 It's Friday, that marks the end of the first week for the cold quest so a lot of has happened, planning has been done, a lot of work has been done preparing what's going to be the work for the next few weeks but the biggest change is that now we have our own kids so we can finally not get locked out of this shady door. Awesome. Groceries are you spoiling us so badly. So this makes it look like we're actually eating ice cream every day but it's only been two days so far in five days so okay that's a lot. It's so healthy stuff. Besides all the ice cream eating. Developers having really hard at work. All these meetings are paying off because now there is documents that being written based on these meetings and more talking and more discussing so everything is now is much more clear. So Blender 2.8 is not only about adding new stuff it's also about cleaning it up and getting it ready for the next decade or so. That's why also Blender now requires a higher version of a PNGL to work properly so you can take advantage of all the new hardware or why all their parts of Blender that are not maintained anymore such as Blender internal or the game engine have to be replaced with something much better and newer. So following the tradition of the open movie projects where we'll on Fridays at 6 we will get together and we'll show maybe make a little presentation to the team just to keep everyone on track about what's going on what's the status of the project. So for the code quest we plan on doing the same but instead of starting at 6 we started at 4 because presentations will get a bit longer that was a great idea because actually it took us two hours. There was a short presentation for each one of the main topics of the code quest. Every topic on this list has at least one or two major UI tasks like workspace. The top bar for example that requires a design or the new tool system also requires a design and don't even talk about the asset management that it needs like a whole new editor basically. But there are also other things that we could do to make Blender better Blender 2.8 especially better more appealing more accessible and this we decided together with Wilhelm to add it as a new topic and we call it like graphic design or layout or ways of making Blender more delicious or how they say it in Dutch, lecker. So we call it a lecker blender. We plan on releasing this document on the developer.blender.org site and maybe make like design tasks for more of the specific topics themselves so people and the community can give more feedback and maybe other developers such as the cork and maybe tackle them because some of them the tweaks are rather small but they will make a big difference. So during these videos you're going to usually see the same people and you'll see them a lot for at least three months so it's why not get to know them. So I went to each one of them and I asked them who are you and what's your role in the code quest. So if you don't know Brecht you've been living under a rock he's been involved with Blender since forever. During B-Bug Bunny he was working already on the heavy render stuff and memory efficiency and in Sintel he also worked in the render branch just to make the Blender internal support, irradiance caching and like the oil illumination which is what later made him make cycles. So yeah with all that experience it's a key player in the code quest. That's relaxing. What's your name or what's your role in the code quest? So I'm Bastia Montagne, I'm a developer mostly working on the data management and outside so mostly static overwrites which are doomed to replace boxes and then hopefully the asset management system. Bastia has touched every area in Blender in the last few years but is now focused more on the asset management and static overwrites to replace the old ugly proxy system in Blender. So very excited about that. Speaking of touching every area in Blender there is Campbell. Campbell and Winterface, the tool system widgets sort of the top bar and how that all fits together with William on that and I'm also doing some stuff with multi objects in edit mode and pose mode and that stuff as well. He's been involved also in open movie projects since B-Bug Bunny. So the audio is a bit crappy here, there's a lot of people in the room there, it was right after the weekly but he's Clemande, he's the man behind EV and helping out with the workbench engine and OpenGL and everything viewports related basically. That's the boss chair. I think you're taking the project manager role a bit too. Are you gonna get fired man? Are you gonna be deported back to Brazil? Right so what's your name or what you're doing here in the code quest? My name is Dalai and I'm working, I don't even know if there's a title to it but I'm working on managing the project. Project manager. So let's do it again. Hi I'm Dalai. So basically you take care that everything stays together. I help to keep everyone on track, make sure we keep the same big picture in line and on mind for everything you do, make sure we communicate well for the other developers that are not here, for the people at home, people that have found the project. Yeah, community. Awesome. Thank you very much. It's office suits you really well by the way. Okay, what's your name and what are you doing for the code quest? Hi, I'm Jeroen and I'm working on the bug bench. Jeroen's also been around for a while now. It's mainly working on the compositor back in the days and now he's focused on the workbench engine. Who are you and where is your role on the code quest? Hello, I'm Joshua. Yeah, I'm the animation system developer and yeah, so I should be here in Amsterdam. Yeah, so what's your role on the code quest, what do you think you're going to be working on? Yeah, so this week I've been involved in heaps and heaps of meetings. Joshua, he's known online as Aligarith and it's the first time in Europe. So, so good to finally meet him. He's been involved with Lender since forever. He worked in the animation system. He is the original creator of the Gris Pencil tool back in the days. He's in so many areas that it's so nice to finally see him meeting in person. Really happy that he's around here for the code quest. So, what's your name and what's your role in the code quest? I'm Julian. I'm just here for two weeks and basically he's working on all kinds of stuff. Julian has been involved in the UI mainly. He has a project for big widgets, for the widgets, for manipulators. But also in the note editor for example, when you have two notes and then you add a third note in between them that they make room for them. They are animated. That's also by Julian. It's pretty nice. So, he's here for only a couple of weeks, but then he will continue working remotely. There. I'm going to pretend to be your height. So, who are you and what's your role in the code quest? Hi, I'm Sibren and my role, yeah. It's a limbic and file caches and physics and fracture modifier and cloud. Asset manager. So, I'm helping Bastian with a concrete example for the asset manager, the asset engine. The asset engine, the asset manager, but remote. Yes. Connecting to the cloud and doing multi-threaded stuff and changing the way we do things internally. It's not just a copy-paste of the existing Blender cloud add-on, but it's actually doing things better. Basically, with more insight in what we did wrong in the past, you can always do it better. Awesome. Well, thank you very much. Hope to see you more, more of you in the future. Yeah. Thank you. And you're the door. Who are you and what's your role in the code quest? My name is William and in the code quest, I am the designator, user interface designer. William Rainish, our UI user experience designer. So, he's been also involved as an artist back in Bitbuck Bunny and Sintel, but also he's been a key part for the 2.8 project design and he even made some mock-ups back in 2003 about the Blender UI back then. And some of his changes, you can see them currently in Blender. So, he's full-time working on UI design and experience. Super important to have him here and he's talking with every developer to make sure that the UI is consistent all over the board. I guess I should introduce myself as well. My name is Paulo Asquez. I've been involved in open movie projects in the past for already the last 10 years, an open game even. And in the code quest, I will be doing this, communicating with the community and also working as a feedback mainly and designing user interface and user experience together with William. And you may have heard of these two guys over here. The code quest. Hi, I'm Tom Rosendau and I'm taking care of the lunch. Tony's taking care of everyone here, including Blender itself. He has the vision of what Blender should be since 20, 25 years ago and it's still valid and it's a very clear vision of where should Blender should go. So, I'm really happy to see him here full-time together with the developers working in the code quest on Blender 2.8. And secretly thinking about Blender 3.0 and the animation 2020 project. And Sergei, our very own Russian doctor, he's the best. So, who are you and what's your role in the code quest? I'm Sergei, I'm senior software janitor. Making sure there is no trash behind Blender. Relationships I guess too. Fixing all the relations. Motion tracking, cycles, compositor, you name it. He's done it and now he's taking on the most difficult parts in Blender. To my knowledge, he's the dependency graph. That's what he means by fixing relations is, yeah, it's dependency graph. He's the heart of Blender. It's a connection between everything, every tool, every animation. It's everything, everything. Good, great t-shirt by the way. Yeah, awesome. I heard that movie was great. Yeah. Thank you. So, pretty exciting times ahead. Next week, we'll see a week's worth of meetings down into documents. I'm going to share with the community and with the developers online just to see what's going to happen during the code quest and how it's going to happen. So, stay tuned, subscribe to this channel if you want to see more. Follow us on social media as well, we are all over the place. And give it a like if you want to see more of this kind of content. It's the first time that we're doing this kind of format. So, let me know if it works, if it's a nice way to communicate. I promise there will be more pretty pictures coming soon with more mockups. But now it's the first week, we're still planning and setting up everything. So, yes, thank you everyone for the support in the previous video. I'm very glad you liked it and yeah, see you next week. And there will be a live stream on Friday next week, so stay tuned for that. And we'll be a Q&A mainly, but more information soon. See ya. But, are you announcing a ready code quest 2028? Yeah, wow.