1 00:00:00,775 --> 00:00:02,746 Sandi: Phase 1 of the competition is underway. 2 00:00:02,746 --> 00:00:06,352 Last week, the judges selected four teams to move on. 3 00:00:06,352 --> 00:00:12,290 This week, more teams advance and more teams are cut on The Next Great Starship. 4 00:00:53,493 --> 00:00:57,203 Hey, everyone. Welcome to episode 6 of The Next Great Starship. 5 00:00:57,203 --> 00:00:59,933 We're here in Austin with all of our favorite judges. 6 00:00:59,933 --> 00:01:03,983 Mark: Mark Skelton, art director here in Austin, Texas. 7 00:01:03,983 --> 00:01:07,680 Dave: Dave Hobbins, a concept designer in Santa Monica's studio. 8 00:01:07,680 --> 00:01:11,463 Chris R: Chris Roberts, project director of Star Citizen, head of Cloud Imperium Games. 9 00:01:11,463 --> 00:01:16,260 Chris O: Chris Olivia, Chief Visual Officer for Cloud Imperium Games in Austin, Texas. 10 00:01:16,260 --> 00:01:19,395 Chris R: Well, you're Chief Visual Officer, not just in Austin, Texas, but you are in Austin, Texas. 11 00:01:19,395 --> 00:01:22,532 Chris O: Yay. Really? Alright. I didn't know that. 12 00:01:22,532 --> 00:01:26,224 Chris S: Chris Smith, lead vehicle modeler for Cloud Imperium Games. 13 00:01:26,409 --> 00:01:28,061 Dave: Pretty good. Yeah. Chris S: There you go... 14 00:01:28,061 --> 00:01:28,668 Chris R: It's pretty awesome, 15 00:01:28,668 --> 00:01:32,229 because we're finally getting to see the teams actually work on the spaceships, 16 00:01:32,229 --> 00:01:37,664 and the concept phase is always the most interesting part of it. 17 00:01:38,433 --> 00:01:42,429 We're also seeing these designs for the first time during the show. 18 00:01:42,429 --> 00:01:44,682 In the past when we went through all the submissions, 19 00:01:44,682 --> 00:01:47,674 we of course had to look at all the submissions, so we already gave our thoughts, 20 00:01:47,674 --> 00:01:53,158 so we'd seen them, and now we discover the concept work as we're watching it. 21 00:01:53,158 --> 00:01:56,102 And that's actually pretty interesting. 22 00:01:56,102 --> 00:01:59,290 So yeah, it's fun and I'm looking forward to seeing what we see in this episode. 23 00:01:59,290 --> 00:02:02,528 Chris O: It's a lot more exciting now that we're seeing the whole ship instead of just a weapon. 24 00:02:02,528 --> 00:02:03,970 It's a whole new ball of wax. 25 00:02:03,970 --> 00:02:05,841 Chris S: There's a lot of promise so far, too. 26 00:02:05,841 --> 00:02:08,358 Sandi: Alright, guys. So, we're going to see five teams today. 27 00:02:08,358 --> 00:02:12,648 Three of the teams are going to go through, and two of the teams are going to go into the Save Pool. 28 00:02:12,648 --> 00:02:18,712 And they all got the mercenary gunship specs. Let's check those out. 29 00:02:30,975 --> 00:02:33,825 Alright, guys. A lot's at stake. Are we ready, excited? 30 00:02:33,825 --> 00:02:37,320 Chris S: Let's do this. I'm ready. Chris O: Ready and excited. 31 00:02:37,320 --> 00:02:40,197 Sandi: Okay. Let's roll the first video. 32 00:02:51,599 --> 00:02:53,611 Shimapan: When we first received our design brief for the competition, 33 00:02:53,611 --> 00:02:56,763 the first thing I thought about immediately was the Mi-24 Hind, 34 00:02:56,763 --> 00:02:59,430 because of its very similar role in history. 35 00:02:59,430 --> 00:03:02,575 So, we started off with that and then we branched off. 36 00:03:02,575 --> 00:03:06,597 We want to give the turrets as wide of a firing arc as possible, 37 00:03:06,597 --> 00:03:13,500 so I tried to put them in a location on the ship where they had almost full hemispherical views - 38 00:03:13,500 --> 00:03:19,944 from the ship partition. We thought also that it would be cool to have a drop pod that could detach - 39 00:03:19,944 --> 00:03:23,678 and basically allow the ship to drop off the drop pod without slowing down. 40 00:03:23,678 --> 00:03:28,545 Into the workflow, I did some ink sketches initially, then I did some drawing to Photoshop, 41 00:03:28,545 --> 00:03:33,357 then I passed it back and forth between my team and I, 42 00:03:34,203 --> 00:03:40,957 and after that I did a detailed paint over it trying to figure out what the final shape layout is going to be. 43 00:03:40,957 --> 00:03:43,098 But we still had some issues with the shape, 44 00:03:43,098 --> 00:03:45,692 and we had some design things that we weren't really happy about. 45 00:03:45,692 --> 00:03:49,913 So, I think it wasn't until the concept art when we finally figured out - 46 00:03:49,913 --> 00:03:52,861 what kind of engine configuration we wanted. So that was one thing. 47 00:03:52,861 --> 00:03:56,154 We put together our final issue on iteration 1 of our concepts. 48 00:03:56,154 --> 00:04:00,103 I really enjoyed the judges' feedback from last week. I just thought I'd let you know that. 49 00:04:00,103 --> 00:04:04,272 And we hope to see you in the next part of the competition. 50 00:04:05,332 --> 00:04:06,785 Chris S: There was a little... 51 00:04:06,785 --> 00:04:08,850 Chris O: I don't have anything to curl. Chris R: That's not working. You can't do it... 52 00:04:08,850 --> 00:04:09,975 Chris O: What do you want me to curl? 53 00:04:09,975 --> 00:04:11,848 Sandi: Look, he doesn't need to curl. 54 00:04:11,848 --> 00:04:13,687 Chris R: He doesn't curl water bottles. 55 00:04:13,687 --> 00:04:15,662 Mark: Those are for wussies... 56 00:04:15,662 --> 00:04:17,551 Sandi: Chris Smith, what did you think? 57 00:04:17,551 --> 00:04:20,328 Chris S: So, I thought this was actually really good. 58 00:04:20,328 --> 00:04:25,008 The design of the ship was cool. I thought everything - it seemed it was laid out pretty cool. 59 00:04:25,008 --> 00:04:31,438 They had the two turrets; it looked like they have thruster placement in the right spots. 60 00:04:31,438 --> 00:04:38,647 There was a diagram with a lot of little detail bits, which I wasn't able to read at this point... 61 00:04:39,170 --> 00:04:44,321 It looked like it was very well thought out, and I thought the design was pretty cool. 62 00:04:44,321 --> 00:04:49,417 Chris O: The only negative - it's a little bit, I think, over exaggerated in some places. 63 00:04:49,417 --> 00:04:53,523 I think they can just tone it down as far as the boldness of some of it, 64 00:04:53,523 --> 00:04:56,959 but overall it's just beautiful presentation and really nice design. 65 00:04:56,959 --> 00:04:58,368 Chris R: I'm actually super impressed. 66 00:04:58,368 --> 00:05:04,171 That's my favorite one to date, so far, of the concepts that we've had. 67 00:05:04,171 --> 00:05:09,761 I'm impressed. They've only had, I think, 19 days from when we told them what the specs to do that. 68 00:05:09,761 --> 00:05:13,474 I sort of like the feel of it. The rendering style was really nice. 69 00:05:13,474 --> 00:05:19,729 I'd like to study some of this stuff a bit more, because I didn't see the front thrusters so much. 70 00:05:19,729 --> 00:05:22,474 So I could see the back end, just how they would articulate... 71 00:05:22,474 --> 00:05:24,357 Chris S: There was one on the nose, like, on the top. 72 00:05:24,357 --> 00:05:26,754 Chris S: But yeah, I agree. Chris R: Yeah. So, I'd have to look to see if that was in there. 73 00:05:26,754 --> 00:05:31,210 There was... The two manned turrets, although the one on the bottom was sort of flushed in there. 74 00:05:31,210 --> 00:05:33,207 Pretty damn impressive. They get my vote so far. 75 00:05:33,207 --> 00:05:35,691 Sandi: Alright. Thumbs up from the "Chris couch". What did you think? 76 00:05:35,691 --> 00:05:41,503 Dave: I liked it a lot, too. I thought it was a kind of a daring design. 77 00:05:41,503 --> 00:05:46,475 A little bit of Bird of Prey with the forward swept wings extending from the rear - 78 00:05:46,475 --> 00:05:49,725 and the main fuselage, coming forward. 79 00:05:49,725 --> 00:05:54,571 It's a bit of an ugly duckling in a way, but I like that about that, 80 00:05:54,571 --> 00:05:58,213 because some of these things aren't attractive from the get-go... 81 00:05:58,213 --> 00:06:03,439 They're very purpose built and things are added on and compartmentalized, and I like that. 82 00:06:03,439 --> 00:06:09,191 It gave it a robust sort of feel. There are a lot of WW2 aircraft that aren't the sexiest things, 83 00:06:09,191 --> 00:06:14,245 or the most streamlined, but they look like they can take care of the business. 84 00:06:14,245 --> 00:06:15,354 Chris S: They grow on to you. 85 00:06:15,354 --> 00:06:20,214 Dave: Yeah, exactly. They have a character of their own, and they become cool. 86 00:06:20,214 --> 00:06:22,355 And I feel that this really has that potential. 87 00:06:22,355 --> 00:06:25,923 I liked a lot of the surfacing, though I felt that there was almost too much, 88 00:06:25,923 --> 00:06:30,320 and it felt a few pieces needed to be unified to move the eye around. 89 00:06:30,320 --> 00:06:33,773 But other than that I thought fantastic job. 90 00:06:33,773 --> 00:06:39,833 Maybe just refine a few of the motifs and the exhaust, and intakes, and other things like that... 91 00:06:39,833 --> 00:06:41,888 Chris R: And I think of those... 92 00:06:41,888 --> 00:06:47,689 I'd like to see maybe a little more insight or detail on how some of the pieces work. 93 00:06:47,689 --> 00:06:51,930 I was mentioning the turrets - they look kind of flush. 94 00:06:52,298 --> 00:06:56,830 How can I get a field of fire? Are they going to get in the way of other things? 95 00:06:56,830 --> 00:06:59,587 Where are the landing gear? How does that deploy when you land? 96 00:06:59,587 --> 00:07:00,691 Just that kind of stuff. 97 00:07:00,691 --> 00:07:02,543 Chris S: Perhaps, once they do a pre-viz on the 3D, 98 00:07:02,543 --> 00:07:05,526 they could do a little block-out animation that could be fleshed out a little bit. 99 00:07:05,526 --> 00:07:07,897 Chris R: Yeah, but it's sort of super cool for me. 100 00:07:07,897 --> 00:07:10,315 Dave: The turret behind the rear cockpit - 101 00:07:10,315 --> 00:07:14,909 it seems like some of the muzzle flash would be right over your head, 102 00:07:14,909 --> 00:07:21,158 so some little shielding there that maybe... The other rear guy doesn't need as much observability, but... 103 00:07:21,158 --> 00:07:25,404 Mark: I like the broken neck. Like you're saying, it's kind of the ugly duckling, 104 00:07:25,404 --> 00:07:28,205 but that makes me want to love it more. 105 00:07:28,205 --> 00:07:29,133 Dave: Yeah. 106 00:07:29,133 --> 00:07:31,392 Mark: You know. And I like the big engines. 107 00:07:31,392 --> 00:07:36,804 They look like if you were standing in front of those things, you'd get sucked right in them and tore up. 108 00:07:36,804 --> 00:07:40,187 Like, those things are huge. The paint job was really nice, too. 109 00:07:40,187 --> 00:07:41,856 Chris S: Yeah. It had some good variation options. 110 00:07:41,856 --> 00:07:44,779 Mark: Yeah. I liked the variation in it. 111 00:07:44,779 --> 00:07:50,272 Yeah - it was weighted really nice, and it feels like in the back it's a nice chunk of ship. 112 00:07:50,272 --> 00:07:57,242 And then you've got the neck that comes down, which just had a nice flow to it. 113 00:07:57,242 --> 00:08:01,278 The detachable thing in the back, I haven't really seen that before. 114 00:08:01,278 --> 00:08:03,307 Chris S: Yeah, it's kind of split up in the middle. 115 00:08:03,307 --> 00:08:10,186 Mark: That's very interesting. I'd like to see more, maybe a block-out of that... How it would animate. 116 00:08:10,186 --> 00:08:13,960 Like, click, click, things popping off and then it detaching. 117 00:08:13,960 --> 00:08:17,463 Chris O: It seems like that's a sort of general theme of what we'd like to see more of. Stuff like that. 118 00:08:17,463 --> 00:08:19,842 Chris R: Yeah, we want to see more on the concept stage, 119 00:08:19,842 --> 00:08:22,119 where we understand how the functionality works. 120 00:08:22,119 --> 00:08:26,449 Because I definitely even know on our internal development... 121 00:08:26,449 --> 00:08:31,189 Our first stuff, we were designing it and going "oh yeah, that's cool," and then we get it in to the game, 122 00:08:31,189 --> 00:08:33,726 and we're like "alright, how do you get in the ship?" 123 00:08:33,726 --> 00:08:36,510 Or how do you see in the cockpit, or how the thrusters work. 124 00:08:36,510 --> 00:08:42,716 So now we're very focused on not just the form of it, but the function of it. 125 00:08:42,716 --> 00:08:45,709 It's different than games I've done in the past, where you could sort of cheat it. 126 00:08:45,709 --> 00:08:51,515 In this one we sort of have to do the industrial design up front as well as the actual beauty design, 127 00:08:51,515 --> 00:08:52,184 so to speak. 128 00:08:52,184 --> 00:08:55,701 Mark: Yeah. I thought it was one of my favorites so far, for sure. 129 00:08:55,701 --> 00:08:59,956 Sandi: Well, a lot of positive comments for this one, but the competition is tough. 130 00:08:59,956 --> 00:09:01,954 Let's roll the next one. 131 00:09:02,894 --> 00:09:07,708 Tallon: My first ideas was that it was going to have to be grounded in some kind of reality, 132 00:09:07,708 --> 00:09:14,143 because the parameters were such that the dropship had to go through deeper atmosphere, 133 00:09:14,143 --> 00:09:18,515 and land, obviously. So I thought it's going to have to conform to some kind of aerodynamics, 134 00:09:18,515 --> 00:09:22,628 and dependent on what kind of planet it's going to be landing on. 135 00:09:22,628 --> 00:09:30,853 The idea that I came up with in the end was a vehicle that drops from the underside of a mothership, 136 00:09:30,853 --> 00:09:34,810 and then falls in free-form mode in a kind of blind state, 137 00:09:34,810 --> 00:09:39,348 with a front heat shield over the main visor that's covered, 138 00:09:39,348 --> 00:09:46,971 and then as it comes through the atmosphere, it then deploys its cannon arms. 139 00:09:46,971 --> 00:09:50,942 It's called the Shadow Mantis ship. That was the name I eventually settled on, 140 00:09:50,942 --> 00:09:56,114 and the reason why is because it has these praying mantis style arms that unfold from the side, 141 00:09:56,114 --> 00:09:57,349 with cannons on. 142 00:09:57,349 --> 00:10:00,820 One of the ideas that I had just randomly was this B.A.T unit. 143 00:10:00,820 --> 00:10:08,166 Instead of having the troops be dropped into a combat zone from the ground, 144 00:10:08,166 --> 00:10:14,259 they're actually dropped in from the air. So that means that you can potentially have more troops. 145 00:10:14,259 --> 00:10:18,629 I hope you enjoy the concept art I came up with. 146 00:10:19,013 --> 00:10:21,401 Sandi: David Hobbins, you want to kick that one off? 147 00:10:21,401 --> 00:10:26,937 Dave: Sure. I thought the sketches were really fun, 148 00:10:28,013 --> 00:10:36,806 and obviously pieced on a lot of thought into the utility and various aspects of it, 149 00:10:36,806 --> 00:10:44,644 and even with the single person flight gear. I thought that was cool. 150 00:10:44,644 --> 00:10:47,366 The design is interesting. 151 00:10:47,366 --> 00:10:53,367 I feel like there needs to be a refinement on... Between the big shapes and the smaller shapes. 152 00:10:53,367 --> 00:11:00,395 It was feeling almost handheld or toylike. That said, I think it's a pretty cool direction. 153 00:11:00,395 --> 00:11:02,959 I just think it needs a little more refinement. 154 00:11:02,959 --> 00:11:04,134 Sandi: Mark? 155 00:11:04,534 --> 00:11:10,566 Mark: Yeah, I like it. It feels like a submersible to me. It has a very aquatic feel, which is interesting. 156 00:11:10,566 --> 00:11:15,898 It looks like if you were to put some heavy fire on it that, 157 00:11:15,898 --> 00:11:21,945 because of its shape, the shielding would glance off of it. 158 00:11:23,252 --> 00:11:30,797 It almost feels like a special ops ship, something that would be designed for a specific type of mission. 159 00:11:30,797 --> 00:11:36,430 I agree with David, though. Some of the bigger, bulkier bits that come out, 160 00:11:36,430 --> 00:11:42,850 they seemed too big for what the size should be. Chris O: Like, where would they go? 161 00:11:43,234 --> 00:11:48,521 Mark: Yeah, and where they go. It seems like that arm that came out, 162 00:11:49,505 --> 00:11:52,429 it doesn't feel like it's flowing with the ship quite as well. 163 00:11:52,429 --> 00:11:58,061 It seems like it should be integrated in a little better. But I do like the design. 164 00:11:58,061 --> 00:12:05,750 It's very different than what we've seen so far. But yeah, I dig it. 165 00:12:05,750 --> 00:12:06,929 Sandi: Roberts? 166 00:12:06,929 --> 00:12:10,592 Chris R: I feel like it's a cool design for an atmospheric dropship, 167 00:12:10,592 --> 00:12:15,878 but not particularly a great design for something that's in space. 168 00:12:15,878 --> 00:12:23,074 Also, size wise feels too small for what the spec is. It should be carrying about 15 tonnes of cargo. 169 00:12:23,074 --> 00:12:25,283 It's meant to have two manned turrets. 170 00:12:25,283 --> 00:12:28,576 Essentially on that, there was this artillery piece that could, I guess, be manned by a crew, 171 00:12:28,576 --> 00:12:30,633 and the other one was sort of an auto-turret on the side, 172 00:12:30,633 --> 00:12:33,046 and I'm assuming there'd be one on the other side. 173 00:12:33,046 --> 00:12:35,324 So, I do like that sort of shape. 174 00:12:35,324 --> 00:12:38,993 There was a couple of shots in the concept that was on the left hand side, that looked kind of cool. 175 00:12:38,993 --> 00:12:45,199 But primarily our game is going to be space, and then the ships can transition down into atmosphere... 176 00:12:45,199 --> 00:12:51,951 So it has some work for me, before I would say "okay, that would work as a gunship as we're seeing it." 177 00:12:51,951 --> 00:12:56,032 But I like the artistic style, and I like the idea of trying something that doesn't look like a... 178 00:12:56,032 --> 00:13:02,032 Say, we all think "gunship" - we all think "Hind"; we all think that kind of stuff. 179 00:13:02,032 --> 00:13:04,447 This definitely didn't have that feeling, and had some potential. 180 00:13:04,447 --> 00:13:06,942 I liked the blast shield for re-entry and stuff like that. 181 00:13:06,942 --> 00:13:09,249 Chris O: That was a really bold design. 182 00:13:09,249 --> 00:13:14,326 I think they took a chance going with that simple sleek shape up front. 183 00:13:14,326 --> 00:13:20,336 But in the end, I think it needs... I think if that can be the front piece of something bigger... 184 00:13:20,336 --> 00:13:23,079 Chris R: Yeah. It needs more mass. But also just the engines, also. 185 00:13:23,079 --> 00:13:26,254 I'm going, "where are the thrusters and the engine?" 186 00:13:26,254 --> 00:13:32,701 Yeah, I think you're totally right, if you had the front piece as something on a bigger space gunship, 187 00:13:32,701 --> 00:13:34,305 that'd be pretty cool. 188 00:13:34,305 --> 00:13:41,488 Chris O: It could be cool that that maybe detaches from the rest of the ship at some point... 189 00:13:41,488 --> 00:13:45,922 Overall, it had a lot of potential, and it was a really - like I said, it was a unique design. 190 00:13:45,922 --> 00:13:49,051 Chris S: I agree. It seemed like it was like a half of a ship. 191 00:13:49,051 --> 00:13:52,222 It was sort of the front and then it needed like a bigger back. 192 00:13:52,222 --> 00:13:56,061 And yeah, it was probably too small for the specs that we have. 193 00:13:56,061 --> 00:14:04,445 I did like that sleek design. It reminded of like some sort of automotive design, like, futuristic, 194 00:14:04,445 --> 00:14:07,855 with that little black sleek cover that he had. 195 00:14:07,855 --> 00:14:12,875 I actually do like it sort of hidden, and then the turret pops out, and then the other things pop out. 196 00:14:12,875 --> 00:14:16,193 Chris R: Yeah. I like the idea of deploying turrets from something sleek. 197 00:14:16,193 --> 00:14:24,696 Chris S: Seems like it needs some more. There is a little bit that it needs to push it that extra inch. 198 00:14:24,696 --> 00:14:27,565 Sandi: Alright. So it sounds like brownie points for a bold design, 199 00:14:27,565 --> 00:14:32,442 and maybe some work in creating more mass and sculpt for it. 200 00:14:32,442 --> 00:14:34,231 Let's roll the next one. 201 00:14:34,872 --> 00:14:37,065 Four Horsemen: Hey, everyone. This is Team Four Horsemen. 202 00:14:37,065 --> 00:14:42,775 We ended up with ten thumbnails, and then we started cutting them up into pieces in Photoshop, 203 00:14:42,775 --> 00:14:46,982 and basically sticking parts from one image into another. 204 00:14:46,982 --> 00:14:49,122 With a basic shape for a ship in hand, 205 00:14:49,122 --> 00:14:56,148 Tobias started refining the Frankenstein of thumbnails into more readable formats, 206 00:14:56,148 --> 00:15:01,871 with me working the shapes, adding details, balancing out the shapes, all that stuff. 207 00:15:01,871 --> 00:15:09,481 After that we made a very rough block-out to see if the shapes that we had in 2D also worked in 3D. 208 00:15:09,481 --> 00:15:13,648 For the interior we wanted to have a bit more of a lived in feel, 209 00:15:13,648 --> 00:15:17,858 because the crew lives there from day to day. It's their home. 210 00:15:17,858 --> 00:15:23,287 So we wanted to have a small living area available to crew when they're not engaged in combat. 211 00:15:23,287 --> 00:15:25,030 Have a bench or two, 212 00:15:25,030 --> 00:15:30,816 and a table for mission briefings or just occasional poker playing between the crew, or whatever. 213 00:15:30,816 --> 00:15:35,383 We also embedded a cargo crane in the back of the ship, into the tail... 214 00:15:35,383 --> 00:15:37,856 (Judges: Wow. Nice.) 215 00:15:37,856 --> 00:15:43,610 Here's the more refined concept that is based on the block-out, so they actually match, 216 00:15:43,610 --> 00:15:49,499 which illustrates how we want to move forward with our ship design. 217 00:15:50,715 --> 00:15:53,594 Sandi: Chris Roberts, I heard a lot of comments from you. 218 00:15:53,594 --> 00:15:59,792 Chris R: Yeah. Actually this is my new favorite. I actually really... I really liked it. 219 00:15:59,792 --> 00:16:05,183 I would say that my comments would not really be so much about... 220 00:16:05,444 --> 00:16:08,773 It felt like a gunship to me. It felt really nice in some of those 3D views. 221 00:16:08,773 --> 00:16:14,716 My questions and comments would be more down on the engines and the thrusters; 222 00:16:14,716 --> 00:16:16,139 how they're moving and how they're working. 223 00:16:16,139 --> 00:16:21,519 because I like those big, I think they're the thrusters or arms, on the side. 224 00:16:21,519 --> 00:16:28,151 I'd have to actually spend some time and say where are the four TR3 engines in the back, 225 00:16:28,151 --> 00:16:31,474 where are the four TR2 maneuvering jets in the front, 226 00:16:31,474 --> 00:16:34,107 because it sort of felt like they combined some of those things. Maybe they didn't. 227 00:16:34,107 --> 00:16:38,021 Chris O: Are your thoughts on those small thrusters on the engines on the side, 228 00:16:38,021 --> 00:16:42,424 would they physically work in space as far as maneuvering it properly? 229 00:16:42,424 --> 00:16:45,758 Or is it an amount of cheatability? Chris R: Yeah, yeah, yeah... It's not... 230 00:16:45,758 --> 00:16:48,327 It's not the look of it. The look of it is cool. 231 00:16:48,327 --> 00:16:55,385 I'm just talking about literally the physical... Because we are actually simulating these ships properly. 232 00:16:55,385 --> 00:17:01,878 So, the thrusters have to be placed in the appropriate positions, that the ship can actually... 233 00:17:01,878 --> 00:17:03,884 Because literally we'll put it into the engine, 234 00:17:03,884 --> 00:17:08,507 and if we don't have our thrusters set up correctly, the ship won't fly properly. 235 00:17:08,507 --> 00:17:10,104 Sandi: New favorite for you, too, Chris? 236 00:17:10,104 --> 00:17:12,467 Chris O: No. It's close, though. It's up there. 237 00:17:12,467 --> 00:17:16,124 It's a perfect example of how you've got to trust the process sometimes, 238 00:17:16,124 --> 00:17:21,655 and how the process of concepting stuff out works as far as the initial silhouettes and sketches, 239 00:17:21,655 --> 00:17:23,808 moving into blocking it out, 240 00:17:23,808 --> 00:17:30,169 and then how really putting a thought into it can lead to a successful finished design. 241 00:17:30,169 --> 00:17:33,275 And that definitely showed successful design. 242 00:17:33,275 --> 00:17:39,303 Chris: Really the only comment or critique I would have would be - well for one, 243 00:17:39,749 --> 00:17:43,593 figuring out where exactly the thrusters might be so it flies correctly... 244 00:17:43,593 --> 00:17:48,162 But those big engines on the side, while they were cool and I like them, 245 00:17:48,162 --> 00:17:53,212 would maybe work on a little bit more, because they seem a little bit too blocky. 246 00:17:53,212 --> 00:17:59,169 The rest of the ship was a little bit more rounded, or whatever, and it had this cool shape language, 247 00:17:59,169 --> 00:18:05,534 but these big things that felt like big nose pliers to me, when it kind of went together and up, 248 00:18:05,534 --> 00:18:11,919 because they're so blocky and square. Maybe you could chamfer off one edge off of it or something. 249 00:18:11,919 --> 00:18:14,953 Just to make it a little bit more cohesive with the rest. 250 00:18:14,953 --> 00:18:18,489 Mark: I love the call-outs that he did for the interior. That was fantastic. 251 00:18:18,489 --> 00:18:21,868 As far as what room goes where and how they all fit together. 252 00:18:21,868 --> 00:18:25,628 You could tell he thought out, like, "okay, right behind the pilots would be the engine room," 253 00:18:25,628 --> 00:18:29,760 "so if something crazy happens, the engine room is right there." 254 00:18:29,760 --> 00:18:35,939 It feels like kind of a Gundam ship to me, a little bit. With the way that those... 255 00:18:35,939 --> 00:18:36,990 Chris R: You want it to transform? 256 00:18:36,990 --> 00:18:39,404 Mark: Yeah, kind of a Transformer type ship. 257 00:18:39,404 --> 00:18:40,656 Chris S: Like the legs and the...? 258 00:18:40,656 --> 00:18:42,165 Mark: The legs of a Gundam ship. 259 00:18:42,165 --> 00:18:45,365 Which is not bad. I mean, that's pretty cool. 260 00:18:45,365 --> 00:18:51,477 The only thing that's kind of weird to me is that if you just glance at the ship, 261 00:18:51,477 --> 00:18:55,557 it looks like a smaller ship than what it is. You know what I mean? 262 00:18:55,557 --> 00:18:59,220 If you look at the cockpit, how big it is, compared to the rest of the ship. 263 00:18:59,220 --> 00:19:03,338 Chris R: I didn't feel that. I felt like you definitely got the scale. 264 00:19:03,338 --> 00:19:08,671 Mark: And that's minor, because if you're walking around that thing, you're going to see it in full scale. 265 00:19:08,671 --> 00:19:11,883 Chris O: So was it the big plier things that made it feel small to you? 266 00:19:11,883 --> 00:19:18,971 Mark: I think it was just the whole shape was kind of reminiscent of a fighter jet-ish, a little. 267 00:19:18,971 --> 00:19:22,185 Just the hull, I'm talking about - how it kind of tapered off, 268 00:19:22,185 --> 00:19:27,808 and you've got that fighter jet front that goes down into that cockpit area. 269 00:19:27,808 --> 00:19:30,559 Chris S: Those big side things throw the scale off a little bit. 270 00:19:30,559 --> 00:19:37,116 Because it's a big simple shape, and that kind of looks like it could be... 271 00:19:37,116 --> 00:19:42,238 In manufacturing, it's hard to do big simple shapes like that without adding a lot of weight. 272 00:19:42,819 --> 00:19:50,421 David:I thought it was an extremely communicative, clear, presentation. Obviously a lot of work went 273 00:19:50,421 --> 00:19:56,702 into this. There was also a variety in illustration style. Some felt, even if they were digital, theey were still 274 00:19:56,702 --> 00:20:03,923 cool "grey marker" artefacts and guache touches almost, at least, it evoked that for me 275 00:20:03,923 --> 00:20:10,471 which was fun, it made the ovall presentation full of variety and interesting to look at. 276 00:20:10,471 --> 00:20:19,352 Design-wise I thought it was pretty cool, that said, the large, what did you call them? 277 00:20:19,352 --> 00:20:26,070 Chris S:Pliers. David:Pliers, whatever, garlic press, who knows what, those read as a much 278 00:20:26,070 --> 00:20:35,769 smaller object than what they were, so for that I would say what you said about adding bevelled edges 279 00:20:35,769 --> 00:20:39,899 add a little more sophistication, but also a secondary form... 280 00:20:39,899 --> 00:20:44,039 Chris S:Break it up into smaller units. 281 00:20:44,039 --> 00:20:50,136 David:Yeah, large complex things are rarely just boxes, other than skyscrapers, I can make 282 00:20:50,136 --> 00:21:01,616 counter arguments, I think some, although I liked the surfacing and design, the graphic break up 283 00:21:01,616 --> 00:21:09,608 of panels and thusters, it still felt slightly soft, slightly cartoonish in proportion, but I think when they 284 00:21:09,608 --> 00:21:14,990 get into a more refinded modelling pass they are going to tighten up some of these edges 285 00:21:14,990 --> 00:21:18,471 and it will come together great. So, really good job. 286 00:21:18,471 --> 00:21:24,202 Sandi:Right, the competition seems to be getting tougher. A lot of love for this one, let's roll the next 287 00:21:24,202 --> 00:21:29,557 I see the mercenary gunship as a viable, minimalistic, compact and very cost efficient ahip 288 00:21:29,557 --> 00:21:34,237 As a style guide I used the already existing ships in the SC universe. 289 00:21:34,237 --> 00:21:39,059 The floor of the cargo space has several purposes, it functions as the landing gear, but can also 290 00:21:39,059 --> 00:21:41,503 be extended for cargo switching. 291 00:21:41,503 --> 00:21:45,551 A thick main hull gives great armor for the crew and the ship systems. 292 00:21:45,551 --> 00:21:51,904 The main challenge for me was to create the design only in 3D without a 2D concept in a short time. 293 00:21:51,904 --> 00:21:57,940 For the gunship I decided to create a heavy hull design to ensure the ship would be able 294 00:21:57,940 --> 00:22:05,131 to resist enemy gunfire. In front of the ship and at the rear there ia one manned turret seat. 295 00:22:05,131 --> 00:22:10,265 When the gunship approaches for landing the wings rotate 90 degrees. 296 00:22:10,265 --> 00:22:17,390 During the landing phase 4 small thrusters are placed near the cockpit for more stabilisation. 297 00:22:17,390 --> 00:22:24,694 On both sides are doors, two for gargo and two for crew members. 298 00:22:24,694 --> 00:22:27,009 Sandi:Chris O, what do you think? 299 00:22:27,009 --> 00:22:30,660 Chris O:About what? Sandi:THAT what, Vision cut. 300 00:22:30,660 --> 00:22:37,849 Chris O:It was, erm, ahh,it was kinda ugly. I'm trying to think whether it was ugly in a good way 301 00:22:37,849 --> 00:22:42,496 or a bad way. Ahm, there was a lot of time spent making it all shiny with pretty lights, 302 00:22:42,496 --> 00:22:45,160 not even pretty lighting but, just like, lights everywhere... 303 00:22:45,160 --> 00:22:49,520 ChrisR:That last, or the second one, there's two concepts? Concept 1 and concept 2. 304 00:22:49,520 --> 00:22:51,109 ChrisS:Which one do you like? 305 00:22:51,109 --> 00:22:58,493 ChrisO:I liked-disliked both of them equally. I think if they think about the overall shape I think it 306 00:22:58,493 --> 00:23:00,961 could be something a bit better. ChrisS:Silhouette? 307 00:23:00,961 --> 00:23:06,647 ChrisO:All I see is an ugly ship, I don't like it. 308 00:23:06,647 --> 00:23:09,230 Sandi:Chris Smith? 309 00:23:09,230 --> 00:23:15,063 ChrisS:The first version I actually liked better than the second version, even though there was 310 00:23:15,063 --> 00:23:21,750 something about it. The main thing that bothered me was that every shape in the ship was just huge. 311 00:23:21,750 --> 00:23:28,954 There were no "big" and "small" parts to convey a sense of scale. Everything was big and it 312 00:23:28,954 --> 00:23:37,714 looked cartoony. It looked like it was made for a Toy Story movie or something. ChrisO:Or Spykids 313 00:23:37,714 --> 00:23:42,562 Mark:Buzz Lightyear would drive this ship. 314 00:23:42,562 --> 00:23:49,223 ChrisO:If we were thinking that was his finished detail, or he was waiting to do more detailed 315 00:23:49,223 --> 00:23:54,387 paintovers later. ChrisS:But even the general shapes, you want to have small and big variations. 316 00:23:54,387 --> 00:23:59,796 Everything, even on the interior, he has these scurity bars that were like "THIS" thick around. 317 00:23:59,796 --> 00:24:02,257 I mean, you want little detailed stuff. 318 00:24:02,257 --> 00:24:07,788 ChrisR:I think on the second one it was much more guilty than the first one of scale. 319 00:24:07,788 --> 00:24:12,655 ChrisS:One thing that was good about it was they thought about thrusters. The thrusters worked 320 00:24:12,655 --> 00:24:17,681 that was a cool thing, they had some pre-vis animation, awsome, though I don't agree on 321 00:24:17,681 --> 00:24:23,586 the first concept at least, where they had the whole ship lifting up on these little platforms. 322 00:24:23,586 --> 00:24:31,377 I don't think if that is mechanically possible without huge hydraulic engines, it seemed fragile. 323 00:24:31,377 --> 00:24:37,640 Some things I liked, some implementation on the technicality side of it, but overall, yeah, 324 00:24:37,640 --> 00:24:46,344 the ship design was fairly ugly, the second design was very non-pleasing to the eye, 325 00:24:46,344 --> 00:24:50,152 especially the silhouette with the wheels and landing gear out. 326 00:24:50,152 --> 00:24:58,945 ChrisR:so, throw the second one out, but the first one I think would have some potential if it 327 00:24:58,945 --> 00:25:05,885 was getting worked on. It was certainly stubby and ugly, but aggressive. It had those missiles 328 00:25:05,885 --> 00:25:11,001 It had those guns, and I did like the thought put in to have the thrusters work, that's something we 329 00:25:11,001 --> 00:25:18,140 need to have done. I totally agree with Chris in ters of the scale of stuff, those big thruster nozzles, 330 00:25:18,140 --> 00:25:26,221 it was almost like all that was over-size, and it did feel like there was a little too much cut and paste 331 00:25:26,221 --> 00:25:32,562 almost like, take constellation cockpit and add an element from another ship on the back, I feel it 332 00:25:32,562 --> 00:25:39,006 would be better to have that unified, but I do not mind an ugly, functional, aggressive ship. 333 00:25:39,006 --> 00:25:47,676 What they should do is take the first one, look at scaling stuff better...ChrisS:Refine some parts. 334 00:25:47,676 --> 00:25:51,923 ChrisR:Everything looks blown up or over-exaggerated, but really embrace the 335 00:25:51,923 --> 00:26:00,158 aggressive, stubby side, and I do agree that the whole, a cool idea, but I don't think it practical 336 00:26:00,158 --> 00:26:05,832 the whole lift, with the base pushing up the ship. 337 00:26:05,832 --> 00:26:12,606 ChriO:If there was more mass to those structures it might feel better, or you don't like the idea? 338 00:26:12,606 --> 00:26:17,955 ChrisR:It just sort of feels...there was another element where the engines turned round 339 00:26:17,955 --> 00:26:23,451 and they had skids on them, that looked like it might work. They would rotate round for VTOL 340 00:26:23,451 --> 00:26:30,252 then in front you would have some similar thrusters rotating for VTOL and it would land. 341 00:26:30,252 --> 00:26:34,596 That would be cool, then the base could just drop down like on the Constellation. 342 00:26:34,596 --> 00:26:39,191 That would be fine, I just don't think landing on your belly then the belly pushing you up thing. 343 00:26:39,191 --> 00:26:41,729 It just feels weird to me. 344 00:26:41,729 --> 00:26:43,702 Sandi:David? 345 00:26:43,702 --> 00:26:48,138 David:I really wish that, obviously this person is a competant modeller, has put a lot of time 346 00:26:48,138 --> 00:26:53,821 into the presentation and rendering and the animation sequences, I wish I could take all that time out 347 00:26:53,821 --> 00:27:03,281 and put it back into the core shapes and proportions of the design. I do think the first one id the one 348 00:27:03,281 --> 00:27:10,647 to move forwards on, although I would work on the sort of F35 rear vector nozzle. 349 00:27:10,647 --> 00:27:16,392 That, when animated in particular looked a little funny or odd. 350 00:27:16,392 --> 00:27:20,533 ChrisR:Also probably not very efficient in how it works. 351 00:27:20,533 --> 00:27:29,731 David:I mean, they do have it on a real jet, but I might consider putting a faring or sheilding piece 352 00:27:29,731 --> 00:27:38,565 that articulates with those as they move to make that motion and silhouette more interesting. 353 00:27:38,565 --> 00:27:40,714 Sandi:Mark Skelton? 354 00:27:40,714 --> 00:27:46,321 Mark:I think, if you put a couple of balls inside this and a big handle on back, Fisher Price 355 00:27:46,321 --> 00:27:55,137 would have a sweet toy. It's really stubby, and very Fisher Price, so if they took it and slimmed it and 356 00:27:55,137 --> 00:27:59,268 pulled it a little bit, that might be a start of something cool, but..... 357 00:27:59,268 --> 00:28:06,580 ChrisO:It's not the stubbyness. ChrisR:I think it's the fact you don't like that everything is big features. 358 00:28:06,580 --> 00:28:13,341 Mark:Everything, especially with the landing gear, the gear was right here and the ship was here, this big 359 00:28:13,341 --> 00:28:20,555 so instead of having it so wide, maybe thin it up and pull it this way a little bit. Definately the first 360 00:28:20,555 --> 00:28:23,104 one was more interesting to me. 361 00:28:23,104 --> 00:28:30,083 David:I wouldn't want to lengthen it, I'd want to keep it short, compace, like a flattened toad, 362 00:28:30,083 --> 00:28:37,089 to me that says robust and compact, and it's easily manouvrable, something that spins on a dime 363 00:28:37,089 --> 00:28:43,578 If they were to make it longer then it might suggest that it's faster or... 364 00:28:43,578 --> 00:28:46,269 Mark:Maybe the thickness of the walls, I guess... 365 00:28:46,269 --> 00:28:50,239 ChrisR:I think the thrusters, the engines, the little details, all the stuff that moved, 366 00:28:50,239 --> 00:28:54,935 they were all just too big and over-scale, so add it together it looks weird. 367 00:28:54,935 --> 00:28:57,203 ChrisS:They were all the same size. 368 00:28:57,203 --> 00:29:03,233 Mark:I agree. Sandi:Well, concept 1 and a few reworks for that one. Here#s the last video 369 00:29:39,456 --> 00:29:44,707 our concept artist Karnac is known for increbibly detailed clean concepts, 370 00:29:52,759 --> 00:30:01,251 Mark:I mean Karnac, that guy is amazing, he is legendary, everything I have seen of his 371 00:30:01,251 --> 00:30:06,424 has been amazing. The initial design, I like it, he has a lot of firepower on there obviously, 372 00:30:06,424 --> 00:30:14,681 it's fantastic, he's thought through a lot of the systems and how they work together, which is great 373 00:30:14,681 --> 00:30:22,883 again I want to see a kind of three-quarter view, I didn't get to see that, just the top and the side, 374 00:30:22,883 --> 00:30:31,473 it was cool, I can see a lot from that, but I would like to see more of the detail work that he is 375 00:30:31,473 --> 00:30:33,100 thinking of. 376 00:30:33,100 --> 00:30:40,492 David:I like all the thought and the layout and package architecture, and this, that and the other, 377 00:30:40,492 --> 00:30:51,676 but I might try to work th profile silhouette, the cockpit fuselage area, it felt a little rectilinear, 378 00:30:51,676 --> 00:31:00,223 I felt it just.....I liked that, it felt very bold and distict, but that said I felt it needed a secondary shape 379 00:31:00,223 --> 00:31:09,903 in the silhouette. It had a sort of retro feel, and in a good way, sort of paid homage to Ron Cobb and 380 00:31:09,903 --> 00:31:19,100 Sid Meade and film like Alien. It had sort of an "Eighties SciFi" aesthetic about it. 381 00:31:19,100 --> 00:31:27,564 I happen to like that aesthetic, I would just be careful, and maybe, I know this team is fully capable of 382 00:31:27,564 --> 00:31:33,867 pushing it, and I would like to see it pushed. I saw some simalarities with the shuttle that 383 00:31:33,867 --> 00:31:39,685 Sigourney's character... Mark:I was gonna say, that drop ship she had at the end of Aliens. 384 00:31:39,685 --> 00:31:44,151 It had that triangular.... David:Now obviously they have done some new stuff to this, and 385 00:31:44,151 --> 00:31:51,004 I'm making no suggestion that they are copying, it's just these things are all in our shared language 386 00:31:51,004 --> 00:31:56,491 and when I see a team with this much talent I want to push them to go further. 387 00:31:56,491 --> 00:31:58,501 Sandi:The Chris couch? 388 00:31:58,501 --> 00:32:04,244 ChrisR:I liked the thinking and the approach that went into this. Talking out what they were thinking about 389 00:32:04,244 --> 00:32:09,980 where they would place the guns, what it's function and role was going to be, so the general 390 00:32:09,980 --> 00:32:13,903 layout and design I liked. I always go on about the thrusters because we need that for flight, 391 00:32:13,903 --> 00:32:17,897 and you could see on their design that they had the front thrusters, here's where they pivot, 392 00:32:17,897 --> 00:32:23,511 here's the back ones, and that is actually how it should work, so all those element were great. 393 00:32:23,511 --> 00:32:32,413 I'm a little disappointed that they did not take it to the next stage that the Shimanpan and 394 00:32:32,413 --> 00:32:39,308 Four Horsemen did, but I think knowing what they did on the gun and the talent behind them 395 00:32:39,308 --> 00:32:46,623 and the form and the basics of thinking where the reactor and all the rest where, for me it puts 396 00:32:46,623 --> 00:32:53,515 them up there, but I would want to see the concept finished out for me to put them at the front of 397 00:32:53,515 --> 00:33:00,942 the line,but I know they have the talent to get there, they are on the right track, I would just like to see 398 00:33:00,942 --> 00:33:06,100 more of the details. Huge amount of promise. 399 00:33:06,100 --> 00:33:14,950 ChrisO:Yeah, I think we all see the potential with that team, I just wish it was developed further. 400 00:33:14,950 --> 00:33:23,933 As far as their basic shape for the ship? I think to get it away from the Sigourney Weaver drop-ship 401 00:33:23,933 --> 00:33:30,716 ther escape shuttle, whatever, and they might end up doing this it's such an early stage that maybe 402 00:33:30,716 --> 00:33:40,417 he can break apart the big shapes in general, cut it open and see some interior to break 403 00:33:40,417 --> 00:33:42,486 up the shape. 404 00:33:42,486 --> 00:33:50,462 ChrisS:The weapon range was cool, I like when they do that, since it is a gunship, how much range do 405 00:33:50,462 --> 00:33:53,079 you have with each gun to protect your ship. 406 00:33:53,079 --> 00:34:04,250 I liked the shape language they have too, I felt the neck, from the side, was sort of dinosaur-ish 407 00:34:04,250 --> 00:34:12,935 the neck and little head, but overall great potential, their concept artist is amazing. 408 00:34:12,935 --> 00:34:20,952 Hopefully in the next iteration they can show us a little bit more. 409 00:34:20,952 --> 00:34:27,147 Sandi:Alright guys, we had 5 quality teams today, and you know what time it is, Email me 410 00:34:27,147 --> 00:34:31,943 your top three teams and I will tally the votes. 411 00:34:33,955 --> 00:34:38,796 (plinky-plonky twee voting music) 412 00:34:49,890 --> 00:34:53,412 Sandi:OK guys, result in, and two teams got 5 votes each. 413 00:34:53,412 --> 00:34:57,290 Congratulations to team Shimapan and team Troyka. 414 00:34:57,290 --> 00:35:08,217 Now, Vision Cut got no votes, which leaves 4 Hourseman and Tallon Corp. David Hobbins? 415 00:35:08,217 --> 00:35:19,789 David:I voted for Tallon Corp. Although I think I was hard on it during my critique, that said 416 00:35:19,789 --> 00:35:29,431 I feel it is more original, and I guess I'd like to see designers take risks and do something new 417 00:35:29,431 --> 00:35:37,865 but they really have to tackle the obstacle of the size of it, it seems more a hand-held object. 418 00:35:37,865 --> 00:35:44,010 If they can overcome that, and their explanations of why it is shaped that way because of the 419 00:35:44,010 --> 00:35:48,586 heat shield and other things, I think it could be a really unique drop-ship. 420 00:35:48,586 --> 00:35:53,164 Whereas the other was more fleshed out, lots of work, this was a tough decision for me by the way, 421 00:35:53,164 --> 00:35:58,359 It just felt a little "safe" and conventional. 422 00:35:58,359 --> 00:36:02,595 Sandi:Well I'm sorry David, Four Horsemen are moving on. 423 00:36:02,595 --> 00:36:07,305 David:That's fine, I just wanted to give them a chance. 424 00:36:07,305 --> 00:36:15,865 ChrisR:I think Tallon Corp was good too, I just, for me, Four Horsemen was more realised and 425 00:36:15,865 --> 00:36:23,722 fitted the bill much better, so for me it would be Four Horsemen every day, though that's not 426 00:36:23,722 --> 00:36:30,874 to say that Tallon could not turn around and change things with another pass at the design, which 427 00:36:30,874 --> 00:36:35,348 I think the will have a chance to do in the save pool. 428 00:36:35,348 --> 00:36:40,597 Sandi:The community gets involved once again at the end of phase 1, you guys will get to vote back in 429 00:36:40,597 --> 00:36:42,499 two teams. 430 00:36:42,499 --> 00:36:46,609 All the teams will get the judges feedback they will do another pass and put out their new video 431 00:36:46,609 --> 00:36:50,032 and you guys get to vote two teams back in. 432 00:36:50,032 --> 00:36:53,648 Alright guys, we have one more week, 5 more teams to look at... 433 00:36:53,648 --> 00:36:57,967 All:WooHoo! Whoah! (laughs) More excitement! 434 00:36:57,967 --> 00:37:04,678 ChrisR:This week was great, I thought the standard of competition was extremely high. 435 00:37:04,678 --> 00:37:11,673 Super impressed. Last week was good, but I feel this week is ahead of what last week. 436 00:37:11,673 --> 00:37:17,425 Really looking forwards to seeing next weeks, and then looking forward to seeing what everyone 437 00:37:17,425 --> 00:37:25,302 does in response to our feedback, that's a really great test of a concept artist's skill 438 00:37:25,302 --> 00:37:31,019 It's not just coming up with a design in abstraction, you come up with a design to fit some parameters 439 00:37:31,019 --> 00:37:37,849 and whether it's a game or a movie or something like that, generally there is other creative feedback 440 00:37:37,849 --> 00:37:41,934 and you have to respond and integrate that, and if you do a good job and do it well, that 441 00:37:41,934 --> 00:37:44,961 is the sign of a really great concept artist. 442 00:37:44,961 --> 00:37:53,214 Sandi:Alright, on that, next week it's the final round of the concept art phase, see you next Friday.