WEBVTT 00:00:00.775 --> 00:00:02.746 Sandi: Phase 1 of the competition is underway. 00:00:02.746 --> 00:00:06.352 Last week, the judges selected four teams to move on. 00:00:06.352 --> 00:00:12.290 This week, more teams advance and more teams are cut on The Next Great Starship. 00:00:53.493 --> 00:00:57.203 Hey, everyone. Welcome to episode 6 of The Next Great Starship. 00:00:57.203 --> 00:00:59.933 We're here in Austin with all of our favorite judges. 00:00:59.933 --> 00:01:03.983 Mark: Mark Skelton, art director here in Austin, Texas. 00:01:03.983 --> 00:01:07.680 Dave: Dave Hobbins, a concept designer in Santa Monica's studio. 00:01:07.680 --> 00:01:11.463 Chris R: Chris Roberts, project director of Star Citizen, head of Cloud Imperium Games. 00:01:11.463 --> 00:01:16.260 Chris O: Chris Olivia, Chief Visual Officer for Cloud Imperium Games in Austin, Texas. 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. 00:01:19.395 --> 00:01:22.532 Chris O: Yay. Really? Alright. I didn't know that. 00:01:22.532 --> 00:01:26.224 Chris S: Chris Smith, lead vehicle modeler for Cloud Imperium Games. 00:01:26.409 --> 00:01:28.061 Dave: Pretty good. Yeah. Chris S: There you go... 00:01:28.061 --> 00:01:28.668 Chris R: It's pretty awesome, 00:01:28.668 --> 00:01:32.229 because we're finally getting to see the teams actually work on the spaceships, 00:01:32.229 --> 00:01:37.664 and the concept phase is always the most interesting part of it. 00:01:38.433 --> 00:01:42.429 We're also seeing these designs for the first time during the show. 00:01:42.429 --> 00:01:44.682 In the past when we went through all the submissions, 00:01:44.682 --> 00:01:47.674 we of course had to look at all the submissions, so we already gave our thoughts, 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. 00:01:53.158 --> 00:01:56.102 And that's actually pretty interesting. 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. 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. 00:02:02.528 --> 00:02:03.970 It's a whole new ball of wax. 00:02:03.970 --> 00:02:05.841 Chris S: There's a lot of promise so far, too. 00:02:05.841 --> 00:02:08.358 Sandi: Alright, guys. So, we're going to see five teams today. 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. 00:02:12.648 --> 00:02:18.712 And they all got the mercenary gunship specs. Let's check those out. 00:02:30.975 --> 00:02:33.825 Alright, guys. A lot's at stake. Are we ready, excited? 00:02:33.825 --> 00:02:37.320 Chris S: Let's do this. I'm ready. Chris O: Ready and excited. 00:02:37.320 --> 00:02:40.197 Sandi: Okay. Let's roll the first video. 00:02:51.599 --> 00:02:53.611 Shimapan: When we first received our design brief for the competition, 00:02:53.611 --> 00:02:56.763 the first thing I thought about immediately was the Mi-24 Hind, 00:02:56.763 --> 00:02:59.430 because of its very similar role in history. 00:02:59.430 --> 00:03:02.575 So, we started off with that and then we branched off. 00:03:02.575 --> 00:03:06.597 We want to give the turrets as wide of a firing arc as possible, 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 - 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 - 00:03:19.944 --> 00:03:23.678 and basically allow the ship to drop off the drop pod without slowing down. 00:03:23.678 --> 00:03:28.545 Into the workflow, I did some ink sketches initially, then I did some drawing to Photoshop, 00:03:28.545 --> 00:03:33.357 then I passed it back and forth between my team and I, 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. 00:03:40.957 --> 00:03:43.098 But we still had some issues with the shape, 00:03:43.098 --> 00:03:45.692 and we had some design things that we weren't really happy about. 00:03:45.692 --> 00:03:49.913 So, I think it wasn't until the concept art when we finally figured out - 00:03:49.913 --> 00:03:52.861 what kind of engine configuration we wanted. So that was one thing. 00:03:52.861 --> 00:03:56.154 We put together our final issue on iteration 1 of our concepts. 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. 00:04:00.103 --> 00:04:04.272 And we hope to see you in the next part of the competition. 00:04:05.332 --> 00:04:06.785 Chris S: There was a little... 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... 00:04:08.850 --> 00:04:09.975 Chris O: What do you want me to curl? 00:04:09.975 --> 00:04:11.848 Sandi: Look, he doesn't need to curl. 00:04:11.848 --> 00:04:13.687 Chris R: He doesn't curl water bottles. 00:04:13.687 --> 00:04:15.662 Mark: Those are for wussies... 00:04:15.662 --> 00:04:17.551 Sandi: Chris Smith, what did you think? 00:04:17.551 --> 00:04:20.328 Chris S: So, I thought this was actually really good. 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. 00:04:25.008 --> 00:04:31.438 They had the two turrets; it looked like they have thruster placement in the right spots. 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... 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. 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. 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, 00:04:53.523 --> 00:04:56.959 but overall it's just beautiful presentation and really nice design. 00:04:56.959 --> 00:04:58.368 Chris R: I'm actually super impressed. 00:04:58.368 --> 00:05:04.171 That's my favorite one to date, so far, of the concepts that we've had. 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. 00:05:09.761 --> 00:05:13.474 I sort of like the feel of it. The rendering style was really nice. 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. 00:05:19.729 --> 00:05:22.474 So I could see the back end, just how they would articulate... 00:05:22.474 --> 00:05:24.357 Chris S: There was one on the nose, like, on the top. 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. 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. 00:05:31.210 --> 00:05:33.207 Pretty damn impressive. They get my vote so far. 00:05:33.207 --> 00:05:35.691 Sandi: Alright. Thumbs up from the "Chris couch". What did you think? 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. 00:05:41.503 --> 00:05:46.475 A little bit of Bird of Prey with the forward swept wings extending from the rear - 00:05:46.475 --> 00:05:49.725 and the main fuselage, coming forward. 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, 00:05:54.571 --> 00:05:58.213 because some of these things aren't attractive from the get-go... 00:05:58.213 --> 00:06:03.439 They're very purpose built and things are added on and compartmentalized, and I like that. 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, 00:06:09.191 --> 00:06:14.245 or the most streamlined, but they look like they can take care of the business. 00:06:14.245 --> 00:06:15.354 Chris S: They grow on to you. 00:06:15.354 --> 00:06:20.214 Dave: Yeah, exactly. They have a character of their own, and they become cool. 00:06:20.214 --> 00:06:22.355 And I feel that this really has that potential. 00:06:22.355 --> 00:06:25.923 I liked a lot of the surfacing, though I felt that there was almost too much, 00:06:25.923 --> 00:06:30.320 and it felt a few pieces needed to be unified to move the eye around. 00:06:30.320 --> 00:06:33.773 But other than that I thought fantastic job. 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... 00:06:39.833 --> 00:06:41.888 Chris R: And I think of those... 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. 00:06:47.689 --> 00:06:51.930 I was mentioning the turrets - they look kind of flush. 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? 00:06:56.830 --> 00:06:59.587 Where are the landing gear? How does that deploy when you land? 00:06:59.587 --> 00:07:00.691 Just that kind of stuff. 00:07:00.691 --> 00:07:02.543 Chris S: Perhaps, once they do a pre-viz on the 3D, 00:07:02.543 --> 00:07:05.526 they could do a little block-out animation that could be fleshed out a little bit. 00:07:05.526 --> 00:07:07.897 Chris R: Yeah, but it's sort of super cool for me. 00:07:07.897 --> 00:07:10.315 Dave: The turret behind the rear cockpit - 00:07:10.315 --> 00:07:14.909 it seems like some of the muzzle flash would be right over your head, 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... 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, 00:07:25.404 --> 00:07:28.205 but that makes me want to love it more. 00:07:28.205 --> 00:07:29.133 Dave: Yeah. 00:07:29.133 --> 00:07:31.392 Mark: You know. And I like the big engines. 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. 00:07:36.804 --> 00:07:40.187 Like, those things are huge. The paint job was really nice, too. 00:07:40.187 --> 00:07:41.856 Chris S: Yeah. It had some good variation options. 00:07:41.856 --> 00:07:44.779 Mark: Yeah. I liked the variation in it. 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. 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. 00:07:57.242 --> 00:08:01.278 The detachable thing in the back, I haven't really seen that before. 00:08:01.278 --> 00:08:03.307 Chris S: Yeah, it's kind of split up in the middle. 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. 00:08:10.186 --> 00:08:13.960 Like, click, click, things popping off and then it detaching. 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. 00:08:17.463 --> 00:08:19.842 Chris R: Yeah, we want to see more on the concept stage, 00:08:19.842 --> 00:08:22.119 where we understand how the functionality works. 00:08:22.119 --> 00:08:26.449 Because I definitely even know on our internal development... 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, 00:08:31.189 --> 00:08:33.726 and we're like "alright, how do you get in the ship?" 00:08:33.726 --> 00:08:36.510 Or how do you see in the cockpit, or how the thrusters work. 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. 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. 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, 00:08:51.515 --> 00:08:52.184 so to speak. 00:08:52.184 --> 00:08:55.701 Mark: Yeah. I thought it was one of my favorites so far, for sure. 00:08:55.701 --> 00:08:59.956 Sandi: Well, a lot of positive comments for this one, but the competition is tough. 00:08:59.956 --> 00:09:01.954 Let's roll the next one. 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, 00:09:07.708 --> 00:09:14.143 because the parameters were such that the dropship had to go through deeper atmosphere, 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, 00:09:18.515 --> 00:09:22.628 and dependent on what kind of planet it's going to be landing on. 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, 00:09:30.853 --> 00:09:34.810 and then falls in free-form mode in a kind of blind state, 00:09:34.810 --> 00:09:39.348 with a front heat shield over the main visor that's covered, 00:09:39.348 --> 00:09:46.971 and then as it comes through the atmosphere, it then deploys its cannon arms. 00:09:46.971 --> 00:09:50.942 It's called the Shadow Mantis ship. That was the name I eventually settled on, 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, 00:09:56.114 --> 00:09:57.349 with cannons on. 00:09:57.349 --> 00:10:00.820 One of the ideas that I had just randomly was this B.A.T unit. 00:10:00.820 --> 00:10:08.166 Instead of having the troops be dropped into a combat zone from the ground, 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. 00:10:14.259 --> 00:10:18.629 I hope you enjoy the concept art I came up with. 00:10:19.013 --> 00:10:21.401 Sandi: David Hobbins, you want to kick that one off? 00:10:21.401 --> 00:10:26.937 Dave: Sure. I thought the sketches were really fun, 00:10:28.013 --> 00:10:36.806 and obviously pieced on a lot of thought into the utility and various aspects of it, 00:10:36.806 --> 00:10:44.644 and even with the single person flight gear. I thought that was cool. 00:10:44.644 --> 00:10:47.366 The design is interesting. 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. 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. 00:11:00.395 --> 00:11:02.959 I just think it needs a little more refinement. 00:11:02.959 --> 00:11:04.134 Sandi: Mark? 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. 00:11:10.566 --> 00:11:15.898 It looks like if you were to put some heavy fire on it that, 00:11:15.898 --> 00:11:21.945 because of its shape, the shielding would glance off of it. 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. 00:11:30.797 --> 00:11:36.430 I agree with David, though. Some of the bigger, bulkier bits that come out, 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? 00:11:43.234 --> 00:11:48.521 Mark: Yeah, and where they go. It seems like that arm that came out, 00:11:49.505 --> 00:11:52.429 it doesn't feel like it's flowing with the ship quite as well. 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. 00:11:58.061 --> 00:12:05.750 It's very different than what we've seen so far. But yeah, I dig it. 00:12:05.750 --> 00:12:06.929 Sandi: Roberts? 00:12:06.929 --> 00:12:10.592 Chris R: I feel like it's a cool design for an atmospheric dropship, 00:12:10.592 --> 00:12:15.878 but not particularly a great design for something that's in space. 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. 00:12:23.074 --> 00:12:25.283 It's meant to have two manned turrets. 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, 00:12:28.576 --> 00:12:30.633 and the other one was sort of an auto-turret on the side, 00:12:30.633 --> 00:12:33.046 and I'm assuming there'd be one on the other side. 00:12:33.046 --> 00:12:35.324 So, I do like that sort of shape. 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. 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... 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." 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... 00:12:56.032 --> 00:13:02.032 Say, we all think "gunship" - we all think "Hind"; we all think that kind of stuff. 00:13:02.032 --> 00:13:04.447 This definitely didn't have that feeling, and had some potential. 00:13:04.447 --> 00:13:06.942 I liked the blast shield for re-entry and stuff like that. 00:13:06.942 --> 00:13:09.249 Chris O: That was a really bold design. 00:13:09.249 --> 00:13:14.326 I think they took a chance going with that simple sleek shape up front. 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... 00:13:20.336 --> 00:13:23.079 Chris R: Yeah. It needs more mass. But also just the engines, also. 00:13:23.079 --> 00:13:26.254 I'm going, "where are the thrusters and the engine?" 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, 00:13:32.701 --> 00:13:34.305 that'd be pretty cool. 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... 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. 00:13:45.922 --> 00:13:49.051 Chris S: I agree. It seemed like it was like a half of a ship. 00:13:49.051 --> 00:13:52.222 It was sort of the front and then it needed like a bigger back. 00:13:52.222 --> 00:13:56.061 And yeah, it was probably too small for the specs that we have. 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, 00:14:04.445 --> 00:14:07.855 with that little black sleek cover that he had. 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. 00:14:12.875 --> 00:14:16.193 Chris R: Yeah. I like the idea of deploying turrets from something sleek. 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. 00:14:24.696 --> 00:14:27.565 Sandi: Alright. So it sounds like brownie points for a bold design, 00:14:27.565 --> 00:14:32.442 and maybe some work in creating more mass and sculpt for it. 00:14:32.442 --> 00:14:34.231 Let's roll the next one. 00:14:34.872 --> 00:14:37.065 Four Horsemen: Hey, everyone. This is Team Four Horsemen. 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, 00:14:42.775 --> 00:14:46.982 and basically sticking parts from one image into another. 00:14:46.982 --> 00:14:49.122 With a basic shape for a ship in hand, 00:14:49.122 --> 00:14:56.148 Tobias started refining the Frankenstein of thumbnails into more readable formats, 00:14:56.148 --> 00:15:01.871 with me working the shapes, adding details, balancing out the shapes, all that stuff. 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. 00:15:09.481 --> 00:15:13.648 For the interior we wanted to have a bit more of a lived in feel, 00:15:13.648 --> 00:15:17.858 because the crew lives there from day to day. It's their home. 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. 00:15:23.287 --> 00:15:25.030 Have a bench or two, 00:15:25.030 --> 00:15:30.816 and a table for mission briefings or just occasional poker playing between the crew, or whatever. 00:15:30.816 --> 00:15:35.383 We also embedded a cargo crane in the back of the ship, into the tail... 00:15:35.383 --> 00:15:37.856 (Judges: Wow. Nice.) 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, 00:15:43.610 --> 00:15:49.499 which illustrates how we want to move forward with our ship design. 00:15:50.715 --> 00:15:53.594 Sandi: Chris Roberts, I heard a lot of comments from you. 00:15:53.594 --> 00:15:59.792 Chris R: Yeah. Actually this is my new favorite. I actually really... I really liked it. 00:15:59.792 --> 00:16:05.183 I would say that my comments would not really be so much about... 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. 00:16:08.773 --> 00:16:14.716 My questions and comments would be more down on the engines and the thrusters; 00:16:14.716 --> 00:16:16.139 how they're moving and how they're working. 00:16:16.139 --> 00:16:21.519 because I like those big, I think they're the thrusters or arms, on the side. 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, 00:16:28.151 --> 00:16:31.474 where are the four TR2 maneuvering jets in the front, 00:16:31.474 --> 00:16:34.107 because it sort of felt like they combined some of those things. Maybe they didn't. 00:16:34.107 --> 00:16:38.021 Chris O: Are your thoughts on those small thrusters on the engines on the side, 00:16:38.021 --> 00:16:42.424 would they physically work in space as far as maneuvering it properly? 00:16:42.424 --> 00:16:45.758 Or is it an amount of cheatability? Chris R: Yeah, yeah, yeah... It's not... 00:16:45.758 --> 00:16:48.327 It's not the look of it. The look of it is cool. 00:16:48.327 --> 00:16:55.385 I'm just talking about literally the physical... Because we are actually simulating these ships properly. 00:16:55.385 --> 00:17:01.878 So, the thrusters have to be placed in the appropriate positions, that the ship can actually... 00:17:01.878 --> 00:17:03.884 Because literally we'll put it into the engine, 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. 00:17:08.507 --> 00:17:10.104 Sandi: New favorite for you, too, Chris? 00:17:10.104 --> 00:17:12.467 Chris O: No. It's close, though. It's up there. 00:17:12.467 --> 00:17:16.124 It's a perfect example of how you've got to trust the process sometimes, 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, 00:17:21.655 --> 00:17:23.808 moving into blocking it out, 00:17:23.808 --> 00:17:30.169 and then how really putting a thought into it can lead to a successful finished design. 00:17:30.169 --> 00:17:33.275 And that definitely showed successful design. 00:17:33.275 --> 00:17:39.303 Chris: Really the only comment or critique I would have would be - well for one, 00:17:39.749 --> 00:17:43.593 figuring out where exactly the thrusters might be so it flies correctly... 00:17:43.593 --> 00:17:48.162 But those big engines on the side, while they were cool and I like them, 00:17:48.162 --> 00:17:53.212 would maybe work on a little bit more, because they seem a little bit too blocky. 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, 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, 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. 00:18:11.919 --> 00:18:14.953 Just to make it a little bit more cohesive with the rest. 00:18:14.953 --> 00:18:18.489 Mark: I love the call-outs that he did for the interior. That was fantastic. 00:18:18.489 --> 00:18:21.868 As far as what room goes where and how they all fit together. 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," 00:18:25.628 --> 00:18:29.760 "so if something crazy happens, the engine room is right there." 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... 00:18:35.939 --> 00:18:36.990 Chris R: You want it to transform? 00:18:36.990 --> 00:18:39.404 Mark: Yeah, kind of a Transformer type ship. 00:18:39.404 --> 00:18:40.656 Chris S: Like the legs and the...? 00:18:40.656 --> 00:18:42.165 Mark: The legs of a Gundam ship. 00:18:42.165 --> 00:18:45.365 Which is not bad. I mean, that's pretty cool. 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, 00:18:51.477 --> 00:18:55.557 it looks like a smaller ship than what it is. You know what I mean? 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. 00:18:59.220 --> 00:19:03.338 Chris R: I didn't feel that. I felt like you definitely got the scale. 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. 00:19:08.671 --> 00:19:11.883 Chris O: So was it the big plier things that made it feel small to you? 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. 00:19:18.971 --> 00:19:22.185 Just the hull, I'm talking about - how it kind of tapered off, 00:19:22.185 --> 00:19:27.808 and you've got that fighter jet front that goes down into that cockpit area. 00:19:27.808 --> 00:19:30.559 Chris S: Those big side things throw the scale off a little bit. 00:19:30.559 --> 00:19:37.116 Because it's a big simple shape, and that kind of looks like it could be... 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. 00:19:42.819 --> 00:19:50.421 David:I thought it was an extremely communicative, clear, presentation. Obviously a lot of work went 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 00:19:56.702 --> 00:20:03.923 cool "grey marker" artefacts and guache touches almost, at least, it evoked that for me 00:20:03.923 --> 00:20:10.471 which was fun, it made the ovall presentation full of variety and interesting to look at. 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? 00:20:19.352 --> 00:20:26.070 Chris S:Pliers. David:Pliers, whatever, garlic press, who knows what, those read as a much 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 00:20:35.769 --> 00:20:39.899 add a little more sophistication, but also a secondary form... 00:20:39.899 --> 00:20:44.039 Chris S:Break it up into smaller units. 00:20:44.039 --> 00:20:50.136 David:Yeah, large complex things are rarely just boxes, other than skyscrapers, I can make 00:20:50.136 --> 00:21:01.616 counter arguments, I think some, although I liked the surfacing and design, the graphic break up 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 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 00:21:14.990 --> 00:21:18.471 and it will come together great. So, really good job. 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 00:21:24.202 --> 00:21:29.557 I see the mercenary gunship as a viable, minimalistic, compact and very cost efficient ahip 00:21:29.557 --> 00:21:34.237 As a style guide I used the already existing ships in the SC universe. 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 00:21:39.059 --> 00:21:41.503 be extended for cargo switching. 00:21:41.503 --> 00:21:45.551 A thick main hull gives great armor for the crew and the ship systems. 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. 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 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. 00:22:05.131 --> 00:22:10.265 When the gunship approaches for landing the wings rotate 90 degrees. 00:22:10.265 --> 00:22:17.390 During the landing phase 4 small thrusters are placed near the cockpit for more stabilisation. 00:22:17.390 --> 00:22:24.694 On both sides are doors, two for gargo and two for crew members. 00:22:24.694 --> 00:22:27.009 Sandi:Chris O, what do you think? 00:22:27.009 --> 00:22:30.660 Chris O:About what? Sandi:THAT what, Vision cut. 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 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, 00:22:42.496 --> 00:22:45.160 not even pretty lighting but, just like, lights everywhere... 00:22:45.160 --> 00:22:49.520 ChrisR:That last, or the second one, there's two concepts? Concept 1 and concept 2. 00:22:49.520 --> 00:22:51.109 ChrisS:Which one do you like? 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 00:22:58.493 --> 00:23:00.961 could be something a bit better. ChrisS:Silhouette? 00:23:00.961 --> 00:23:06.647 ChrisO:All I see is an ugly ship, I don't like it. 00:23:06.647 --> 00:23:09.230 Sandi:Chris Smith? 00:23:09.230 --> 00:23:15.063 ChrisS:The first version I actually liked better than the second version, even though there was 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. 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 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 00:23:37.714 --> 00:23:42.562 Mark:Buzz Lightyear would drive this ship. 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 00:23:49.223 --> 00:23:54.387 paintovers later. ChrisS:But even the general shapes, you want to have small and big variations. 00:23:54.387 --> 00:23:59.796 Everything, even on the interior, he has these scurity bars that were like "THIS" thick around. 00:23:59.796 --> 00:24:02.257 I mean, you want little detailed stuff. 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. 00:24:07.788 --> 00:24:12.655 ChrisS:One thing that was good about it was they thought about thrusters. The thrusters worked 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 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. 00:24:23.586 --> 00:24:31.377 I don't think if that is mechanically possible without huge hydraulic engines, it seemed fragile. 00:24:31.377 --> 00:24:37.640 Some things I liked, some implementation on the technicality side of it, but overall, yeah, 00:24:37.640 --> 00:24:46.344 the ship design was fairly ugly, the second design was very non-pleasing to the eye, 00:24:46.344 --> 00:24:50.152 especially the silhouette with the wheels and landing gear out. 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 00:24:58.945 --> 00:25:05.885 was getting worked on. It was certainly stubby and ugly, but aggressive. It had those missiles 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 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, 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 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 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. 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. 00:25:47.676 --> 00:25:51.923 ChrisR:Everything looks blown up or over-exaggerated, but really embrace the 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 00:26:00.158 --> 00:26:05.832 the whole lift, with the base pushing up the ship. 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? 00:26:12.606 --> 00:26:17.955 ChrisR:It just sort of feels...there was another element where the engines turned round 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 00:26:23.451 --> 00:26:30.252 then in front you would have some similar thrusters rotating for VTOL and it would land. 00:26:30.252 --> 00:26:34.596 That would be cool, then the base could just drop down like on the Constellation. 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. 00:26:39.191 --> 00:26:41.729 It just feels weird to me. 00:26:41.729 --> 00:26:43.702 Sandi:David? 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 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 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 00:27:03.281 --> 00:27:10.647 to move forwards on, although I would work on the sort of F35 rear vector nozzle. 00:27:10.647 --> 00:27:16.392 That, when animated in particular looked a little funny or odd. 00:27:16.392 --> 00:27:20.533 ChrisR:Also probably not very efficient in how it works. 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 00:27:29.731 --> 00:27:38.565 that articulates with those as they move to make that motion and silhouette more interesting. 00:27:38.565 --> 00:27:40.714 Sandi:Mark Skelton? 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 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 00:27:55.137 --> 00:27:59.268 pulled it a little bit, that might be a start of something cool, but..... 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. 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 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 00:28:20.555 --> 00:28:23.104 one was more interesting to me. 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, 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 00:28:37.089 --> 00:28:43.578 If they were to make it longer then it might suggest that it's faster or... 00:28:43.578 --> 00:28:46.269 Mark:Maybe the thickness of the walls, I guess... 00:28:46.269 --> 00:28:50.239 ChrisR:I think the thrusters, the engines, the little details, all the stuff that moved, 00:28:50.239 --> 00:28:54.935 they were all just too big and over-scale, so add it together it looks weird. 00:28:54.935 --> 00:28:57.203 ChrisS:They were all the same size. 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 00:29:39.456 --> 00:29:44.707 our concept artist Karnac is known for increbibly detailed clean concepts, 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 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, 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 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, 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 00:30:31.473 --> 00:30:33.100 thinking of. 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, 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, 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 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 00:31:09.903 --> 00:31:19.100 Sid Meade and film like Alien. It had sort of an "Eighties SciFi" aesthetic about it. 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 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 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. 00:31:39.685 --> 00:31:44.151 It had that triangular.... David:Now obviously they have done some new stuff to this, and 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 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. 00:31:56.491 --> 00:31:58.501 Sandi:The Chris couch? 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 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 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, 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, 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. 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 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 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 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 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 00:33:00.942 --> 00:33:06.100 more of the details. Huge amount of promise. 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. 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 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 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 00:33:40.417 --> 00:33:42.486 up the shape. 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 00:33:50.462 --> 00:33:53.079 you have with each gun to protect your ship. 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 00:34:04.250 --> 00:34:12.935 the neck and little head, but overall great potential, their concept artist is amazing. 00:34:12.935 --> 00:34:20.952 Hopefully in the next iteration they can show us a little bit more. 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 00:34:27.147 --> 00:34:31.943 your top three teams and I will tally the votes. 00:34:33.955 --> 00:34:38.796 (plinky-plonky twee voting music) 00:34:49.890 --> 00:34:53.412 Sandi:OK guys, result in, and two teams got 5 votes each. 00:34:53.412 --> 00:34:57.290 Congratulations to team Shimapan and team Troyka. 00:34:57.290 --> 00:35:08.217 Now, Vision Cut got no votes, which leaves 4 Hourseman and Tallon Corp. David Hobbins? 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 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 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. 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 00:35:44.010 --> 00:35:48.586 heat shield and other things, I think it could be a really unique drop-ship. 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, 00:35:53.164 --> 00:35:58.359 It just felt a little "safe" and conventional. 00:35:58.359 --> 00:36:02.595 Sandi:Well I'm sorry David, Four Horsemen are moving on. 00:36:02.595 --> 00:36:07.305 David:That's fine, I just wanted to give them a chance. 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 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 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 00:36:30.874 --> 00:36:35.348 I think the will have a chance to do in the save pool. 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 00:36:40.597 --> 00:36:42.499 two teams. 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 00:36:46.609 --> 00:36:50.032 and you guys get to vote two teams back in. 00:36:50.032 --> 00:36:53.648 Alright guys, we have one more week, 5 more teams to look at... 00:36:53.648 --> 00:36:57.967 All:WooHoo! Whoah! (laughs) More excitement! 00:36:57.967 --> 00:37:04.678 ChrisR:This week was great, I thought the standard of competition was extremely high. 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. 00:37:11.673 --> 00:37:17.425 Really looking forwards to seeing next weeks, and then looking forward to seeing what everyone 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 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 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 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 00:37:41.934 --> 00:37:44.961 is the sign of a really great concept artist. 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.