0:00:00.775,0:00:02.746 Sandi: Phase 1 of the competition is underway. 0:00:02.746,0:00:06.352 Last week, the judges selected four teams to move on. 0:00:06.352,0:00:12.290 This week, more teams advance and more teams are cut on The Next Great Starship. 0:00:53.493,0:00:57.203 Hey, everyone. Welcome to episode 6 of The Next Great Starship. 0:00:57.203,0:00:59.933 We're here in Austin with all of our favorite judges. 0:00:59.933,0:01:03.983 Mark: Mark Skelton, art director here in Austin, Texas. 0:01:03.983,0:01:07.680 Dave: Dave Hobbins, a concept designer in Santa Monica's studio. 0:01:07.680,0:01:11.463 Chris R: Chris Roberts, project director of Star Citizen, head of Cloud Imperium Games. 0:01:11.463,0:01:16.260 Chris O: Chris Olivia, Chief Visual Officer for Cloud Imperium Games in Austin, Texas. 0:01:16.260,0:01:19.395 Chris R: Well, you're Chief Visual Officer, not just in Austin, Texas, but you are in Austin, Texas. 0:01:19.395,0:01:22.532 Chris O: Yay. Really? Alright. I didn't know that. 0:01:22.532,0:01:26.224 Chris S: Chris Smith, lead vehicle modeler for Cloud Imperium Games. 0:01:26.409,0:01:28.061 Dave: Pretty good. Yeah. Chris S: There you go... 0:01:28.061,0:01:28.668 Chris R: It's pretty awesome, 0:01:28.668,0:01:32.229 because we're finally getting to see the teams actually work on the spaceships, 0:01:32.229,0:01:37.664 and the concept phase is always the most interesting part of it. 0:01:38.433,0:01:42.429 We're also seeing these designs for the first time during the show. 0:01:42.429,0:01:44.682 In the past when we went through all the submissions, 0:01:44.682,0:01:47.674 we of course had to look at all the submissions, so we already gave our thoughts, 0:01:47.674,0:01:53.158 so we'd seen them, and now we discover the concept work as we're watching it. 0:01:53.158,0:01:56.102 And that's actually pretty interesting. 0:01:56.102,0:01:59.290 So yeah, it's fun and I'm looking forward to seeing what we see in this episode. 0:01:59.290,0:02:02.528 Chris O: It's a lot more exciting now that we're seeing the whole ship instead of just a weapon. 0:02:02.528,0:02:03.970 It's a whole new ball of wax. 0:02:03.970,0:02:05.841 Chris S: There's a lot of promise so far, too. 0:02:05.841,0:02:08.358 Sandi: Alright, guys. So, we're going to see five teams today. 0:02:08.358,0:02:12.648 Three of the teams are going to go through, and two of the teams are going to go into the Save Pool. 0:02:12.648,0:02:18.712 And they all got the mercenary gunship specs. Let's check those out. 0:02:30.975,0:02:33.825 Alright, guys. A lot's at stake. Are we ready, excited? 0:02:33.825,0:02:37.320 Chris S: Let's do this. I'm ready. Chris O: Ready and excited. 0:02:37.320,0:02:40.197 Sandi: Okay. Let's roll the first video. 0:02:51.599,0:02:53.611 Shimapan: When we first received our design brief for the competition, 0:02:53.611,0:02:56.763 the first thing I thought about immediately was the Mi-24 Hind, 0:02:56.763,0:02:59.430 because of its very similar role in history. 0:02:59.430,0:03:02.575 So, we started off with that and then we branched off. 0:03:02.575,0:03:06.597 We want to give the turrets as wide of a firing arc as possible, 0:03:06.597,0:03:13.500 so I tried to put them in a location on the ship where they had almost full hemispherical views - 0:03:13.500,0:03:19.944 from the ship partition. We thought also that it would be cool to have a drop pod that could detach - 0:03:19.944,0:03:23.678 and basically allow the ship to drop off the drop pod without slowing down. 0:03:23.678,0:03:28.545 Into the workflow, I did some ink sketches initially, then I did some drawing to Photoshop, 0:03:28.545,0:03:33.357 then I passed it back and forth between my team and I, 0:03:34.203,0:03:40.957 and after that I did a detailed paint over it trying to figure out what the final shape layout is going to be. 0:03:40.957,0:03:43.098 But we still had some issues with the shape, 0:03:43.098,0:03:45.692 and we had some design things that we weren't really happy about. 0:03:45.692,0:03:49.913 So, I think it wasn't until the concept art when we finally figured out - 0:03:49.913,0:03:52.861 what kind of engine configuration we wanted. So that was one thing. 0:03:52.861,0:03:56.154 We put together our final issue on iteration 1 of our concepts. 0:03:56.154,0:04:00.103 I really enjoyed the judges' feedback from last week. I just thought I'd let you know that. 0:04:00.103,0:04:04.272 And we hope to see you in the next part of the competition. 0:04:05.332,0:04:06.785 Chris S: There was a little... 0:04:06.785,0:04:08.850 Chris O: I don't have anything to curl. Chris R: That's not working. You can't do it... 0:04:08.850,0:04:09.975 Chris O: What do you want me to curl? 0:04:09.975,0:04:11.848 Sandi: Look, he doesn't need to curl. 0:04:11.848,0:04:13.687 Chris R: He doesn't curl water bottles. 0:04:13.687,0:04:15.662 Mark: Those are for wussies... 0:04:15.662,0:04:17.551 Sandi: Chris Smith, what did you think? 0:04:17.551,0:04:20.328 Chris S: So, I thought this was actually really good. 0:04:20.328,0:04:25.008 The design of the ship was cool. I thought everything - it seemed it was laid out pretty cool. 0:04:25.008,0:04:31.438 They had the two turrets; it looked like they have thruster placement in the right spots. 0:04:31.438,0:04:38.647 There was a diagram with a lot of little detail bits, which I wasn't able to read at this point... 0:04:39.170,0:04:44.321 It looked like it was very well thought out, and I thought the design was pretty cool. 0:04:44.321,0:04:49.417 Chris O: The only negative - it's a little bit, I think, over exaggerated in some places. 0:04:49.417,0:04:53.523 I think they can just tone it down as far as the boldness of some of it, 0:04:53.523,0:04:56.959 but overall it's just beautiful presentation and really nice design. 0:04:56.959,0:04:58.368 Chris R: I'm actually super impressed. 0:04:58.368,0:05:04.171 That's my favorite one to date, so far, of the concepts that we've had. 0:05:04.171,0:05:09.761 I'm impressed. They've only had, I think, 19 days from when we told them what the specs to do that. 0:05:09.761,0:05:13.474 I sort of like the feel of it. The rendering style was really nice. 0:05:13.474,0:05:19.729 I'd like to study some of this stuff a bit more, because I didn't see the front thrusters so much. 0:05:19.729,0:05:22.474 So I could see the back end, just how they would articulate... 0:05:22.474,0:05:24.357 Chris S: There was one on the nose, like, on the top. 0:05:24.357,0:05:26.754 Chris S: But yeah, I agree. Chris R: Yeah. So, I'd have to look to see if that was in there. 0:05:26.754,0:05:31.210 There was... The two manned turrets, although the one on the bottom was sort of flushed in there. 0:05:31.210,0:05:33.207 Pretty damn impressive. They get my vote so far. 0:05:33.207,0:05:35.691 Sandi: Alright. Thumbs up from the "Chris couch". What did you think? 0:05:35.691,0:05:41.503 Dave: I liked it a lot, too. I thought it was a kind of a daring design. 0:05:41.503,0:05:46.475 A little bit of Bird of Prey with the forward swept wings extending from the rear - 0:05:46.475,0:05:49.725 and the main fuselage, coming forward. 0:05:49.725,0:05:54.571 It's a bit of an ugly duckling in a way, but I like that about that, 0:05:54.571,0:05:58.213 because some of these things aren't attractive from the get-go... 0:05:58.213,0:06:03.439 They're very purpose built and things are added on and compartmentalized, and I like that. 0:06:03.439,0:06:09.191 It gave it a robust sort of feel. There are a lot of WW2 aircraft that aren't the sexiest things, 0:06:09.191,0:06:14.245 or the most streamlined, but they look like they can take care of the business. 0:06:14.245,0:06:15.354 Chris S: They grow on to you. 0:06:15.354,0:06:20.214 Dave: Yeah, exactly. They have a character of their own, and they become cool. 0:06:20.214,0:06:22.355 And I feel that this really has that potential. 0:06:22.355,0:06:25.923 I liked a lot of the surfacing, though I felt that there was almost too much, 0:06:25.923,0:06:30.320 and it felt a few pieces needed to be unified to move the eye around. 0:06:30.320,0:06:33.773 But other than that I thought fantastic job. 0:06:33.773,0:06:39.833 Maybe just refine a few of the motifs and the exhaust, and intakes, and other things like that... 0:06:39.833,0:06:41.888 Chris R: And I think of those... 0:06:41.888,0:06:47.689 I'd like to see maybe a little more insight or detail on how some of the pieces work. 0:06:47.689,0:06:51.930 I was mentioning the turrets - they look kind of flush. 0:06:52.298,0:06:56.830 How can I get a field of fire? Are they going to get in the way of other things? 0:06:56.830,0:06:59.587 Where are the landing gear? How does that deploy when you land? 0:06:59.587,0:07:00.691 Just that kind of stuff. 0:07:00.691,0:07:02.543 Chris S: Perhaps, once they do a pre-viz on the 3D, 0:07:02.543,0:07:05.526 they could do a little block-out animation that could be fleshed out a little bit. 0:07:05.526,0:07:07.897 Chris R: Yeah, but it's sort of super cool for me. 0:07:07.897,0:07:10.315 Dave: The turret behind the rear cockpit - 0:07:10.315,0:07:14.909 it seems like some of the muzzle flash would be right over your head, 0:07:14.909,0:07:21.158 so some little shielding there that maybe... The other rear guy doesn't need as much observability, but... 0:07:21.158,0:07:25.404 Mark: I like the broken neck. Like you're saying, it's kind of the ugly duckling, 0:07:25.404,0:07:28.205 but that makes me want to love it more. 0:07:28.205,0:07:29.133 Dave: Yeah. 0:07:29.133,0:07:31.392 Mark: You know. And I like the big engines. 0:07:31.392,0:07:36.804 They look like if you were standing in front of those things, you'd get sucked right in them and tore up. 0:07:36.804,0:07:40.187 Like, those things are huge. The paint job was really nice, too. 0:07:40.187,0:07:41.856 Chris S: Yeah. It had some good variation options. 0:07:41.856,0:07:44.779 Mark: Yeah. I liked the variation in it. 0:07:44.779,0:07:50.272 Yeah - it was weighted really nice, and it feels like in the back it's a nice chunk of ship. 0:07:50.272,0:07:57.242 And then you've got the neck that comes down, which just had a nice flow to it. 0:07:57.242,0:08:01.278 The detachable thing in the back, I haven't really seen that before. 0:08:01.278,0:08:03.307 Chris S: Yeah, it's kind of split up in the middle. 0:08:03.307,0:08:10.186 Mark: That's very interesting. I'd like to see more, maybe a block-out of that... How it would animate. 0:08:10.186,0:08:13.960 Like, click, click, things popping off and then it detaching. 0:08:13.960,0:08:17.463 Chris O: It seems like that's a sort of general theme of what we'd like to see more of. Stuff like that. 0:08:17.463,0:08:19.842 Chris R: Yeah, we want to see more on the concept stage, 0:08:19.842,0:08:22.119 where we understand how the functionality works. 0:08:22.119,0:08:26.449 Because I definitely even know on our internal development... 0:08:26.449,0:08:31.189 Our first stuff, we were designing it and going "oh yeah, that's cool," and then we get it in to the game, 0:08:31.189,0:08:33.726 and we're like "alright, how do you get in the ship?" 0:08:33.726,0:08:36.510 Or how do you see in the cockpit, or how the thrusters work. 0:08:36.510,0:08:42.716 So now we're very focused on not just the form of it, but the function of it. 0:08:42.716,0:08:45.709 It's different than games I've done in the past, where you could sort of cheat it. 0:08:45.709,0:08:51.515 In this one we sort of have to do the industrial design up front as well as the actual beauty design, 0:08:51.515,0:08:52.184 so to speak. 0:08:52.184,0:08:55.701 Mark: Yeah. I thought it was one of my favorites so far, for sure. 0:08:55.701,0:08:59.956 Sandi: Well, a lot of positive comments for this one, but the competition is tough. 0:08:59.956,0:09:01.954 Let's roll the next one. 0:09:02.894,0:09:07.708 Tallon: My first ideas was that it was going to have to be grounded in some kind of reality, 0:09:07.708,0:09:14.143 because the parameters were such that the dropship had to go through deeper atmosphere, 0:09:14.143,0:09:18.515 and land, obviously. So I thought it's going to have to conform to some kind of aerodynamics, 0:09:18.515,0:09:22.628 and dependent on what kind of planet it's going to be landing on. 0:09:22.628,0:09:30.853 The idea that I came up with in the end was a vehicle that drops from the underside of a mothership, 0:09:30.853,0:09:34.810 and then falls in free-form mode in a kind of blind state, 0:09:34.810,0:09:39.348 with a front heat shield over the main visor that's covered, 0:09:39.348,0:09:46.971 and then as it comes through the atmosphere, it then deploys its cannon arms. 0:09:46.971,0:09:50.942 It's called the Shadow Mantis ship. That was the name I eventually settled on, 0:09:50.942,0:09:56.114 and the reason why is because it has these praying mantis style arms that unfold from the side, 0:09:56.114,0:09:57.349 with cannons on. 0:09:57.349,0:10:00.820 One of the ideas that I had just randomly was this B.A.T unit. 0:10:00.820,0:10:08.166 Instead of having the troops be dropped into a combat zone from the ground, 0:10:08.166,0:10:14.259 they're actually dropped in from the air. So that means that you can potentially have more troops. 0:10:14.259,0:10:18.629 I hope you enjoy the concept art I came up with. 0:10:19.013,0:10:21.401 Sandi: David Hobbins, you want to kick that one off? 0:10:21.401,0:10:26.937 Dave: Sure. I thought the sketches were really fun, 0:10:28.013,0:10:36.806 and obviously pieced on a lot of thought into the utility and various aspects of it, 0:10:36.806,0:10:44.644 and even with the single person flight gear. I thought that was cool. 0:10:44.644,0:10:47.366 The design is interesting. 0:10:47.366,0:10:53.367 I feel like there needs to be a refinement on... Between the big shapes and the smaller shapes. 0:10:53.367,0:11:00.395 It was feeling almost handheld or toylike. That said, I think it's a pretty cool direction. 0:11:00.395,0:11:02.959 I just think it needs a little more refinement. 0:11:02.959,0:11:04.134 Sandi: Mark? 0:11:04.534,0:11:10.566 Mark: Yeah, I like it. It feels like a submersible to me. It has a very aquatic feel, which is interesting. 0:11:10.566,0:11:15.898 It looks like if you were to put some heavy fire on it that, 0:11:15.898,0:11:21.945 because of its shape, the shielding would glance off of it. 0:11:23.252,0:11:30.797 It almost feels like a special ops ship, something that would be designed for a specific type of mission. 0:11:30.797,0:11:36.430 I agree with David, though. Some of the bigger, bulkier bits that come out, 0:11:36.430,0:11:42.850 they seemed too big for what the size should be. Chris O: Like, where would they go? 0:11:43.234,0:11:48.521 Mark: Yeah, and where they go. It seems like that arm that came out, 0:11:49.505,0:11:52.429 it doesn't feel like it's flowing with the ship quite as well. 0:11:52.429,0:11:58.061 It seems like it should be integrated in a little better. But I do like the design. 0:11:58.061,0:12:05.750 It's very different than what we've seen so far. But yeah, I dig it. 0:12:05.750,0:12:06.929 Sandi: Roberts? 0:12:06.929,0:12:10.592 Chris R: I feel like it's a cool design for an atmospheric dropship, 0:12:10.592,0:12:15.878 but not particularly a great design for something that's in space. 0:12:15.878,0:12:23.074 Also, size wise feels too small for what the spec is. It should be carrying about 15 tonnes of cargo. 0:12:23.074,0:12:25.283 It's meant to have two manned turrets. 0:12:25.283,0:12:28.576 Essentially on that, there was this artillery piece that could, I guess, be manned by a crew, 0:12:28.576,0:12:30.633 and the other one was sort of an auto-turret on the side, 0:12:30.633,0:12:33.046 and I'm assuming there'd be one on the other side. 0:12:33.046,0:12:35.324 So, I do like that sort of shape. 0:12:35.324,0:12:38.993 There was a couple of shots in the concept that was on the left hand side, that looked kind of cool. 0:12:38.993,0:12:45.199 But primarily our game is going to be space, and then the ships can transition down into atmosphere... 0:12:45.199,0:12:51.951 So it has some work for me, before I would say "okay, that would work as a gunship as we're seeing it." 0:12:51.951,0:12:56.032 But I like the artistic style, and I like the idea of trying something that doesn't look like a... 0:12:56.032,0:13:02.032 Say, we all think "gunship" - we all think "Hind"; we all think that kind of stuff. 0:13:02.032,0:13:04.447 This definitely didn't have that feeling, and had some potential. 0:13:04.447,0:13:06.942 I liked the blast shield for re-entry and stuff like that. 0:13:06.942,0:13:09.249 Chris O: That was a really bold design. 0:13:09.249,0:13:14.326 I think they took a chance going with that simple sleek shape up front. 0:13:14.326,0:13:20.336 But in the end, I think it needs... I think if that can be the front piece of something bigger... 0:13:20.336,0:13:23.079 Chris R: Yeah. It needs more mass. But also just the engines, also. 0:13:23.079,0:13:26.254 I'm going, "where are the thrusters and the engine?" 0:13:26.254,0:13:32.701 Yeah, I think you're totally right, if you had the front piece as something on a bigger space gunship, 0:13:32.701,0:13:34.305 that'd be pretty cool. 0:13:34.305,0:13:41.488 Chris O: It could be cool that that maybe detaches from the rest of the ship at some point... 0:13:41.488,0:13:45.922 Overall, it had a lot of potential, and it was a really - like I said, it was a unique design. 0:13:45.922,0:13:49.051 Chris S: I agree. It seemed like it was like a half of a ship. 0:13:49.051,0:13:52.222 It was sort of the front and then it needed like a bigger back. 0:13:52.222,0:13:56.061 And yeah, it was probably too small for the specs that we have. 0:13:56.061,0:14:04.445 I did like that sleek design. It reminded of like some sort of automotive design, like, futuristic, 0:14:04.445,0:14:07.855 with that little black sleek cover that he had. 0:14:07.855,0:14:12.875 I actually do like it sort of hidden, and then the turret pops out, and then the other things pop out. 0:14:12.875,0:14:16.193 Chris R: Yeah. I like the idea of deploying turrets from something sleek. 0:14:16.193,0:14:24.696 Chris S: Seems like it needs some more. There is a little bit that it needs to push it that extra inch. 0:14:24.696,0:14:27.565 Sandi: Alright. So it sounds like brownie points for a bold design, 0:14:27.565,0:14:32.442 and maybe some work in creating more mass and sculpt for it. 0:14:32.442,0:14:34.231 Let's roll the next one. 0:14:34.872,0:14:37.065 Four Horsemen: Hey, everyone. This is Team Four Horsemen. 0:14:37.065,0:14:42.775 We ended up with ten thumbnails, and then we started cutting them up into pieces in Photoshop, 0:14:42.775,0:14:46.982 and basically sticking parts from one image into another. 0:14:46.982,0:14:49.122 With a basic shape for a ship in hand, 0:14:49.122,0:14:56.148 Tobias started refining the Frankenstein of thumbnails into more readable formats, 0:14:56.148,0:15:01.871 with me working the shapes, adding details, balancing out the shapes, all that stuff. 0:15:01.871,0:15:09.481 After that we made a very rough block-out to see if the shapes that we had in 2D also worked in 3D. 0:15:09.481,0:15:13.648 For the interior we wanted to have a bit more of a lived in feel, 0:15:13.648,0:15:17.858 because the crew lives there from day to day. It's their home. 0:15:17.858,0:15:23.287 So we wanted to have a small living area available to crew when they're not engaged in combat. 0:15:23.287,0:15:25.030 Have a bench or two, 0:15:25.030,0:15:30.816 and a table for mission briefings or just occasional poker playing between the crew, or whatever. 0:15:30.816,0:15:35.383 We also embedded a cargo crane in the back of the ship, into the tail... 0:15:35.383,0:15:37.856 (Judges: Wow. Nice.) 0:15:37.856,0:15:43.610 Here's the more refined concept that is based on the block-out, so they actually match, 0:15:43.610,0:15:49.499 which illustrates how we want to move forward with our ship design. 0:15:50.715,0:15:53.594 Sandi: Chris Roberts, I heard a lot of comments from you. 0:15:53.594,0:15:59.792 Chris R: Yeah. Actually this is my new favorite. I actually really... I really liked it. 0:15:59.792,0:16:05.183 I would say that my comments would not really be so much about... 0:16:05.444,0:16:08.773 It felt like a gunship to me. It felt really nice in some of those 3D views. 0:16:08.773,0:16:14.716 My questions and comments would be more down on the engines and the thrusters; 0:16:14.716,0:16:16.139 how they're moving and how they're working. 0:16:16.139,0:16:21.519 because I like those big, I think they're the thrusters or arms, on the side. 0:16:21.519,0:16:28.151 I'd have to actually spend some time and say where are the four TR3 engines in the back, 0:16:28.151,0:16:31.474 where are the four TR2 maneuvering jets in the front, 0:16:31.474,0:16:34.107 because it sort of felt like they combined some of those things. Maybe they didn't. 0:16:34.107,0:16:38.021 Chris O: Are your thoughts on those small thrusters on the engines on the side, 0:16:38.021,0:16:42.424 would they physically work in space as far as maneuvering it properly? 0:16:42.424,0:16:45.758 Or is it an amount of cheatability? Chris R: Yeah, yeah, yeah... It's not... 0:16:45.758,0:16:48.327 It's not the look of it. The look of it is cool. 0:16:48.327,0:16:55.385 I'm just talking about literally the physical... Because we are actually simulating these ships properly. 0:16:55.385,0:17:01.878 So, the thrusters have to be placed in the appropriate positions, that the ship can actually... 0:17:01.878,0:17:03.884 Because literally we'll put it into the engine, 0:17:03.884,0:17:08.507 and if we don't have our thrusters set up correctly, the ship won't fly properly. 0:17:08.507,0:17:10.104 Sandi: New favorite for you, too, Chris? 0:17:10.104,0:17:12.467 Chris O: No. It's close, though. It's up there. 0:17:12.467,0:17:16.124 It's a perfect example of how you've got to trust the process sometimes, 0:17:16.124,0:17:21.655 and how the process of concepting stuff out works as far as the initial silhouettes and sketches, 0:17:21.655,0:17:23.808 moving into blocking it out, 0:17:23.808,0:17:30.169 and then how really putting a thought into it can lead to a successful finished design. 0:17:30.169,0:17:33.275 And that definitely showed successful design. 0:17:33.275,0:17:39.303 Chris: Really the only comment or critique I would have would be - well for one, 0:17:39.749,0:17:43.593 figuring out where exactly the thrusters might be so it flies correctly... 0:17:43.593,0:17:48.162 But those big engines on the side, while they were cool and I like them, 0:17:48.162,0:17:53.212 would maybe work on a little bit more, because they seem a little bit too blocky. 0:17:53.212,0:17:59.169 The rest of the ship was a little bit more rounded, or whatever, and it had this cool shape language, 0:17:59.169,0:18:05.534 but these big things that felt like big nose pliers to me, when it kind of went together and up, 0:18:05.534,0:18:11.919 because they're so blocky and square. Maybe you could chamfer off one edge off of it or something. 0:18:11.919,0:18:14.953 Just to make it a little bit more cohesive with the rest. 0:18:14.953,0:18:18.489 Mark: I love the call-outs that he did for the interior. That was fantastic. 0:18:18.489,0:18:21.868 As far as what room goes where and how they all fit together. 0:18:21.868,0:18:25.628 You could tell he thought out, like, "okay, right behind the pilots would be the engine room," 0:18:25.628,0:18:29.760 "so if something crazy happens, the engine room is right there." 0:18:29.760,0:18:35.939 It feels like kind of a Gundam ship to me, a little bit. With the way that those... 0:18:35.939,0:18:36.990 Chris R: You want it to transform? 0:18:36.990,0:18:39.404 Mark: Yeah, kind of a Transformer type ship. 0:18:39.404,0:18:40.656 Chris S: Like the legs and the...? 0:18:40.656,0:18:42.165 Mark: The legs of a Gundam ship. 0:18:42.165,0:18:45.365 Which is not bad. I mean, that's pretty cool. 0:18:45.365,0:18:51.477 The only thing that's kind of weird to me is that if you just glance at the ship, 0:18:51.477,0:18:55.557 it looks like a smaller ship than what it is. You know what I mean? 0:18:55.557,0:18:59.220 If you look at the cockpit, how big it is, compared to the rest of the ship. 0:18:59.220,0:19:03.338 Chris R: I didn't feel that. I felt like you definitely got the scale. 0:19:03.338,0:19:08.671 Mark: And that's minor, because if you're walking around that thing, you're going to see it in full scale. 0:19:08.671,0:19:11.883 Chris O: So was it the big plier things that made it feel small to you? 0:19:11.883,0:19:18.971 Mark: I think it was just the whole shape was kind of reminiscent of a fighter jet-ish, a little. 0:19:18.971,0:19:22.185 Just the hull, I'm talking about - how it kind of tapered off, 0:19:22.185,0:19:27.808 and you've got that fighter jet front that goes down into that cockpit area. 0:19:27.808,0:19:30.559 Chris S: Those big side things throw the scale off a little bit. 0:19:30.559,0:19:37.116 Because it's a big simple shape, and that kind of looks like it could be... 0:19:37.116,0:19:42.238 In manufacturing, it's hard to do big simple shapes like that without adding a lot of weight. 0:19:42.819,0:19:50.421 David:I thought it was an extremely communicative, clear, presentation. Obviously a lot of work went 0:19:50.421,0:19:56.702 into this. There was also a variety in illustration style. Some felt, even if they were digital, theey were still 0:19:56.702,0:20:03.923 cool "grey marker" artefacts and guache touches almost, at least, it evoked that for me 0:20:03.923,0:20:10.471 which was fun, it made the ovall presentation full of variety and interesting to look at. 0:20:10.471,0:20:19.352 Design-wise I thought it was pretty cool, that said, the large, what did you call them? 0:20:19.352,0:20:26.070 Chris S:Pliers. David:Pliers, whatever, garlic press, who knows what, those read as a much 0:20:26.070,0:20:35.769 smaller object than what they were, so for that I would say what you said about adding bevelled edges 0:20:35.769,0:20:39.899 add a little more sophistication, but also a secondary form... 0:20:39.899,0:20:44.039 Chris S:Break it up into smaller units. 0:20:44.039,0:20:50.136 David:Yeah, large complex things are rarely just boxes, other than skyscrapers, I can make 0:20:50.136,0:21:01.616 counter arguments, I think some, although I liked the surfacing and design, the graphic break up 0:21:01.616,0:21:09.608 of panels and thusters, it still felt slightly soft, slightly cartoonish in proportion, but I think when they 0:21:09.608,0:21:14.990 get into a more refinded modelling pass they are going to tighten up some of these edges 0:21:14.990,0:21:18.471 and it will come together great. So, really good job. 0:21:18.471,0:21:24.202 Sandi:Right, the competition seems to be getting tougher. A lot of love for this one, let's roll the next 0:21:24.202,0:21:29.557 I see the mercenary gunship as a viable, minimalistic, compact and very cost efficient ahip 0:21:29.557,0:21:34.237 As a style guide I used the already existing ships in the SC universe. 0:21:34.237,0:21:39.059 The floor of the cargo space has several purposes, it functions as the landing gear, but can also 0:21:39.059,0:21:41.503 be extended for cargo switching. 0:21:41.503,0:21:45.551 A thick main hull gives great armor for the crew and the ship systems. 0:21:45.551,0:21:51.904 The main challenge for me was to create the design only in 3D without a 2D concept in a short time. 0:21:51.904,0:21:57.940 For the gunship I decided to create a heavy hull design to ensure the ship would be able 0:21:57.940,0:22:05.131 to resist enemy gunfire. In front of the ship and at the rear there ia one manned turret seat. 0:22:05.131,0:22:10.265 When the gunship approaches for landing the wings rotate 90 degrees. 0:22:10.265,0:22:17.390 During the landing phase 4 small thrusters are placed near the cockpit for more stabilisation. 0:22:17.390,0:22:24.694 On both sides are doors, two for gargo and two for crew members. 0:22:24.694,0:22:27.009 Sandi:Chris O, what do you think? 0:22:27.009,0:22:30.660 Chris O:About what? Sandi:THAT what, Vision cut. 0:22:30.660,0:22:37.849 Chris O:It was, erm, ahh,it was kinda ugly. I'm trying to think whether it was ugly in a good way 0:22:37.849,0:22:42.496 or a bad way. Ahm, there was a lot of time spent making it all shiny with pretty lights, 0:22:42.496,0:22:45.160 not even pretty lighting but, just like, lights everywhere... 0:22:45.160,0:22:49.520 ChrisR:That last, or the second one, there's two concepts? Concept 1 and concept 2. 0:22:49.520,0:22:51.109 ChrisS:Which one do you like? 0:22:51.109,0:22:58.493 ChrisO:I liked-disliked both of them equally. I think if they think about the overall shape I think it 0:22:58.493,0:23:00.961 could be something a bit better. ChrisS:Silhouette? 0:23:00.961,0:23:06.647 ChrisO:All I see is an ugly ship, I don't like it. 0:23:06.647,0:23:09.230 Sandi:Chris Smith? 0:23:09.230,0:23:15.063 ChrisS:The first version I actually liked better than the second version, even though there was 0:23:15.063,0:23:21.750 something about it. The main thing that bothered me was that every shape in the ship was just huge. 0:23:21.750,0:23:28.954 There were no "big" and "small" parts to convey a sense of scale. Everything was big and it 0:23:28.954,0:23:37.714 looked cartoony. It looked like it was made for a Toy Story movie or something. ChrisO:Or Spykids 0:23:37.714,0:23:42.562 Mark:Buzz Lightyear would drive this ship. 0:23:42.562,0:23:49.223 ChrisO:If we were thinking that was his finished detail, or he was waiting to do more detailed 0:23:49.223,0:23:54.387 paintovers later. ChrisS:But even the general shapes, you want to have small and big variations. 0:23:54.387,0:23:59.796 Everything, even on the interior, he has these scurity bars that were like "THIS" thick around. 0:23:59.796,0:24:02.257 I mean, you want little detailed stuff. 0:24:02.257,0:24:07.788 ChrisR:I think on the second one it was much more guilty than the first one of scale. 0:24:07.788,0:24:12.655 ChrisS:One thing that was good about it was they thought about thrusters. The thrusters worked 0:24:12.655,0:24:17.681 that was a cool thing, they had some pre-vis animation, awsome, though I don't agree on 0:24:17.681,0:24:23.586 the first concept at least, where they had the whole ship lifting up on these little platforms. 0:24:23.586,0:24:31.377 I don't think if that is mechanically possible without huge hydraulic engines, it seemed fragile. 0:24:31.377,0:24:37.640 Some things I liked, some implementation on the technicality side of it, but overall, yeah, 0:24:37.640,0:24:46.344 the ship design was fairly ugly, the second design was very non-pleasing to the eye, 0:24:46.344,0:24:50.152 especially the silhouette with the wheels and landing gear out. 0:24:50.152,0:24:58.945 ChrisR:so, throw the second one out, but the first one I think would have some potential if it 0:24:58.945,0:25:05.885 was getting worked on. It was certainly stubby and ugly, but aggressive. It had those missiles 0:25:05.885,0:25:11.001 It had those guns, and I did like the thought put in to have the thrusters work, that's something we 0:25:11.001,0:25:18.140 need to have done. I totally agree with Chris in ters of the scale of stuff, those big thruster nozzles, 0:25:18.140,0:25:26.221 it was almost like all that was over-size, and it did feel like there was a little too much cut and paste 0:25:26.221,0:25:32.562 almost like, take constellation cockpit and add an element from another ship on the back, I feel it 0:25:32.562,0:25:39.006 would be better to have that unified, but I do not mind an ugly, functional, aggressive ship. 0:25:39.006,0:25:47.676 What they should do is take the first one, look at scaling stuff better...ChrisS:Refine some parts. 0:25:47.676,0:25:51.923 ChrisR:Everything looks blown up or over-exaggerated, but really embrace the 0:25:51.923,0:26:00.158 aggressive, stubby side, and I do agree that the whole, a cool idea, but I don't think it practical 0:26:00.158,0:26:05.832 the whole lift, with the base pushing up the ship. 0:26:05.832,0:26:12.606 ChriO:If there was more mass to those structures it might feel better, or you don't like the idea? 0:26:12.606,0:26:17.955 ChrisR:It just sort of feels...there was another element where the engines turned round 0:26:17.955,0:26:23.451 and they had skids on them, that looked like it might work. They would rotate round for VTOL 0:26:23.451,0:26:30.252 then in front you would have some similar thrusters rotating for VTOL and it would land. 0:26:30.252,0:26:34.596 That would be cool, then the base could just drop down like on the Constellation. 0:26:34.596,0:26:39.191 That would be fine, I just don't think landing on your belly then the belly pushing you up thing. 0:26:39.191,0:26:41.729 It just feels weird to me. 0:26:41.729,0:26:43.702 Sandi:David? 0:26:43.702,0:26:48.138 David:I really wish that, obviously this person is a competant modeller, has put a lot of time 0:26:48.138,0:26:53.821 into the presentation and rendering and the animation sequences, I wish I could take all that time out 0:26:53.821,0:27:03.281 and put it back into the core shapes and proportions of the design. I do think the first one id the one 0:27:03.281,0:27:10.647 to move forwards on, although I would work on the sort of F35 rear vector nozzle. 0:27:10.647,0:27:16.392 That, when animated in particular looked a little funny or odd. 0:27:16.392,0:27:20.533 ChrisR:Also probably not very efficient in how it works. 0:27:20.533,0:27:29.731 David:I mean, they do have it on a real jet, but I might consider putting a faring or sheilding piece 0:27:29.731,0:27:38.565 that articulates with those as they move to make that motion and silhouette more interesting. 0:27:38.565,0:27:40.714 Sandi:Mark Skelton? 0:27:40.714,0:27:46.321 Mark:I think, if you put a couple of balls inside this and a big handle on back, Fisher Price 0:27:46.321,0:27:55.137 would have a sweet toy. It's really stubby, and very Fisher Price, so if they took it and slimmed it and 0:27:55.137,0:27:59.268 pulled it a little bit, that might be a start of something cool, but..... 0:27:59.268,0:28:06.580 ChrisO:It's not the stubbyness. ChrisR:I think it's the fact you don't like that everything is big features. 0:28:06.580,0:28:13.341 Mark:Everything, especially with the landing gear, the gear was right here and the ship was here, this big 0:28:13.341,0:28:20.555 so instead of having it so wide, maybe thin it up and pull it this way a little bit. Definately the first 0:28:20.555,0:28:23.104 one was more interesting to me. 0:28:23.104,0:28:30.083 David:I wouldn't want to lengthen it, I'd want to keep it short, compace, like a flattened toad, 0:28:30.083,0:28:37.089 to me that says robust and compact, and it's easily manouvrable, something that spins on a dime 0:28:37.089,0:28:43.578 If they were to make it longer then it might suggest that it's faster or... 0:28:43.578,0:28:46.269 Mark:Maybe the thickness of the walls, I guess... 0:28:46.269,0:28:50.239 ChrisR:I think the thrusters, the engines, the little details, all the stuff that moved, 0:28:50.239,0:28:54.935 they were all just too big and over-scale, so add it together it looks weird. 0:28:54.935,0:28:57.203 ChrisS:They were all the same size. 0:28:57.203,0:29:03.233 Mark:I agree. Sandi:Well, concept 1 and a few reworks for that one. Here#s the last video 0:29:39.456,0:29:44.707 our concept artist Karnac is known for increbibly detailed clean concepts, 0:29:52.759,0:30:01.251 Mark:I mean Karnac, that guy is amazing, he is legendary, everything I have seen of his 0:30:01.251,0:30:06.424 has been amazing. The initial design, I like it, he has a lot of firepower on there obviously, 0:30:06.424,0:30:14.681 it's fantastic, he's thought through a lot of the systems and how they work together, which is great 0:30:14.681,0:30:22.883 again I want to see a kind of three-quarter view, I didn't get to see that, just the top and the side, 0:30:22.883,0:30:31.473 it was cool, I can see a lot from that, but I would like to see more of the detail work that he is 0:30:31.473,0:30:33.100 thinking of. 0:30:33.100,0:30:40.492 David:I like all the thought and the layout and package architecture, and this, that and the other, 0:30:40.492,0:30:51.676 but I might try to work th profile silhouette, the cockpit fuselage area, it felt a little rectilinear, 0:30:51.676,0:31:00.223 I felt it just.....I liked that, it felt very bold and distict, but that said I felt it needed a secondary shape 0:31:00.223,0:31:09.903 in the silhouette. It had a sort of retro feel, and in a good way, sort of paid homage to Ron Cobb and 0:31:09.903,0:31:19.100 Sid Meade and film like Alien. It had sort of an "Eighties SciFi" aesthetic about it. 0:31:19.100,0:31:27.564 I happen to like that aesthetic, I would just be careful, and maybe, I know this team is fully capable of 0:31:27.564,0:31:33.867 pushing it, and I would like to see it pushed. I saw some simalarities with the shuttle that 0:31:33.867,0:31:39.685 Sigourney's character... Mark:I was gonna say, that drop ship she had at the end of Aliens. 0:31:39.685,0:31:44.151 It had that triangular.... David:Now obviously they have done some new stuff to this, and 0:31:44.151,0:31:51.004 I'm making no suggestion that they are copying, it's just these things are all in our shared language 0:31:51.004,0:31:56.491 and when I see a team with this much talent I want to push them to go further. 0:31:56.491,0:31:58.501 Sandi:The Chris couch? 0:31:58.501,0:32:04.244 ChrisR:I liked the thinking and the approach that went into this. Talking out what they were thinking about 0:32:04.244,0:32:09.980 where they would place the guns, what it's function and role was going to be, so the general 0:32:09.980,0:32:13.903 layout and design I liked. I always go on about the thrusters because we need that for flight, 0:32:13.903,0:32:17.897 and you could see on their design that they had the front thrusters, here's where they pivot, 0:32:17.897,0:32:23.511 here's the back ones, and that is actually how it should work, so all those element were great. 0:32:23.511,0:32:32.413 I'm a little disappointed that they did not take it to the next stage that the Shimanpan and 0:32:32.413,0:32:39.308 Four Horsemen did, but I think knowing what they did on the gun and the talent behind them 0:32:39.308,0:32:46.623 and the form and the basics of thinking where the reactor and all the rest where, for me it puts 0:32:46.623,0:32:53.515 them up there, but I would want to see the concept finished out for me to put them at the front of 0:32:53.515,0:33:00.942 the line,but I know they have the talent to get there, they are on the right track, I would just like to see 0:33:00.942,0:33:06.100 more of the details. Huge amount of promise. 0:33:06.100,0:33:14.950 ChrisO:Yeah, I think we all see the potential with that team, I just wish it was developed further. 0:33:14.950,0:33:23.933 As far as their basic shape for the ship? I think to get it away from the Sigourney Weaver drop-ship 0:33:23.933,0:33:30.716 ther escape shuttle, whatever, and they might end up doing this it's such an early stage that maybe 0:33:30.716,0:33:40.417 he can break apart the big shapes in general, cut it open and see some interior to break 0:33:40.417,0:33:42.486 up the shape. 0:33:42.486,0:33:50.462 ChrisS:The weapon range was cool, I like when they do that, since it is a gunship, how much range do 0:33:50.462,0:33:53.079 you have with each gun to protect your ship. 0:33:53.079,0:34:04.250 I liked the shape language they have too, I felt the neck, from the side, was sort of dinosaur-ish 0:34:04.250,0:34:12.935 the neck and little head, but overall great potential, their concept artist is amazing. 0:34:12.935,0:34:20.952 Hopefully in the next iteration they can show us a little bit more. 0:34:20.952,0:34:27.147 Sandi:Alright guys, we had 5 quality teams today, and you know what time it is, Email me 0:34:27.147,0:34:31.943 your top three teams and I will tally the votes. 0:34:33.955,0:34:38.796 (plinky-plonky twee voting music) 0:34:49.890,0:34:53.412 Sandi:OK guys, result in, and two teams got 5 votes each. 0:34:53.412,0:34:57.290 Congratulations to team Shimapan and team Troyka. 0:34:57.290,0:35:08.217 Now, Vision Cut got no votes, which leaves 4 Hourseman and Tallon Corp. David Hobbins? 0:35:08.217,0:35:19.789 David:I voted for Tallon Corp. Although I think I was hard on it during my critique, that said 0:35:19.789,0:35:29.431 I feel it is more original, and I guess I'd like to see designers take risks and do something new 0:35:29.431,0:35:37.865 but they really have to tackle the obstacle of the size of it, it seems more a hand-held object. 0:35:37.865,0:35:44.010 If they can overcome that, and their explanations of why it is shaped that way because of the 0:35:44.010,0:35:48.586 heat shield and other things, I think it could be a really unique drop-ship. 0:35:48.586,0:35:53.164 Whereas the other was more fleshed out, lots of work, this was a tough decision for me by the way, 0:35:53.164,0:35:58.359 It just felt a little "safe" and conventional. 0:35:58.359,0:36:02.595 Sandi:Well I'm sorry David, Four Horsemen are moving on. 0:36:02.595,0:36:07.305 David:That's fine, I just wanted to give them a chance. 0:36:07.305,0:36:15.865 ChrisR:I think Tallon Corp was good too, I just, for me, Four Horsemen was more realised and 0:36:15.865,0:36:23.722 fitted the bill much better, so for me it would be Four Horsemen every day, though that's not 0:36:23.722,0:36:30.874 to say that Tallon could not turn around and change things with another pass at the design, which 0:36:30.874,0:36:35.348 I think the will have a chance to do in the save pool. 0:36:35.348,0:36:40.597 Sandi:The community gets involved once again at the end of phase 1, you guys will get to vote back in 0:36:40.597,0:36:42.499 two teams. 0:36:42.499,0:36:46.609 All the teams will get the judges feedback they will do another pass and put out their new video 0:36:46.609,0:36:50.032 and you guys get to vote two teams back in. 0:36:50.032,0:36:53.648 Alright guys, we have one more week, 5 more teams to look at... 0:36:53.648,0:36:57.967 All:WooHoo! Whoah! (laughs) More excitement! 0:36:57.967,0:37:04.678 ChrisR:This week was great, I thought the standard of competition was extremely high. 0:37:04.678,0:37:11.673 Super impressed. Last week was good, but I feel this week is ahead of what last week. 0:37:11.673,0:37:17.425 Really looking forwards to seeing next weeks, and then looking forward to seeing what everyone 0:37:17.425,0:37:25.302 does in response to our feedback, that's a really great test of a concept artist's skill 0:37:25.302,0:37:31.019 It's not just coming up with a design in abstraction, you come up with a design to fit some parameters 0:37:31.019,0:37:37.849 and whether it's a game or a movie or something like that, generally there is other creative feedback 0:37:37.849,0:37:41.934 and you have to respond and integrate that, and if you do a good job and do it well, that 0:37:41.934,0:37:44.961 is the sign of a really great concept artist. 0:37:44.961,0:37:53.214 Sandi:Alright, on that, next week it's the final round of the concept art phase, see you next Friday.