Alguns vieram conversar conosco em particular
entre entrevistas para contar
histórias sobre o amigo deles.
Quanto talento ele era
e quanto eles ainda sentem falta dele.
O peso desse dia puxa
no estúdio como a gravidade.
Quanto mais eles conseguem,
mais fácil se torna libertar-se.
Mas naquela época era impossível
para se distanciar do evento.

French: 
et le trouver et c'était très difficile.
(musique légère)
- [Danny Voiceover] Paul
Pepera a été retrouvé par ses amis
le 27 mars 2016.
Il n'avait que 31 ans.
Au moment de son décès, la famille de Paul
confidentialité demandée et nous
va étendre ce souhait ici.
Mais ils ont également donné son
amis leur bénédiction
pour parler de leurs expériences.
Certains d'entre eux nous ont parlé à la caméra.
D'autres ont demandé que nous
pas leur en parler.
Certains sont venus nous parler en privé
entre les entretiens pour dire
nous des histoires sur leur ami.
Quel talent il était
et combien il lui manque encore.
Le poids de ce jour tire
sur le studio comme la gravité.
Plus ils s'en éloignent,
plus il devient facile de se secouer.
Mais à l'époque, c'était impossible
pour obtenir une distance de l'événement.

English: 
You see, at the time of Paul's passing
the three remaining founders
were in the thick of it.
Earlier in the year,
Jacob had left the team
to start a new career outside of games.
And months into Early Access, they had
just made two key hires to
help with the mounting work.
- I think we had just
hired Samantha and Veronica
and they hadn't even started yet.
They were starting like in the next week.
The hardest part for me
was writing that email.
I remember going to Paul's
apartment and dealing
with the police and just
kind of feeling so numb.
But, it was only when I had to write
the email to tell everyone
else that I totally broke down.
Me and Adam had a heart to heart
talk where I was like, look
I get it if you don't want
to do this anymore, now that he's gone.
But if you want to do this
still, I wanna do this still
and I need you out here.
'Cause he was like my
partner and even though
I had three partners or four partners,
I always felt that Paul and I,

French: 
Vous voyez, au moment du décès de Paul
les trois fondateurs restants
étaient dans le vif du sujet.
Plus tôt dans l'année,
Jacob avait quitté l'équipe
pour commencer une nouvelle carrière en dehors des jeux.
Et des mois après l'accès anticipé, ils avaient
vient de faire deux embauches clés pour
aide au montage.
- Je pense que nous venions de
embauché Samantha et Veronica
et ils n'avaient même pas encore commencé.
Ils commençaient comme la semaine prochaine.
La partie la plus difficile pour moi
écrivait ce courriel.
Je me souviens être allé chez Paul
appartement et commerce
avec la police et juste
sorte de sensation si engourdie.
Mais ce n'est que lorsque j'ai dû écrire
l'e-mail pour dire à tout le monde
sinon que je suis totalement tombé en panne.
Moi et Adam avions un cœur à cœur
parler où j'étais, regarde
Je comprends si tu ne veux pas
de le faire maintenant, maintenant qu'il est parti.
Mais si vous voulez faire ça
encore, je veux faire ça encore
et j'ai besoin de toi ici.
Parce qu'il était comme mon
partenaire et même si
J'avais trois partenaires ou quatre partenaires,
J'ai toujours senti que Paul et moi,

Portuguese: 
Veja bem, no momento da morte de Paulo
os três fundadores restantes
estavam no meio disso.
No início do ano,
Jacob havia deixado o time
para iniciar uma nova carreira fora dos jogos.
E meses depois do Acesso Antecipado, eles tiveram
apenas fiz duas contratações importantes para
ajuda com o trabalho de montagem.
Acho que tínhamos acabado de
contratou Samantha e Veronica
e eles nem começaram ainda.
Eles estavam começando como na próxima semana.
A parte mais difícil para mim
estava escrevendo esse email.
Lembro-me de ir ao Paul
apartamento e negociação
com a polícia e apenas
tipo de se sentir tão entorpecido.
Mas foi só quando tive que escrever
o e-mail para dizer a todos
mais que eu quebrei totalmente.
Eu e Adam tivemos um coração a coração
falar onde eu estava, olha
Eu entendo se você não quiser
para fazer mais isso, agora que ele se foi.
Mas se você quiser fazer isso
ainda quero fazer isso ainda
e eu preciso de você aqui.
Porque ele era como meu
parceiro e mesmo que
Eu tinha três parceiros ou quatro parceiros,
Eu sempre senti que Paul e eu,

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

French: 
nous étions toujours ceux
tout faire ensemble,
essayer de bâtir l'entreprise ensemble.
Nous étions ceux que vous
savoir, louerait une camionnette
et allez acheter des meubles
et schlep les choses autour
et nous étions toujours
les tranchées ensemble.
Je me sentais toujours comme
tant que j'avais Paul travaillant
à côté de moi, tout allait bien se passer.
Donc, sans lui, c'était difficile de
savoir comment nous procéderions de la même manière.
Et donc j'ai téléphoné
avec Adam et j'étais genre,
J'ai besoin que tu déménages à Seattle.
Parce que j'ai besoin de quelqu'un ici pour travailler avec
sinon ça ne marchera pas.
- Oui, il y a une chose que je ressens beaucoup.
Cela va s'étendre de ce jour à maintenant.
Cela arrive toujours.
Chaque fois que nous réussissons,
ce qui arrive souvent,
J'ai beaucoup de chance.
Un succès pour moi est comme, nous
a rendu quelqu'un vraiment heureux.
J'adore lire ce genre de commentaires,
c'est un succès pour moi.
Chaque fois que nous avons cela, il y a comme

English: 
we were always the ones
doing everything together,
trying to build the business together.
We were the ones who you
know, would rent a van
and go buy furniture
and schlep things around
and we were always in
the trenches together.
I always felt like as
long as I had Paul working
next to me, everything was gonna be fine.
So without him it was just hard to
know how we'd go on the same way.
And so I got on the phone
with Adam and I was like,
I need you to move to Seattle.
'Cause I need somebody here to work with
otherwise it's not gonna work.
- Yeah, there's a thing that I feel a lot.
This is gonna span from that day to now.
This still happens.
Every single time we have a success,
which happens a lot, which
I'm very fortunate of.
A success to me is like, we
made somebody really happy.
I love reading those kind of comments,
that's a success to me.
Every time we have this there's like

Portuguese: 
nós sempre fomos os únicos
fazendo tudo junto,
tentando construir o negócio juntos.
Nós éramos quem você
sabe, iria alugar uma van
e vai comprar móveis
e schlep coisas ao redor
e estávamos sempre em
as trincheiras juntas.
Eu sempre me senti como
desde que eu tivesse Paul trabalhando
ao meu lado, tudo ficaria bem.
Então, sem ele, era difícil
saber como iríamos da mesma maneira.
E então eu liguei para o telefone
com Adam e eu era como,
Eu preciso que você se mude para Seattle.
Porque eu preciso de alguém aqui para trabalhar
caso contrário, não vai funcionar.
- Sim, há uma coisa que eu sinto muito.
Isso vai durar daquele dia até agora.
Isso ainda acontece.
Toda vez que temos sucesso,
o que acontece muito, o que
Eu tenho muita sorte.
Um sucesso para mim é como, nós
fez alguém muito feliz.
Adoro ler esse tipo de comentário,
isso é um sucesso para mim.
Toda vez que temos isso, há como

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Portuguese: 
essa pequena nuvem negra de merda
isso aparece na minha cabeça.
E eu sei que nós temos
dez de dez momentos
mas eu nunca sei se eu
sempre me sinto assim.
Certamente um nove em cada dez.
E eu estou amando minha vida,
é só isso
isso é muito difícil de não pensar
porque foi isso que eu finalmente
teve sua admiração por e de.
E então, para ele não classificar de
ver que todo o caminho
é egoísta, dói.
É meio que a razão pela qual eu assisto as pessoas
no Twitch, eu assisto as pessoas jogarem
um jogo no Twitch todas as noites
e é uma das razões,
ver seus rostos me deixa feliz.
- [Danny] Faz
processo de luto mais difícil
que você está meio preso nisso?
Como se você fosse e trabalhasse
em um projeto diferente
- 100%
Sim, eu também não fui ao seu memorial
porque eu estava no processo de visto
e eu não queria viajar.
Portanto, não houve muito
de fechamento por lá
e você sabe, eu lembro dele todos os dias
por causa das coisas que fazemos.

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

French: 
ce petit nuage noir merdique
qui apparaît dans ma tête.
Et je sais que nous avons
dix moments sur dix
mais je ne sais jamais si je
jamais le sentir moi-même de cette façon.
Certainement un neuf sur dix.
Et j'aime ma vie,
c'est juste cette chose
c'est très difficile de ne pas y penser
parce que c'est cette chose que j'ai finalement
avait son admiration pour et depuis.
Et puis pour lui de ne pas en quelque sorte
voir que tout au long
est égoïste, ça fait mal.
C'est un peu la raison pour laquelle je regarde les gens
sur Twitch, je regarde les gens jouer
un jeu sur Twitch tous les soirs
et c'est une des raisons,
voir leurs visages me fait juste plaisir.
- [Danny] Ça fait
processus de deuil plus difficile
que vous êtes un peu enfermé dedans?
Comme si tu allais travailler
sur un projet différent
- 100%
Ouais, je ne suis pas allé non plus à son mémorial
parce que j'étais dans le processus de visa
et je ne voulais pas voyager.
Il n'y a donc pas eu beaucoup
de fermeture par là
et vous savez, je me souviens de lui tous les jours
à cause de ce que nous faisons.

English: 
this shitty little black cloud
that shows up in my head.
And I know that we have
ten out of ten moments
but I don't ever know if I
ever feel it myself that way.
Certainly a nine out of ten.
And I'm loving my life,
it's just this thing
that is very hard to not think about
because it was this thing that I finally
had his admiration for and from.
And then for him not to sort of
see that all the way through
is selfishly, it hurt.
It's kinda the reason why I watch people
on Twitch, I watch people play
a game on Twitch every night
and it's one of the reasons,
seeing their faces just makes me happy.
- [Danny] Does it make
grieving process harder
that you're kind of locked into it?
Like if you went and worked
on a different project-
- 100%
Yeah, I also didn't go to his memorial
because I was in the visa process
and I didn't wanna travel.
So there hasn't been a lot
of closure through there
and you know, I'm reminded of him everyday
because of the stuff we do.

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

English: 
(sighing)
Yeah, it's a hard thing, man.
I love what we're doing, I love Brendan.
I'm very lucky.
It's incredibly serendipitous
our relationship came to be.
Sometimes I even feel guilty saying that.
Like, I had to lose a
friend to make a friend
to then follow my passion.
And that person we lost
was a big part of it.
It's just, I don't know,
it's really fucked up.
(wind blowing)
- [Danny Voiceover] Adam
entered the visa process
in the hope of joining Riley
and fellow Canadian
Brendan in Seattle soon.
But even then the team wasn't
sure if they'd ever recover,
making video games is hard.
They realized making games in
Early Access was even harder.
But on top of that, they
were working on a game
covered in the finger
prints of their friend.
Every asset Paul had worked
on would remind them of him.
In meetings where once
sat a confident creative
there was just an empty chair.
While nothing could
replace their old friend,

French: 
(soupirs)
Oui, c'est difficile, mec.
J'aime ce que nous faisons, j'aime Brendan.
Je suis très chanceux.
C'est incroyablement heureux
notre relation a commencé à être.
Parfois, je me sens même coupable en disant cela.
J'ai dû perdre un
ami pour se faire un ami
pour ensuite suivre ma passion.
Et cette personne que nous avons perdue
en était une grande partie.
C'est juste, je ne sais pas,
c'est vraiment foutu.
(le souffle du vent)
- [Voix off Danny] Adam
entré dans le processus de visa
dans l'espoir de rejoindre Riley
et compatriote canadien
Brendan à Seattle bientôt.
Mais même alors, l'équipe n'était pas
sûr que jamais ils se remettraient,
faire des jeux vidéo est difficile.
Ils ont réalisé des jeux
L'accès anticipé était encore plus difficile.
Mais en plus de cela, ils
travaillaient sur un jeu
couvert dans le doigt
empreintes de leur ami.
Chaque atout que Paul avait travaillé
sur leur rappellerait de lui.
Dans les réunions où une fois
assis un créatif confiant
il n'y avait qu'une chaise vide.
Alors que rien ne pouvait
remplacer leur vieil ami,

Portuguese: 
(suspirando)
Sim, é uma coisa difícil, cara.
Eu amo o que estamos fazendo, eu amo Brendan.
Eu sou muito sortudo.
É incrivelmente casual
nosso relacionamento veio a existir.
Às vezes até me sinto culpado por dizer isso.
Tipo, eu tive que perder um
amigo para fazer um amigo
para seguir minha paixão.
E aquela pessoa que perdemos
foi uma grande parte disso.
É só que eu não sei,
está realmente fodido.
(vento soprando)
- [Danny Voz ao fundo] Adam
entrou no processo de visto
na esperança de se juntar a Riley
e companheiro canadense
Brendan em Seattle em breve.
Mas mesmo assim a equipe não estava
certa se eles se recuperariam,
fazer videogames é difícil.
Eles perceberam fazer jogos com acesso antecipado era ainda mais difícil.
Mas, além disso, eles
estavam trabalhando em um jogo
coberto com as impressões digitais de seu amigo.
Todo ativo que Paul havia trabalhado
iria fazê-los lembrarem dele.
Em reuniões onde uma vez
sentou um sujeito criativo e confiante
havia apenas uma cadeira vazia.
Embora nada pudesse
substituir seu velho amigo,

English: 
thankfully one of the
new hires was an old one.
Somebody who had worked with
them on live games in the past,
at 343 on Halo and later in
the world of mobile games.
- So I worked with Brendan,
Jacob, and Paul at 343
and I actually played games with Adam
on a game dub TF2 server
that I was part of.
So I knew him by his handle.
- [Danny] What was his handle?
- It was 'Man Child'
- [Danny] Okay.
(laughing)
- Not sure he really wants that out there.
So yeah, I started at the
very beginning of April
which was a tough time all around.
It's like you want to
hit the ground running,
you wanna do these things,
you wanna just be like,
okay I am here, I'm gonna
do all of these things,
I'm gonna figure everything out.
But it's hard to do when you're
also coping and grieving.
For me personally, Paul
was a close friend.

French: 
heureusement, l'un des
les nouvelles embauches étaient anciennes.
Quelqu'un qui avait travaillé avec
les sur des jeux en direct dans le passé,
à 343 sur Halo et plus tard
le monde des jeux mobiles.
- Alors j'ai travaillé avec Brendan,
Jacob et Paul au 343
et j'ai joué à des jeux avec Adam
sur un serveur de jeu dub TF2
dont je faisais partie.
Je le connaissais donc par sa poignée.
- [Danny] Quelle était sa poignée?
- C'était 'Man Child'
- [Danny] D'accord.
(en riant)
- Pas sûr qu'il veuille vraiment ça là-bas.
Alors oui, j'ai commencé au
tout début avril
ce qui a été une période difficile tout autour.
C'est comme si tu voulais
a frappé le sol en cours d'exécution,
tu veux faire ces choses,
tu veux juste être comme,
ok je suis ici, je vais
faire toutes ces choses,
Je vais tout comprendre.
Mais c'est difficile à faire quand tu es
aussi faire face et pleurer.
Pour moi personnellement, Paul
était un ami proche.

Portuguese: 
felizmente um dos
novos contratados era um dos antigos.
Alguém que trabalhou com
eles em jogos ao vivo no passado,
em 343 em Halo e mais tarde em
o mundo dos jogos para celular.
- Então eu trabalhei com Brendan,
Jacob e Paul na 343
e na verdade joguei jogos com o Adam
em um servidor de jogo dub TF2
do qual eu fazia parte.
Então eu o reconheci pelo seu apelido
- [Danny] Qual era o apelido dele?
- Era 'Man Child'
- [Danny] Ok.
(rindo)
- Não tenho certeza se ele vai gostar de ver isso publicado
Então, sim, eu comecei no
no começo de abril
que foi um período difícil na empresa
É como você quer
atingir o chão correndo,
você quer fazer essas coisas,
você quer ser como,
tudo bem, eu estou aqui, eu vou
fazer todas essas coisas,
Eu vou descobrir tudo.
Mas é difícil de fazer quando você está
também lutando e sofrendo.
Para mim pessoalmente, Paul
era um amigo próximo.

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

French: 
C'était donc aussi un,
comment puis-je pas
me permettre
être submergé par le sentiment du semblable,
et s'il était là,
Et si j'avais commencé juste
quelques semaines plus tôt,
Et si j'étais allé parler
lui parler de ce jeu,
est-il même possible pour
moi d'essayer de représenter
et toujours défendre son point de vue?
- Nous avons été assez lents à
obtenir beaucoup de mises à jour
et c'est parce que nous
étaient en quelque sorte brouiller
pour mettre tout le reste ensemble,
pour essayer de recruter des gens,
avoir un bureau,
pour créer une entreprise correctement.
Nous étions à peine légalement
fonctionnant comme une entreprise.
- La première chose était comme,
comment obtenir une mise à jour à la porte?
Il n'y avait pas de contenu
mises à jour depuis le lancement de l'accès anticipé
et il était censé
être un et il n'a pas été expédié
et donc dans la semaine 2, je devais
pour rassembler tout le monde
et sois genre, je vais juste rester ici
à côté de ce tableau blanc et vous êtes juste
va me dire tout ce que tu
la pensée allait être ici
et où est-il tout, et qui
est le propriétaire pour cela, non?

English: 
So it was also a,
how do I not
allow myself
to be overcome with the feeling of like,
well what if he was here,
what if I had started just
a couple weeks earlier,
what if I had gone to talk
to him about this game,
is it even possible for
me to try to represent
and still champion his point of view?
- We were quite slow to
get a lot of updates out
and it was because we
were sort of scrambling
to put everything else together,
to try to recruit people,
to have an office,
to kind of set up a business properly.
We were barely legally
operating as a business.
- The first thing was like,
how do we get an update out the door?
There had been no content
updates since Early Access launch
and there was supposed to
be one and it didn't ship
and so in week 2 I had
to pull everyone together
and be like, I'm just gonna stand here
next to this whiteboard and you're just
gonna tell me everything you
thought was gonna be here
and where is it all, and who
is the owner for this, right?

Portuguese: 
Então também foi um,
como eu não
me permitir
ser superado com o sentimento de gostar,
bem, e se ele estivesse aqui,
e se eu tivesse começado apenas
algumas semanas antes,
e se eu tivesse ido falar
para ele sobre esse jogo,
seria ao menos possível pra
mim tentar representar
e ainda defender seu ponto de vista?
- Nós demoramos muito para
publicar muitas atualizações
e foi porque nós
estávamos meio que lutando
para colocar tudo junto,
para tentar recrutar pessoas,
ter um escritório,
para montar um negócio corretamente.
Nós mal estávamos operando legalmente
como um negócio.
- A primeira coisa foi como,
como vamos publicar uma atualização?
Não havia conteúdo
atualizado desde o lançamento do acesso antecipado
e supostamente deveria
ter um que não foi publicado
e assim na segunda semana eu tive
que juntar todos
e eu disse que ficaria
ao lado do quadro branco para ele
me dizerem tudo que pensaram e que deveria estar ali
e onde está tudo e quem
é o dono disso, certo?

Portuguese: 
Porque também havia a transição com a saída do Jacob
da equipe e ele havia deixado algum trabalho para trás.
E isso é normal,
coisas de desenvolvimento, certo?
As pessoas se afastam, você
tem que pegar o trabalho
então eu tive que fazer um pouco disso,
tudo bem, então o que está acontecendo, certo? O que vem
acontecendo nos últimos meses,
o que temos, onde está,
quem é o responsável?
como podemos juntar isso tudo
e atualizar
o mais rápido possível
porque estamos perdendo
um pouco da credibilidade com a comunidade.
Por quatro meses, não
tendo qualquer coisa que eles
sentissem que foi uma atualização de conteúdo significativa.
Então essas foram as primeiras semanas.
E era como, como publicaremos
essas coisas?
Então nós publicamos uma atualização de melhoria, acredito que em abril
então foram apenas algumas semanas.
Foi bem rápido.
- Nós meio que ouvimos primeiro nossos contatos próximos nas redes sociais,
então uma das primeiras pessoas que contratamos foram,
dois engenheiros e um produtor.
O produtor, Veronica, foi crítico
porque éramos péssimos na organização.
Ela renovou um ambiente
Ela organizava nossos pensamentos desorganizados
e tentava nos unir.

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

English: 
'Cause you're also
transitioning with Jacob leaving
the team and he had left some work behind.
And that's like a normal
development thing, right?
People move off, you
have to pick up the work
so I had to do a little bit of this,
okay what is happening, right what's been
happening in the last couple of months,
what do have, where is
it, who is responsible,
how can we pull together
and update out of this
as soon as possible
because we are losing face
a little bit with the community.
For four months, not
having anything that they
felt was a meaningful content update.
So that was the first few weeks.
I was like, how do we get
this thing out the door?
So we got the augment
update out, I believe April
so it was just like a few weeks into it.
It was real fast.
- We sort of sourced from our
personal networks initially,
so one of the first hires that we did,
couple of engineers and a producer.
The producer, Veronica, was critical
because we were terrible at organizing.
She was a breath of fresh air.
She just wrangle our disorganized thoughts
and try to herd us cats.

French: 
Parce que tu es aussi
transition avec Jacob partant
l'équipe et il avait laissé un peu de travail derrière.
Et c'est comme une normale
chose de développement, non?
Les gens partent, toi
doivent reprendre le travail
donc j'ai dû faire un peu de ça,
ok ce qui se passe, bien ce qui a été
qui se passe au cours des deux derniers mois,
qu'est-ce qui a, où est
lui, qui est responsable,
comment pouvons-nous nous ressaisir
et mettre à jour
Dès que possible
parce que nous perdons la face
un peu avec la communauté.
Pendant quatre mois, pas
avoir tout ce qu'ils
était une mise à jour de contenu significative.
C'était donc les premières semaines.
J'étais comme, comment on obtient
cette chose par la porte?
Nous avons donc obtenu l'augmentation
mettre à jour, je crois avril
donc c'était juste après quelques semaines.
C'était vraiment rapide.
- Nous sorte de notre source
réseaux personnels au départ,
donc l'une des premières embauches que nous avons faites,
deux ingénieurs et un producteur.
Le producteur, Veronica, était critique
parce que nous étions terribles à organiser.
Elle était une bouffée d'air frais.
Elle brouille juste nos pensées désorganisées
et essayez de nous rassembler en chats.

English: 
We brought in Andrew, who
is our multiplayer engineer
and Biddlecom who's was
our first design hire.
We brought in Samantha, of course loved
her sense of humor and wanted to try
to inject a bit more whimsy into the game.
- I had seen it, actually I saw it for
the first time on Giant Bomb.
A UPF on Giant Bomb was
where I first saw Brad
playing Astroneer and thought, hey this
is of a cool, you know to deform the train
and I know that a survival crafting game
like Astroneer sort of
fits into a specific genre.
Those kinds of games, I don't gravitate
toward naturally myself, so
what I wanted to do is before,
because I knew if I got the job I would
be playing it a lot and
getting very close to it,
is identifying that I had
this short period of time
where I could learn about the
game from the perspectives
of the people who do love
it, that do love this genre.
I watched a bunch of streams,
I read a bunch of forum posts,

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

French: 
Nous avons amené Andrew, qui
est notre ingénieur multijoueur
et Biddlecom qui était
notre première location de design.
Nous avons amené Samantha, bien sûr aimé
son sens de l'humour et voulait essayer
pour injecter un peu plus de fantaisie dans le jeu.
- Je l'avais vu, en fait je l'ai vu pendant
la première fois sur Giant Bomb.
Un UPF sur Giant Bomb a été
où j'ai vu Brad pour la première fois
jouer Astroneer et pensé, hé ce
est cool, tu sais déformer le train
et je sais qu'un jeu d'artisanat de survie
comme Astroneer sorte de
s'inscrit dans un genre spécifique.
Ce genre de jeux, je ne gravite pas
vers naturellement moi-même, donc
ce que je voulais faire c'est avant,
parce que je savais que si j'obtenais le travail, je
jouer beaucoup et
s'en rapprocher,
identifie que j'avais
cette courte période de temps
où je pourrais en apprendre davantage sur la
jeu du point de vue
des gens qui aiment
ça, qui aiment ce genre.
J'ai regardé un tas de flux,
J'ai lu un tas de messages sur le forum,

Portuguese: 
Trouxemos Andrew, que
é o nosso engenheiro multiplayer
e Biddlecom que foi
nosso primeiro designer contratado.
Trouxemos Samantha, claro que amamos
seu senso de humor, e ela queria tentar
injetar um pouco mais de capricho no jogo.
- Eu tinha visto, na verdade eu vi pela
primeira vez na Giant Bomb.
Uma UPF na Giant Bomb foi
onde vi Brad pela primeira vez
jogando Astroneer e pensei, ei isso
é legal, você sabe deformar o trem
e eu sei que um jogo de sobrevivência
como Astroneer meio que
se encaixa em um gênero específico.
Esse não é o tipo de jogo que
me atrai naturalmente, então
o que eu queria fazer era, antes,
porque eu sabia que se eu conseguisse o emprego, eu poderia
jogar muito e estar próxima,
para identificar num período curto
onde eu poderia aprender sobre o
jogo a partir das perspectivas
das pessoas que o amam,
que amam esse gênero.
Eu assisti um monte de streams,
Eu li várias postagens no fórum,

English: 
I tried to do my research
so that I could formulate
an informed opinion on coming into,
what could I do to help the game?
The survival crafting in my
did plan was don't starve,
and don't starve is pretty
different in a lot of ways.
There's a sort of oppressive
nature to don't starve,
where you are always
literally about to die.
And what struck me about Astroneer,
I, sort of, subverting
that trope of the genre
was this sense of safety, and safe spaces.
So, in Astroneer you have an oxygen tank
that allows you to go
out and explore the world
until a certain point when
you run out of oxygen,
and the danger increases.
You can mitigate that danger with tethers,
so laying the tether
item out around the world
you can expand your ability
to explore the world.
I saw this very interesting
loop of home base

Portuguese: 
Eu tentei fazer minha pesquisa
para que eu pudesse formular
uma opinião sobre isso,
e o que eu poderia fazer para ajudar o jogo?
Meu plano era não morrer de fome,
e não morrer de fome é diferente de várias maneiras.
Existe uma espécie de opressão
natureza para não morrer de fome,
onde voce esta sempre
literalmente prestes a morrer.
E o que me impressionou no Astroneer,
Eu meio que subvertendo
esse tropo do gênero
era essa sensação de segurança e espaços seguros.
Então, no Astroneer você tem um tanque de oxigênio
que permite que você vá
sair e explorar o mundo
até um certo ponto quando
você fica sem oxigênio,
e o perigo aumenta.
Você pode atenuar esse perigo com amarras,
então colocando a corda
item em todo o mundo
você pode expandir sua capacidade
para explorar o mundo.
Eu vi isso muito interessante
laço da base

French: 
J'ai essayé de faire mes recherches
pour que je puisse formuler
une opinion éclairée sur l'entrée,
que puis-je faire pour aider le jeu?
L'artisanat de survie dans mon
a fait était de ne pas mourir de faim,
et ne pas mourir de faim est jolie
différent à bien des égards.
Il y a une sorte d'oppression
la nature à ne pas mourir de faim,
où tu es toujours
littéralement sur le point de mourir.
Et ce qui m'a frappé chez Astroneer,
Je, en quelque sorte, renversant
ce trope du genre
était ce sentiment de sécurité et d'espaces sûrs.
Donc, dans Astroneer, vous avez un réservoir d'oxygène
qui vous permet d'aller
sortir et explorer le monde
jusqu'à un certain point où
vous manquez d'oxygène,
et le danger augmente.
Vous pouvez atténuer ce danger avec des attaches,
donc poser la longe
article dans le monde entier
vous pouvez étendre vos capacités
pour explorer le monde.
J'ai vu ça très intéressant
boucle de base

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

English: 
with a degree of exploration potential
and the more you play
and the more you find
that exploration potential continues
to grow larger and larger.
In this 3D space, not
just across the surface
of the planet but also into
the depths of the planet,
and then across to other planets.
Survival aspects in other games sort of
come out in terms of resource management
and tech progression
but also combat.
I liked how Astroneer softened the aspect
of violence and combat based conflict.
It's softer somehow,
even in the confrontation
in the way you mitigate
it with a drain tool
that's sort of removing,
unearthing the roots
to kill the plant rather than like,
I'ma take my space gun
and fill this base plant
full of space bullets, right?
So, that struck me.

French: 
avec un certain potentiel d'exploration
et plus vous jouez
et plus vous en trouvez
que le potentiel d'exploration continue
pour grossir de plus en plus.
Dans cet espace 3D, pas
juste en face
de la planète mais aussi en
les profondeurs de la planète,
puis à travers d'autres planètes.
Aspects de survie dans d'autres jeux
sortir en termes de gestion des ressources
et progression technologique
mais aussi le combat.
J'ai aimé la façon dont Astroneer a adouci l'aspect
de la violence et des conflits liés au combat.
C'est plus doux en quelque sorte,
même dans la confrontation
dans la façon dont vous atténuez
avec un outil de vidange
c'est une sorte de suppression,
déterrer les racines
pour tuer la plante plutôt que comme,
Je vais prendre mon fusil spatial
et remplir cette plante de base
plein de balles spatiales, non?
Alors ça m'a frappé.

Portuguese: 
com um grau de potencial de exploração
e quanto mais você joga
e quanto mais você encontrar
esse potencial de exploração continua
crescer cada vez maior.
Neste espaço 3D, não
do outro lado da superfície
do planeta, mas também em
as profundezas do planeta,
e depois para outros planetas.
Aspectos de sobrevivência em outros jogos meio que
sair em termos de gerenciamento de recursos
e progressão tecnológica
mas também combate.
Gostei de como o Astroneer suavizou o aspecto
de violência e conflito baseado em combate.
É mais suave de alguma forma,
mesmo no confronto
na maneira como você mitiga
com uma ferramenta de drenagem
isso é meio que removendo,
desenterrando as raízes
matar a planta ao invés de gostar,
Vou pegar minha arma espacial
e encher essa planta base
cheio de balas espaciais, certo?
Então, isso me impressionou.

French: 
(musique étrange)
(tournage)
Nous avons identifié assez tôt
il y a quelques différents
archétypes pour les joueurs.
Nous avons beaucoup parlé en interne
le joueur pionnier, qui
veut se concentrer sur l'exploration
et le joueur ingénieur qui
veut se concentrer sur la construction.
Parce que le jeu nécessite
à la fois explorer et construire
ce genre de évolué
en, bien le pionnier
doit faire un peu d'ingénierie
pouvoir explorer
et vice versa pour le
l'ingénierie, ils doivent explorer
un peu pour pouvoir
construire les choses qu'ils veulent.
Nous avons passé du temps à essayer de concevoir
deux jeux différents, non?
Genre, ayons
Astroneer, le jeu des pionniers
et Astroneer, le jeu des ingénieurs.
Après un certain temps à rencontrer des difficultés
avec cette approche, nous
est venu à la conclusion
que le vrai Astroneer
l'expérience est en quelque sorte

English: 
(eerie music)
(shooting)
We identified pretty early on that
there are a couple of different
archetypes for players.
We talked a lot internally about
the pioneer player, who
wants to focus on exploring
and the engineer player who
wants to focus on building.
Because the game requires
both exploring and building
that sort of evolved
into, well the pioneer
must do a little engineering
to be able to explore
and visa versa for the
engineering, they must explore
a little bit to be able to
build the things they want to.
We spent some time trying to design
two different games, right?
Like, let's have
Astroneer, the pioneer game
and Astroneer, the engineer game.
After some time encountering difficulties
with that approach, we
did come to the conclusion
that the real Astroneer
experience is sort of

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Portuguese: 
(música estranha)
(tiroteio)
Nós identificamos bem cedo nisso
existem alguns diferentes
arquétipos para jogadores.
Conversamos muito internamente sobre
o jogador pioneiro, que
quer se concentrar em explorar
e o jogador engenheiro que
quer se concentrar na construção.
Porque o jogo requer
explorando e construindo
esse tipo de evolução
em, bem, o pioneiro
deve fazer um pouco de engenharia
para poder explorar
e vice-versa para o
engenharia, eles devem explorar
um pouco para poder
construir as coisas que eles querem.
Passamos algum tempo tentando projetar
dois jogos diferentes, certo?
Tipo, vamos ter
Astroneer, o jogo pioneiro
e Astroneer, o jogo do engenheiro.
Depois de algum tempo encontrando dificuldades
com essa abordagem, nós
chegou à conclusão
que o verdadeiro astrônomo
experiência é uma espécie de

French: 
vacillant d'avant en arrière.
Donc je vais avoir des moments où je vais vraiment
voulez construire quelque chose, comment faire?
Peut-être que j'ai déjà les ressources,
peut-être que je dois aller les chercher.
Ou il y a une chose sympa que je
veux vraiment aller là-bas,
Je ne peux pas, je n'ai pas
assez d'oxygène pour y arriver.
Comment puis-je y arriver?
Mais il y a aussi
la sculpture, qui est en quelque sorte
siled off, qui est avec
investissement minimal
vous pouvez passer autant de temps que vous le souhaitez
juste une sorte de construction créative
structures et peinture.
Mais il y a une quatrième pièce,
quelle est l'ère sociale, non?
Personne qui veut
jouer avec leurs amis,
soit dans un rôle de soutien ou dans un maladroit,
fun like let's just fool around role.
I'm really interested and
have been really interested
in how can we best support social eras?
How can we facilitate these
fun, cool space interactions?
When we had happy accidents,
one example of a happy accident
is when we added the new emote system

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

English: 
wavering back and forth.
So I'm gonna have moments where I really
want to build a thing, how do I do that?
Maybe I have the resources already,
maybe I have to go out and get them.
Or there's a cool thing I
really wanna go out there,
I can't, I don't have
enough oxygen to get there.
How do I get there?
But there's also
sculpting, which is sort of
siloed off, which is with
bare minimum investment
you can spend as much time as you want
just sort of building creative
structures and painting.
But then there's a fourth piece,
which is the social era, right?
Person who wants to
play with their friends,
either in a supporting role or in a goofy,
fun like let's just fool around role.
I'm really interested and
have been really interested
in how can we best support social eras?
How can we facilitate these
fun, cool space interactions?
When we had happy accidents,
one example of a happy accident
is when we added the new emote system

Portuguese: 
oscilando para frente e para trás.
Então eu vou ter momentos em que eu realmente
quer construir uma coisa, como faço isso?
Talvez eu já tenha os recursos,
talvez eu tenha que sair e pegá-los.
Ou há uma coisa legal que eu
realmente quero ir lá fora,
Não posso, não tenho
oxigênio suficiente para chegar lá.
Como eu chego lá?
Mas tem também
escultura, que é uma espécie de
isolado, que é com
investimento mínimo
você pode gastar o tempo que quiser
apenas uma espécie de criação criativa
structures and painting.
But then there's a fourth piece,
which is the social era, right?
Person who wants to
play with their friends,
either in a supporting role or in a goofy,
fun like let's just fool around role.
I'm really interested and
have been really interested
in how can we best support social eras?
How can we facilitate these
fun, cool space interactions?
When we had happy accidents,
one example of a happy accident
is when we added the new emote system

Portuguese: 
and there was an unintended consequence
of if you spam the button then
you'll restart the animation
so where you have an animation
that might be like, hi.
Then if you spam the button
then you get this sort of thing,
like ha ha ha ha ha ha.
And that is exactly what I'm talking about
for the social era
player archetype, right?
Like, that created so many memes.
It was just huge within
the player community
and just like silly, goofy, dumb fun.
A social era thing that
we didn't think was right,
for example, is bugs in the rover system,
where rovers would fly off into space,
or the wheels would disconnect and you'd
get all this jitter.
Those are the kinds of things
that we knew weren't right,
even though they create similar
sort of like fun moments,
they're not controllable, they're erratic,
they're unpredictable.
They can be frustrating,
so they come at the expense
of other parts of the
game that people enjoy.

French: 
and there was an unintended consequence
of if you spam the button then
you'll restart the animation
so where you have an animation
that might be like, hi.
Then if you spam the button
then you get this sort of thing,
like ha ha ha ha ha ha.
And that is exactly what I'm talking about
for the social era
player archetype, right?
Like, that created so many memes.
It was just huge within
the player community
and just like silly, goofy, dumb fun.
A social era thing that
we didn't think was right,
for example, is bugs in the rover system,
where rovers would fly off into space,
or the wheels would disconnect and you'd
get all this jitter.
Those are the kinds of things
that we knew weren't right,
even though they create similar
sort of like fun moments,
they're not controllable, they're erratic,
they're unpredictable.
They can be frustrating,
so they come at the expense
of other parts of the
game that people enjoy.

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

English: 
and there was an unintended consequence
of if you spam the button then
you'll restart the animation
so where you have an animation
that might be like, hi.
Then if you spam the button
then you get this sort of thing,
like ha ha ha ha ha ha.
And that is exactly what I'm talking about
for the social era
player archetype, right?
Like, that created so many memes.
It was just huge within
the player community
and just like silly, goofy, dumb fun.
A social era thing that
we didn't think was right,
for example, is bugs in the rover system,
where rovers would fly off into space,
or the wheels would disconnect and you'd
get all this jitter.
Those are the kinds of things
that we knew weren't right,
even though they create similar
sort of like fun moments,
they're not controllable, they're erratic,
they're unpredictable.
They can be frustrating,
so they come at the expense
of other parts of the
game that people enjoy.

French: 
And so that's not the right thing.
(game play)
- Sound design isn't really
like, see a dog hear a dog.
You don't wanna just mimic the visual.
It's always asking the
question of like, what,
why is that happening?
Et qu'est-ce que cela veut dire?
And for games it's
what's the design of it?
What does the player need
to interpret from that?
And so it's a lot of emotional design.
I think a good example is all
the connectors in the game,
like the slots of taking one small item
and snapping it to another.
It's such a simple
concept, but for a sound,
visually it's metal on
metal, or some characteristic
that's probably I don't wanna support.
'Cause metal on metal doesn't
sound always that great.
So instead it's like this
very softer sounding thing,
that supports the idea that
this pleasurable experience of
socketing one thing into another.
So it makes it more fun and light.
One of the enemies in the game has

English: 
And so that's not the right thing.
(game play)
- Sound design isn't really
like, see a dog hear a dog.
You don't wanna just mimic the visual.
It's always asking the
question of like, what,
why is that happening?
And what does it mean?
And for games it's
what's the design of it?
What does the player need
to interpret from that?
And so it's a lot of emotional design.
I think a good example is all
the connectors in the game,
like the slots of taking one small item
and snapping it to another.
It's such a simple
concept, but for a sound,
visually it's metal on
metal, or some characteristic
that's probably I don't wanna support.
'Cause metal on metal doesn't
sound always that great.
So instead it's like this
very softer sounding thing,
that supports the idea that
this pleasurable experience of
socketing one thing into another.
So it makes it more fun and light.
One of the enemies in the game has

Portuguese: 
And so that's not the right thing.
(game play)
- Sound design isn't really
like, see a dog hear a dog.
You don't wanna just mimic the visual.
It's always asking the
question of like, what,
why is that happening?
And what does it mean?
And for games it's
what's the design of it?
What does the player need
to interpret from that?
And so it's a lot of emotional design.
I think a good example is all
the connectors in the game,
like the slots of taking one small item
and snapping it to another.
It's such a simple
concept, but for a sound,
visually it's metal on
metal, or some characteristic
that's probably I don't wanna support.
'Cause metal on metal doesn't
sound always that great.
So instead it's like this
very softer sounding thing,
that supports the idea that
this pleasurable experience of
socketing one thing into another.
So it makes it more fun and light.
One of the enemies in the game has

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

French: 
this acidy boil sound,
so I record pop rocks
both in a bowl and in
my mouth with the mic
just kinda pointed in.
(en riant)
(popping)
- What I really like about, even the early
builds of Astroneer, is
as you're running around
the sort of feel and and the
rendering and the shading
really creates a sense that you're
playing with action figures.
Like, you're playing with toys.
I was having flashbacks to
my Superman action figure
with kung fu grip that
you squeeze the legs
and it does a little punch thing, right?
So I was thinking about these Astroneers
are running around
doing these cool things.
I could totally just
see having an Astroneer,
like the Astroneer on
screen is, in my mind,
the Astroneer in my hand.
And when I disconnect
the backpack and I look
at it like this, that's what I'm seeing.
And so having this sort
of, I can reach out
and touch and feel everything and so this

English: 
this acidy boil sound,
so I record pop rocks
both in a bowl and in
my mouth with the mic
just kinda pointed in.
(laughing)
(popping)
- What I really like about, even the early
builds of Astroneer, is
as you're running around
the sort of feel and and the
rendering and the shading
really creates a sense that you're
playing with action figures.
Like, you're playing with toys.
I was having flashbacks to
my Superman action figure
with kung fu grip that
you squeeze the legs
and it does a little punch thing, right?
So I was thinking about these Astroneers
are running around
doing these cool things.
I could totally just
see having an Astroneer,
like the Astroneer on
screen is, in my mind,
the Astroneer in my hand.
And when I disconnect
the backpack and I look
at it like this, that's what I'm seeing.
And so having this sort
of, I can reach out
and touch and feel everything and so this

Portuguese: 
this acidy boil sound,
so I record pop rocks
both in a bowl and in
my mouth with the mic
just kinda pointed in.
(laughing)
(popping)
- What I really like about, even the early
builds of Astroneer, is
as you're running around
the sort of feel and and the
rendering and the shading
really creates a sense that you're
playing with action figures.
Like, you're playing with toys.
I was having flashbacks to
my Superman action figure
with kung fu grip that
you squeeze the legs
and it does a little punch thing, right?
So I was thinking about these Astroneers
are running around
doing these cool things.
I could totally just
see having an Astroneer,
like the Astroneer on
screen is, in my mind,
the Astroneer in my hand.
And when I disconnect
the backpack and I look
at it like this, that's what I'm seeing.
And so having this sort
of, I can reach out
and touch and feel everything and so this

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

French: 
diegetic aspect is incredibly physical
and I think really important
to the overall aesthetic
and the player experience,
like the richness
of the player experience of the game.
(musique sombre)
- [Danny Voiceover] Over the
course of Early Access the team
expanded to help ensure
that patches kept coming.
Large updates came for
research, excavation,
basebuilding, crafting, and the rover.
Astroneer's original splash had come from
the original four posting
gifs of the game to Twitter,
as part of game development
Screenshot Saturday.
So, bolstered by the response they got
while sharing early clips and perhaps
fearing the backlash
Hello Games had gotten,
the team wanted to be as
transparent as possible.
Joe Tirado had a background
in games coverage
and documentary work, and spent years
with the team producing
dozens of dev blogs
that are all available on
System Era's Youtube channel.
- The game connected
with mainstream press,
but they didn't do any
sort of official marketing,
they didn't have a team for that.
They had people who obviously
were thinking about it,

Portuguese: 
diegetic aspect is incredibly physical
and I think really important
to the overall aesthetic
and the player experience,
like the richness
of the player experience of the game.
(somber music)
- [Danny Voiceover] Over the
course of Early Access the team
expanded to help ensure
that patches kept coming.
Large updates came for
research, excavation,
basebuilding, crafting, and the rover.
Astroneer's original splash had come from
the original four posting
gifs of the game to Twitter,
as part of game development
Screenshot Saturday.
So, bolstered by the response they got
while sharing early clips and perhaps
fearing the backlash
Hello Games had gotten,
the team wanted to be as
transparent as possible.
Joe Tirado had a background
in games coverage
and documentary work, and spent years
with the team producing
dozens of dev blogs
that are all available on
System Era's Youtube channel.
- The game connected
with mainstream press,
but they didn't do any
sort of official marketing,
they didn't have a team for that.
They had people who obviously
were thinking about it,

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

English: 
diegetic aspect is incredibly physical
and I think really important
to the overall aesthetic
and the player experience,
like the richness
of the player experience of the game.
(somber music)
- [Danny Voiceover] Over the
course of Early Access the team
expanded to help ensure
that patches kept coming.
Large updates came for
research, excavation,
basebuilding, crafting, and the rover.
Astroneer's original splash had come from
the original four posting
gifs of the game to Twitter,
as part of game development
Screenshot Saturday.
So, bolstered by the response they got
while sharing early clips and perhaps
fearing the backlash
Hello Games had gotten,
the team wanted to be as
transparent as possible.
Joe Tirado had a background
in games coverage
and documentary work, and spent years
with the team producing
dozens of dev blogs
that are all available on
System Era's Youtube channel.
- The game connected
with mainstream press,
but they didn't do any
sort of official marketing,
they didn't have a team for that.
They had people who obviously
were thinking about it,

Portuguese: 
Riley did a great job
just doing what he could
through viral sort of means.
But, the game
exploded in success once
influencers jumped in.
You spend your entire
time developing something
thinking like, oh we have to talk to press
and I think press is
obviously super important.
But, then all of a sudden, two YouTubers
play your game and you're like, oh my gosh
there's so many people,
like what's going on?
- [Danny] It's funny, sometimes
we talk to indie studios
and they have had that
experience of somebody
like Markiplier or Jack
playing their game,
but they've not seen that.
So, what do you think was
different about Astroneer
that it did result, or at least impact,
you know, contributed to the sales spike.
- Yeah, so I wanna give
them credit obviously.
Super thankful that they played the game.
But I also think Astroneer and System Era
had a really good title on their hands
and did a really good job to visually,
I think that's one of the biggest things,
it's a visually arresting game.
You come across it and it's so beautiful.
And so I think a lot
of people were looking

English: 
Riley did a great job
just doing what he could
through viral sort of means.
But, the game
exploded in success once
influencers jumped in.
You spend your entire
time developing something
thinking like, oh we have to talk to press
and I think press is
obviously super important.
But, then all of a sudden, two YouTubers
play your game and you're like, oh my gosh
there's so many people,
like what's going on?
- [Danny] It's funny, sometimes
we talk to indie studios
and they have had that
experience of somebody
like Markiplier or Jack
playing their game,
but they've not seen that.
So, what do you think was
different about Astroneer
that it did result, or at least impact,
you know, contributed to the sales spike.
- Yeah, so I wanna give
them credit obviously.
Super thankful that they played the game.
But I also think Astroneer and System Era
had a really good title on their hands
and did a really good job to visually,
I think that's one of the biggest things,
it's a visually arresting game.
You come across it and it's so beautiful.
And so I think a lot
of people were looking

French: 
Riley did a great job
just doing what he could
through viral sort of means.
But, the game
exploded in success once
influencers jumped in.
You spend your entire
time developing something
thinking like, oh we have to talk to press
and I think press is
obviously super important.
But, then all of a sudden, two YouTubers
play your game and you're like, oh my gosh
there's so many people,
like what's going on?
- [Danny] It's funny, sometimes
we talk to indie studios
and they have had that
experience of somebody
like Markiplier or Jack
playing their game,
but they've not seen that.
So, what do you think was
different about Astroneer
that it did result, or at least impact,
you know, contributed to the sales spike.
- Yeah, so I wanna give
them credit obviously.
Super thankful that they played the game.
But I also think Astroneer and System Era
had a really good title on their hands
and did a really good job to visually,
I think that's one of the biggest things,
it's a visually arresting game.
You come across it and it's so beautiful.
And so I think a lot
of people were looking

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

French: 
for that in the space genre.
Every other space game I've played
is sort of dark and
gritty and super sci-fi
and here's this lighthearted experience
where they're leaning into the whimsical
side of just like, it's
fun but it's also space.
- [Danny] Is there
anything to be said for,
I remember working the
game's press and everyone
was sort of arrested by
what happened with Minecraft
and then it seemed like that generation,
like what we're seeing now with Fortnite,
you can maybe draw a line.
Is Astroneer is there as well,
do you know what the
demographic is, yours,
a lot of people who bought it?
- Well, I mean our main
demographic is definitely
still your sort of core gamer,
young adult slash adult.
But we have definitely
seen that percentage shrink
or it's not as big as maybe what you might
expect from a typical game.
And it's definitely a younger audience.
There are a ton of
women who play the game.
But you're right, the Minecraft
thing is totally interesting

Portuguese: 
for that in the space genre.
Every other space game I've played
is sort of dark and
gritty and super sci-fi
and here's this lighthearted experience
where they're leaning into the whimsical
side of just like, it's
fun but it's also space.
- [Danny] Is there
anything to be said for,
I remember working the
game's press and everyone
was sort of arrested by
what happened with Minecraft
and then it seemed like that generation,
like what we're seeing now with Fortnite,
you can maybe draw a line.
Is Astroneer is there as well,
do you know what the
demographic is, yours,
a lot of people who bought it?
- Well, I mean our main
demographic is definitely
still your sort of core gamer,
young adult slash adult.
But we have definitely
seen that percentage shrink
or it's not as big as maybe what you might
expect from a typical game.
And it's definitely a younger audience.
There are a ton of
women who play the game.
But you're right, the Minecraft
thing is totally interesting

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

English: 
for that in the space genre.
Every other space game I've played
is sort of dark and
gritty and super sci-fi
and here's this lighthearted experience
where they're leaning into the whimsical
side of just like, it's
fun but it's also space.
- [Danny] Is there
anything to be said for,
I remember working the
game's press and everyone
was sort of arrested by
what happened with Minecraft
and then it seemed like that generation,
like what we're seeing now with Fortnite,
you can maybe draw a line.
Is Astroneer is there as well,
do you know what the
demographic is, yours,
a lot of people who bought it?
- Well, I mean our main
demographic is definitely
still your sort of core gamer,
young adult slash adult.
But we have definitely
seen that percentage shrink
or it's not as big as maybe what you might
expect from a typical game.
And it's definitely a younger audience.
There are a ton of
women who play the game.
But you're right, the Minecraft
thing is totally interesting

Portuguese: 
because we ourselves look at it as like,
you play Minecraft, it's blocks.
And then maybe you move onto
Astroneer and it's voxels
and it's a little more malleable
and you can get a little
more specific with things.
Part of the success in the beginning
was a lot of Minecraft
influencers looking for something.
Jumping into the game, and then there's
all these Minecraft
people who are coming in.
But also, as back to that earlier point
of then you have five different audiences
who all want completely different things
and trying to manage that.
- [Danny Voiceover]
Astroneer's connections
to Minecraft don't end there.
One of the more challenging hires
after Paul's tragic passing
was that of a new art director.
For months the spot lay
vacant, nobody wanting
to attempt to fill an unfillable role.
It wasn't until a fan
of the game dropped by
with an Astroneer statue he had made,
that the stars finally aligned.
- We first learned about Spencer
when he posted a 3D print
of one of our models on,
I think we saw it on Reddit.
We didn't give him the model,
so he had to remake it himself.
And the printing was amazing,
and you know, he put
all these instructions

English: 
because we ourselves look at it as like,
you play Minecraft, it's blocks.
And then maybe you move onto
Astroneer and it's voxels
and it's a little more malleable
and you can get a little
more specific with things.
Part of the success in the beginning
was a lot of Minecraft
influencers looking for something.
Jumping into the game, and then there's
all these Minecraft
people who are coming in.
But also, as back to that earlier point
of then you have five different audiences
who all want completely different things
and trying to manage that.
- [Danny Voiceover]
Astroneer's connections
to Minecraft don't end there.
One of the more challenging hires
after Paul's tragic passing
was that of a new art director.
For months the spot lay
vacant, nobody wanting
to attempt to fill an unfillable role.
It wasn't until a fan
of the game dropped by
with an Astroneer statue he had made,
that the stars finally aligned.
- We first learned about Spencer
when he posted a 3D print
of one of our models on,
I think we saw it on Reddit.
We didn't give him the model,
so he had to remake it himself.
And the printing was amazing,
and you know, he put
all these instructions

French: 
because we ourselves look at it as like,
you play Minecraft, it's blocks.
And then maybe you move onto
Astroneer and it's voxels
and it's a little more malleable
and you can get a little
more specific with things.
Part of the success in the beginning
was a lot of Minecraft
influencers looking for something.
Jumping into the game, and then there's
all these Minecraft
people who are coming in.
But also, as back to that earlier point
of then you have five different audiences
who all want completely different things
and trying to manage that.
- [Danny Voiceover]
Astroneer's connections
to Minecraft don't end there.
One of the more challenging hires
after Paul's tragic passing
was that of a new art director.
For months the spot lay
vacant, nobody wanting
to attempt to fill an unfillable role.
It wasn't until a fan
of the game dropped by
with an Astroneer statue he had made,
that the stars finally aligned.
- We first learned about Spencer
when he posted a 3D print
of one of our models on,
I think we saw it on Reddit.
We didn't give him the model,
so he had to remake it himself.
And the printing was amazing,
and you know, he put
all these instructions

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

French: 
online about how he did it.
And while we're talking
about it we're like,
oh you're actually in Seattle.
We'd love to commission
you to make one for us.
We'll pay for all the materials,
we'll pay for your time.
Just come by and drop off.
Paul had reached out to him to do that.
Paul passes away.
Spencer knew of Paul's work,
was affected by his death and just didn't
wanna do the suit anymore,
didn't wanna do the project.
We lost communication with
him, it was like six months
had gone by, or something
like that before,
I think Riley had the idea of like,
oh we should just reach
out to Spencer Curran
and see what he's doing with that statue.
He's like you know, I'd rather just give
you the one that I made.
I think that would be special
for you all to have it.
And it's actually one of our first logs,
is him coming by the
office to drop this off.
And I was so impressed
by his understanding
of what we were trying to do.
He brought in the statue,
he also brought in
these sort of silver gift bags that had
patches and stickers that he illustrated,
had printed, had stitched.

Portuguese: 
online about how he did it.
And while we're talking
about it we're like,
oh you're actually in Seattle.
We'd love to commission
you to make one for us.
We'll pay for all the materials,
we'll pay for your time.
Just come by and drop off.
Paul had reached out to him to do that.
Paul passes away.
Spencer knew of Paul's work,
was affected by his death and just didn't
wanna do the suit anymore,
didn't wanna do the project.
We lost communication with
him, it was like six months
had gone by, or something
like that before,
I think Riley had the idea of like,
oh we should just reach
out to Spencer Curran
and see what he's doing with that statue.
He's like you know, I'd rather just give
you the one that I made.
I think that would be special
for you all to have it.
And it's actually one of our first logs,
is him coming by the
office to drop this off.
And I was so impressed
by his understanding
of what we were trying to do.
He brought in the statue,
he also brought in
these sort of silver gift bags that had
patches and stickers that he illustrated,
had printed, had stitched.

English: 
online about how he did it.
And while we're talking
about it we're like,
oh you're actually in Seattle.
We'd love to commission
you to make one for us.
We'll pay for all the materials,
we'll pay for your time.
Just come by and drop off.
Paul had reached out to him to do that.
Paul passes away.
Spencer knew of Paul's work,
was affected by his death and just didn't
wanna do the suit anymore,
didn't wanna do the project.
We lost communication with
him, it was like six months
had gone by, or something
like that before,
I think Riley had the idea of like,
oh we should just reach
out to Spencer Curran
and see what he's doing with that statue.
He's like you know, I'd rather just give
you the one that I made.
I think that would be special
for you all to have it.
And it's actually one of our first logs,
is him coming by the
office to drop this off.
And I was so impressed
by his understanding
of what we were trying to do.
He brought in the statue,
he also brought in
these sort of silver gift bags that had
patches and stickers that he illustrated,
had printed, had stitched.

English: 
And they were like the backpack sticker
with the resource nuggets
that you could then stick on
so you could make your own
little backpack, it was amazing.
And then just like in conversation,
it comes out that he was a lead artist
at Microsoft for Minecraft.
(laughing)
And I was like, oh shit, okay.
- [Danny] It's like there's
a thematic connection.
- Yeah, I was like let's go for lunch.
In my head I'm like this
is now a job interview
and he's been fucking killing it.
- [Danny Voiceover] Spencer joined a team
caught down the middle.
One half still reeling from the
death of their close friend,
and another who had never
had the satisfaction
of that original Early Access launch,
working hard to prove
themselves with each update.
Development on Astroneer hasn't been easy.
The young team originally
operated as a flat structure
and that caused it's own problems.
They've since shifted to a more
tiered managerial
approach to better tackle
the mountain of features they need
to get into the game for 1.0
But the pressure from the audience
and the drive to make
good on Paul's legacy,
are elements that the team
constantly battles with.

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Portuguese: 
And they were like the backpack sticker
with the resource nuggets
that you could then stick on
so you could make your own
little backpack, it was amazing.
And then just like in conversation,
it comes out that he was a lead artist
at Microsoft for Minecraft.
(laughing)
And I was like, oh shit, okay.
- [Danny] It's like there's
a thematic connection.
- Yeah, I was like let's go for lunch.
In my head I'm like this
is now a job interview
and he's been fucking killing it.
- [Danny Voiceover] Spencer joined a team
caught down the middle.
One half still reeling from the
death of their close friend,
and another who had never
had the satisfaction
of that original Early Access launch,
working hard to prove
themselves with each update.
Development on Astroneer hasn't been easy.
The young team originally
operated as a flat structure
and that caused it's own problems.
They've since shifted to a more
tiered managerial
approach to better tackle
the mountain of features they need
to get into the game for 1.0
But the pressure from the audience
and the drive to make
good on Paul's legacy,
are elements that the team
constantly battles with.

French: 
And they were like the backpack sticker
with the resource nuggets
that you could then stick on
so you could make your own
little backpack, it was amazing.
And then just like in conversation,
it comes out that he was a lead artist
at Microsoft for Minecraft.
(en riant)
And I was like, oh shit, okay.
- [Danny] It's like there's
a thematic connection.
- Yeah, I was like let's go for lunch.
In my head I'm like this
is now a job interview
and he's been fucking killing it.
- [Danny Voiceover] Spencer joined a team
caught down the middle.
One half still reeling from the
death of their close friend,
and another who had never
had the satisfaction
of that original Early Access launch,
working hard to prove
themselves with each update.
Development on Astroneer hasn't been easy.
The young team originally
operated as a flat structure
and that caused it's own problems.
They've since shifted to a more
tiered managerial
approach to better tackle
the mountain of features they need
to get into the game for 1.0
But the pressure from the audience
and the drive to make
good on Paul's legacy,
are elements that the team
constantly battles with.

English: 
Keeping a healthy work-life balance
is paramount to the future of System Era.
But it hasn't come easy.
- So, I said earlier,
producer ships a team, right?
That is huge part of that.
My personal philosophy
has always been that
good teams, happy teams, make good games.
I think that the most important thing
is to have a functional,
happy, empowered team.
A team that feels like,
maybe not like family,
but feels like,
like a unit.
Like a community, like a guild.
- You know, the standing
desk and the nice chair
and the loose auras are just sort of
going back to being healthy.
You know, the loss of Paul early on
just really sort of put that into my head
and I think in Brendan's head,
to make it a big deal of System Era.
Then we've ended up finding people
that it was important to them, right?

French: 
Keeping a healthy work-life balance
is paramount to the future of System Era.
But it hasn't come easy.
- So, I said earlier,
producer ships a team, right?
That is huge part of that.
My personal philosophy
has always been that
good teams, happy teams, make good games.
I think that the most important thing
is to have a functional,
happy, empowered team.
A team that feels like,
maybe not like family,
but feels like,
like a unit.
Like a community, like a guild.
- You know, the standing
desk and the nice chair
and the loose auras are just sort of
going back to being healthy.
You know, the loss of Paul early on
just really sort of put that into my head
and I think in Brendan's head,
to make it a big deal of System Era.
Then we've ended up finding people
that it was important to them, right?

Portuguese: 
Keeping a healthy work-life balance
is paramount to the future of System Era.
But it hasn't come easy.
- So, I said earlier,
producer ships a team, right?
That is huge part of that.
My personal philosophy
has always been that
good teams, happy teams, make good games.
I think that the most important thing
is to have a functional,
happy, empowered team.
A team that feels like,
maybe not like family,
but feels like,
like a unit.
Like a community, like a guild.
- You know, the standing
desk and the nice chair
and the loose auras are just sort of
going back to being healthy.
You know, the loss of Paul early on
just really sort of put that into my head
and I think in Brendan's head,
to make it a big deal of System Era.
Then we've ended up finding people
that it was important to them, right?

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

French: 
Et je pense que c'est l'une des choses
that attracts folks about System Era,
is that we want you to be able to be you.
And if that means you don't
want to come into work
'cause your just, for whatever reason,
that's fine, just let us know.
We brought in Lego to try
to do it as a team together
and just kinda take little mental breaks,
the crosswords are up on the wall so folks
can walk around and think on things
that aren't game related.
I take out a half an hour walk everyday
that's not on my lunch hour.
Usually around 4 o'clock
I'll hit the river,
go for a walk.
I'm not gonna say we don't crunch,
'cause we don't have a crunch culture.
It's not like we're demanding folks
are here Monday to Saturday.
But we all have stuff to do and sometimes
that's gonna take longer days to do it.
I will go home at 5:30, 6 o'clock
and then work 'cause the kids and Gail
will go to sleep and I'll
go back on around nine,
I can work from home.
We have a lot of people
that just work from home
on some days which is totally fine.
- It's been really hard.
It's hard because we've had
to work really hard for 1.0

English: 
And I think that's one of the things
that attracts folks about System Era,
is that we want you to be able to be you.
And if that means you don't
want to come into work
'cause your just, for whatever reason,
that's fine, just let us know.
We brought in Lego to try
to do it as a team together
and just kinda take little mental breaks,
the crosswords are up on the wall so folks
can walk around and think on things
that aren't game related.
I take out a half an hour walk everyday
that's not on my lunch hour.
Usually around 4 o'clock
I'll hit the river,
go for a walk.
I'm not gonna say we don't crunch,
'cause we don't have a crunch culture.
It's not like we're demanding folks
are here Monday to Saturday.
But we all have stuff to do and sometimes
that's gonna take longer days to do it.
I will go home at 5:30, 6 o'clock
and then work 'cause the kids and Gail
will go to sleep and I'll
go back on around nine,
I can work from home.
We have a lot of people
that just work from home
on some days which is totally fine.
- It's been really hard.
It's hard because we've had
to work really hard for 1.0

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Portuguese: 
And I think that's one of the things
that attracts folks about System Era,
is that we want you to be able to be you.
And if that means you don't
want to come into work
'cause your just, for whatever reason,
that's fine, just let us know.
We brought in Lego to try
to do it as a team together
and just kinda take little mental breaks,
the crosswords are up on the wall so folks
can walk around and think on things
that aren't game related.
I take out a half an hour walk everyday
that's not on my lunch hour.
Usually around 4 o'clock
I'll hit the river,
go for a walk.
I'm not gonna say we don't crunch,
'cause we don't have a crunch culture.
It's not like we're demanding folks
are here Monday to Saturday.
But we all have stuff to do and sometimes
that's gonna take longer days to do it.
I will go home at 5:30, 6 o'clock
and then work 'cause the kids and Gail
will go to sleep and I'll
go back on around nine,
I can work from home.
We have a lot of people
that just work from home
on some days which is totally fine.
- It's been really hard.
It's hard because we've had
to work really hard for 1.0

Portuguese: 
and we've had to break
some of those promises
that we made to ourselves and
that's been really disappointing.
And I could go on and on about,
yes these are all these
things that weren't our fault
that caused all of this, right?
But at the end of the day, it's like
we need to learn from what
it was like to ship 1.0
and what it was like to go
though the Early Access process.
And the best thing we can
do is take those lessons
and say okay well, this
is what's gonna set
the basis for our culture going forward.
And that's that time now, and
I'm really excited for that
is to be like, okay we're through it now.
Here are all those
lessons that we learned.
Here are all those things that
we want to do better next time
and we're gonna do that now.
(música leve)
- [Danny Voiceover] We visited
System Era a week before
the game's final 1.0
launch and on our last day
we arrived to see them all celebrating

French: 
and we've had to break
some of those promises
that we made to ourselves and
that's been really disappointing.
And I could go on and on about,
yes these are all these
things that weren't our fault
that caused all of this, right?
But at the end of the day, it's like
we need to learn from what
it was like to ship 1.0
and what it was like to go
though the Early Access process.
And the best thing we can
do is take those lessons
and say okay well, this
is what's gonna set
the basis for our culture going forward.
And that's that time now, and
I'm really excited for that
is to be like, okay we're through it now.
Here are all those
lessons that we learned.
Here are all those things that
we want to do better next time
and we're gonna do that now.
(light music)
- [Danny Voiceover] We visited
System Era a week before
the game's final 1.0
launch and on our last day
we arrived to see them all celebrating

English: 
and we've had to break
some of those promises
that we made to ourselves and
that's been really disappointing.
And I could go on and on about,
yes these are all these
things that weren't our fault
that caused all of this, right?
But at the end of the day, it's like
we need to learn from what
it was like to ship 1.0
and what it was like to go
though the Early Access process.
And the best thing we can
do is take those lessons
and say okay well, this
is what's gonna set
the basis for our culture going forward.
And that's that time now, and
I'm really excited for that
is to be like, okay we're through it now.
Here are all those
lessons that we learned.
Here are all those things that
we want to do better next time
and we're gonna do that now.
(light music)
- [Danny Voiceover] We visited
System Era a week before
the game's final 1.0
launch and on our last day
we arrived to see them all celebrating

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

English: 
with glasses of champagne.
Astroneer had just
passed cert for Xbox One
meaning that the game
had passed the checks
required by Microsoft to be
released on their platform.
The nervous tension in the studio
felt like it was finally
starting to relax,
as the finish line slowly came into view.
For some, it would be a game release
they'd been pining for for years.
For others, perhaps a moment of finality
for the grief that they'd yet to shed
for their fallen friend and collaborator.
One Astroneer who was there for take-off,
but never made it to the destination.
- Paul's still in Astroneer and he will
always be there, but there's also a lot of
the other 20 people, and that's
kind of like the best possible outcome,
is that everybody feels like
they have a piece in it.
I'm really proud of the team.
I'm so happy that 1.0 is
coming out, I'm so happy.
It's such a culmination of a lot of effort

French: 
with glasses of champagne.
Astroneer had just
passed cert for Xbox One
meaning that the game
had passed the checks
required by Microsoft to be
released on their platform.
The nervous tension in the studio
felt like it was finally
starting to relax,
as the finish line slowly came into view.
For some, it would be a game release
they'd been pining for for years.
For others, perhaps a moment of finality
for the grief that they'd yet to shed
for their fallen friend and collaborator.
One Astroneer who was there for take-off,
but never made it to the destination.
- Paul's still in Astroneer and he will
always be there, but there's also a lot of
the other 20 people, and that's
kind of like the best possible outcome,
is that everybody feels like
they have a piece in it.
I'm really proud of the team.
I'm so happy that 1.0 is
coming out, I'm so happy.
It's such a culmination of a lot of effort

Portuguese: 
with glasses of champagne.
Astroneer had just
passed cert for Xbox One
meaning that the game
had passed the checks
required by Microsoft to be
released on their platform.
The nervous tension in the studio
felt like it was finally
starting to relax,
as the finish line slowly came into view.
For some, it would be a game release
they'd been pining for for years.
For others, perhaps a moment of finality
for the grief that they'd yet to shed
for their fallen friend and collaborator.
One Astroneer who was there for take-off,
but never made it to the destination.
- Paul's still in Astroneer and he will
always be there, but there's also a lot of
the other 20 people, and that's
kind of like the best possible outcome,
is that everybody feels like
they have a piece in it.
I'm really proud of the team.
I'm so happy that 1.0 is
coming out, I'm so happy.
It's such a culmination of a lot of effort

English: 
and a lot of time and a lot of passion.
But yeah, I'm just so proud and so happy
because a lot of people have been waiting
for a long time to have this moment
and I'm just so glad that it's here.
It's the start of I think even,
even better things
'cause now we've done it.
We've gone through it together, right?
It's no longer a, oh but
in early access we did this
and now we have to,
it's like no, that's it.
No more of those excuses.
We've gotten through it.
1.0 is ours, what are we doing next?
- I mean, this is not the end of Astroneer
it's kind of just the beginning.
I think certainly for
the next year our focus
is still 100% on Astroneer.
We have some future plans
but I think even then
we really believe in Astroneer and we
really want to support this
and we see it as something bigger
than one game going forward.

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

French: 
and a lot of time and a lot of passion.
But yeah, I'm just so proud and so happy
because a lot of people have been waiting
for a long time to have this moment
and I'm just so glad that it's here.
It's the start of I think even,
even better things
'cause now we've done it.
We've gone through it together, right?
It's no longer a, oh but
in early access we did this
and now we have to,
it's like no, that's it.
No more of those excuses.
We've gotten through it.
1.0 is ours, what are we doing next?
- I mean, this is not the end of Astroneer
it's kind of just the beginning.
I think certainly for
the next year our focus
is still 100% on Astroneer.
We have some future plans
but I think even then
we really believe in Astroneer and we
really want to support this
and we see it as something bigger
than one game going forward.

Portuguese: 
and a lot of time and a lot of passion.
But yeah, I'm just so proud and so happy
because a lot of people have been waiting
for a long time to have this moment
and I'm just so glad that it's here.
It's the start of I think even,
even better things
'cause now we've done it.
We've gone through it together, right?
It's no longer a, oh but
in early access we did this
and now we have to,
it's like no, that's it.
No more of those excuses.
We've gotten through it.
1.0 is ours, what are we doing next?
- I mean, this is not the end of Astroneer
it's kind of just the beginning.
I think certainly for
the next year our focus
is still 100% on Astroneer.
We have some future plans
but I think even then
we really believe in Astroneer and we
really want to support this
and we see it as something bigger
than one game going forward.

Portuguese: 
Yeah, there's gonna be more in store
for Astroneer in the future, for sure.
(música leve)
- [Danny] What are some of the things
you are most proud of
when you look at the game?
Some of the elements that
sort of stick out to you?
- I don't know how good
of an answer this is
but I'm personally
proud we're shipping it.
And it's not that I didn't
think Astroneer would ever ship,
I guess there was a part of
me that just was never sure
if we really would, right?
'Cause it's been fucking hard.
So, I'm just very proud that
we're actually putting this out.
And it's awesome.
- [Danny] Will it give you some
of the closure you never got?
- Yeah, I mean I hope so.
I'm feeling it more and more
these days, as time goes on.
But the fact that we were
able to go from six to four,

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

French: 
Yeah, there's gonna be more in store
for Astroneer in the future, for sure.
(light music)
- [Danny] What are some of the things
you are most proud of
when you look at the game?
Some of the elements that
sort of stick out to you?
- I don't know how good
of an answer this is
but I'm personally
proud we're shipping it.
And it's not that I didn't
think Astroneer would ever ship,
I guess there was a part of
me that just was never sure
if we really would, right?
'Cause it's been fucking hard.
So, I'm just very proud that
we're actually putting this out.
Et c'est génial.
- [Danny] Will it give you some
of the closure you never got?
- Yeah, I mean I hope so.
I'm feeling it more and more
these days, as time goes on.
But the fact that we were
able to go from six to four,

English: 
Yeah, there's gonna be more in store
for Astroneer in the future, for sure.
(light music)
- [Danny] What are some of the things
you are most proud of
when you look at the game?
Some of the elements that
sort of stick out to you?
- I don't know how good
of an answer this is
but I'm personally
proud we're shipping it.
And it's not that I didn't
think Astroneer would ever ship,
I guess there was a part of
me that just was never sure
if we really would, right?
'Cause it's been fucking hard.
So, I'm just very proud that
we're actually putting this out.
And it's awesome.
- [Danny] Will it give you some
of the closure you never got?
- Yeah, I mean I hope so.
I'm feeling it more and more
these days, as time goes on.
But the fact that we were
able to go from six to four,

English: 
to grow,
the idea of the game at the same time
we were growing as a team
and learning how to grieve.
The fact that we're shipping this thing
and it's really fucking good is like,
I'm very proud of that.
It's the fact that we
went through all that shit
and we still get to do
this and it's working
and it's resonating with people
and there's folks that are excited.
(sighing)
I don't know Danny, I think it's
just the fact that we're shipping, man.
That is probably the
thing I'm the proudest of.
- [Danny] Will you be excited to keep
working on it once it's out as well?
- Absolutely, man.
(laughing)
It's like there's so much
that I've said about this game
that I wanted to do that
there's no way we're done,
there's no fucking way that we're done.
Like it's not like we
ship and then we just
kind of walk off into the sunset.
- [Danny] I thought that's
what Early Access is all about.
- Hell no.
(laughing)
And there's this weird thing where like,
we can't really say it 'cause I think
it doesn't hit the ear in
the way that we want it to.

French: 
to grow,
the idea of the game at the same time
we were growing as a team
and learning how to grieve.
The fact that we're shipping this thing
and it's really fucking good is like,
I'm very proud of that.
It's the fact that we
went through all that shit
and we still get to do
this and it's working
and it's resonating with people
and there's folks that are excited.
(soupirs)
I don't know Danny, I think it's
just the fact that we're shipping, man.
That is probably the
thing I'm the proudest of.
- [Danny] Will you be excited to keep
working on it once it's out as well?
- Absolutely, man.
(en riant)
It's like there's so much
that I've said about this game
that I wanted to do that
there's no way we're done,
there's no fucking way that we're done.
Like it's not like we
ship and then we just
kind of walk off into the sunset.
- [Danny] I thought that's
what Early Access is all about.
- Hell no.
(en riant)
And there's this weird thing where like,
we can't really say it 'cause I think
it doesn't hit the ear in
the way that we want it to.

Portuguese: 
to grow,
the idea of the game at the same time
we were growing as a team
and learning how to grieve.
The fact that we're shipping this thing
and it's really fucking good is like,
I'm very proud of that.
It's the fact that we
went through all that shit
and we still get to do
this and it's working
and it's resonating with people
and there's folks that are excited.
(suspirando)
I don't know Danny, I think it's
just the fact that we're shipping, man.
That is probably the
thing I'm the proudest of.
- [Danny] Will you be excited to keep
working on it once it's out as well?
- Absolutely, man.
(laughing)
It's like there's so much
that I've said about this game
that I wanted to do that
there's no way we're done,
there's no fucking way that we're done.
Like it's not like we
ship and then we just
kind of walk off into the sunset.
- [Danny] I thought that's
what Early Access is all about.
- Hell no.
(laughing)
And there's this weird thing where like,
we can't really say it 'cause I think
it doesn't hit the ear in
the way that we want it to.

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Portuguese: 
But, this is another beat to us, right?
We have a plan, we know
the game we want to make.
1.0 is an extremely huge
beat, it's very loud.
But you know, Astroneer is an experience
that we want to keep growing.
It's not just one and done
and we're onto the next thing.
It's this whole canon that I want
to keep exploring and these emotions that
I think can come out of it.
Yeah, our first product that officially
launches in six days, I think is such
a good foot forward for us on that.
And that's honestly what I'm proud of.
(música leve)

French: 
But, this is another beat to us, right?
We have a plan, we know
the game we want to make.
1.0 is an extremely huge
beat, it's very loud.
But you know, Astroneer is an experience
that we want to keep growing.
It's not just one and done
and we're onto the next thing.
It's this whole canon that I want
to keep exploring and these emotions that
I think can come out of it.
Yeah, our first product that officially
launches in six days, I think is such
a good foot forward for us on that.
And that's honestly what I'm proud of.
(light music)

English: 
But, this is another beat to us, right?
We have a plan, we know
the game we want to make.
1.0 is an extremely huge
beat, it's very loud.
But you know, Astroneer is an experience
that we want to keep growing.
It's not just one and done
and we're onto the next thing.
It's this whole canon that I want
to keep exploring and these emotions that
I think can come out of it.
Yeah, our first product that officially
launches in six days, I think is such
a good foot forward for us on that.
And that's honestly what I'm proud of.
(light music)

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
