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.