0:00:00.666,0:00:05.783 Sandi Gardiner: Phase 1 of the competition is drawing to a close as the judges look at the final five concept designs. 0:00:05.783,0:00:10.037 Will one of these starships be immortalized in video game history? 0:00:10.037,0:00:13.232 Welcome to *The Next Great Starship*. 0:00:55.445,0:01:00.079 Sandi: Hi everyone, we are here is Austin, Texas for episode 7 of *The Next Great Starship*. 0:01:08.878,0:01:15.363 Chris Olivia: Right now I'm just showing the process of how we give feedback on some of the concepts. 0:01:15.363,0:01:21.198 This is for the alien Vanduul Harvester, which is a ground based vehicle. 0:01:21.198,0:01:29.697 My main focus on the feedback is the general look and feel of something and its aesthetics and consistency of 0:01:29.697,0:01:37.652 everything else that's related to that particular asset. Then what usually happens is there's more feedback when it 0:01:37.652,0:01:47.070 goes to Mark Skelton, making sure that things are following the line with upgrades and weaponry, 0:01:47.070,0:01:54.450 and following the specs it's supposed to follow to get into the game. 0:01:54.450,0:01:58.619 Mark Skelton: Since they're gonna be so small on the screen and holotable, 0:01:58.619,0:02:09.701 their silhouette read needs to be big enough to be able to read the variation from component to component. 0:02:09.701,0:02:20.061 Chris Olivia is more the overview guy, he works with the concept guys to get the look and feel in a certain area. 0:02:20.061,0:02:29.369 Then what I do, I'll take that look and feel, and I will have the artist implement it into 3D. 0:02:29.369,0:02:35.869 Honestly, some of these things, like they're all up front right here, then you've got a couple back... 0:02:35.869,0:02:43.780 Then I will take the concept and the 3D that they give me, and interpret it. 0:02:43.780,0:02:50.457 Every time it seems like what happens inevitably is that you have a really nice concept, 0:02:50.457,0:02:56.699 and then when you put it in 3D and walk around it, there's some things that come up that aren't necessarily 0:02:56.699,0:03:01.802 thought through on the concept. So that's where I come in. 0:03:01.802,0:03:07.039 I look at it and evaluate what they've given me, then give feedback. 0:03:11.100,0:03:14.453 Sandi: I'm Sandi Gardiner, and here are our judges. We have the LA couch. 0:03:14.453,0:03:19.790 David Hobbins: Hi, I'm David Hobbins, I'm a Concept Artist here at Cloud Imperium Games in Santa Monica. 0:03:19.790,0:03:24.670 Chris Roberts: Chris Roberts, Project Director of Star Citizen and head of Cloud Imperium Games. 0:03:24.670,0:03:29.462 Also in Santa Monica, but very friendly with Austin, used to live here. 0:03:29.462,0:03:32.198 Sandi: Not as friendly as the couch over here, the Austin couch. 0:03:32.198,0:03:33.242 Mark Skelton: Austin couch? 0:03:33.242,0:03:34.205 Chris Olivia: The better looking couch. 0:03:34.205,0:03:37.080 Mark: The better looking couch, right. The nicer dressed couch. 0:03:37.080,0:03:44.326 Chris Smith: The nicer dressed couch... Chris Smith, Lead Vehicle Artist. Based in Austin for Cloud Imperium Games. 0:03:44.326,0:03:52.132 Mark: Mark Skelton, the man meat in the meat sandwich that we've got goin' here, and the Art Director in Austin. 0:03:52.132,0:03:56.606 Chris O: Chris Olivia, Chief Visual Officer of Cloud Imperium Games, in Austin. 0:03:56.606,0:04:02.662 Sandi: Alright guys, this is the last episode of the concept art phase, all the teams had to do the mercenary gunship. 0:04:02.662,0:04:04.997 Let's check out the specs to remind everybody. 0:04:19.242,0:04:23.664 So guys, how are you feeling about the concept art phase, what we've seen so far, what we're gonna see today. 0:04:23.664,0:04:29.463 Chris R: I've been really impressed by what we saw in the last two episodes. It think the quality of work is fantastic. 0:04:29.463,0:04:35.845 And also the fact that they only had 19 days from the time we told them to us seeing the work, 0:04:35.845,0:04:40.069 considering a lot of these people have other jobs, it's not easy. 0:04:40.069,0:04:49.382 The Mustang which everyone saw in episode 4 was 2 full weeks of concept development, that's all you were doing. 0:04:49.382,0:04:50.218 David: Yeah. 0:04:50.218,0:04:55.455 Chris R: So that's, I'm super impressed. I'm really excited to see what we have this week. It'll be fun. 0:04:55.455,0:04:59.723 Chris S: It seems like it has been getting better and better, so, I'm looking forward to it for sure. 0:04:59.723,0:05:02.681 Chris O: There better not be any phone ins in this one. 0:05:02.681,0:05:04.698 Sandi: Alright guys, ready to see the last five teams? 0:05:04.698,0:05:06.184 [*Agreement*] 0:05:06.184,0:05:07.741 Sandi: Let's roll the video. 0:05:10.602,0:05:15.946 Eris: What we usually do first is to do several sketches to visualize the subject and have something to start with. 0:05:15.946,0:05:19.688 Our main inspiration for the ship was basically the name itself. 0:05:19.688,0:05:22.397 "Mercenary" and "gunship" are two very explosive words, 0:05:22.397,0:05:26.927 mix them together and you can get an excellent idea of what the ship does and how it looks. 0:05:26.927,0:05:32.867 The hardest part was to place every specification in place without missing or misinterpreting anything. 0:05:32.867,0:05:38.487 Once we had a better version, we made a basic low-res model to work on the shape and details, 0:05:38.487,0:05:40.809 doing paint overs and sketches. 0:05:40.809,0:05:47.573 The ship has 8 thrusters, each with its own movement, making it perfect for space and atmosphere. 0:05:47.573,0:05:52.217 The thrusters are strong enough to lift the ship vertically and make fast deployment landings. 0:05:52.217,0:05:56.924 The mercenary gunship is a big, bulky piece of metal, it packs quite a punch. 0:05:56.924,0:06:00.102 Having two manned turrets, one on top, and one on the bottom, gives the ship excellent offensive and defensive capabilities. 0:06:00.102,0:06:09.237 Plus a pilot controlled turret, two missile pods, and two extra hardpoints on the front side, 0:06:09.237,0:06:12.073 making it an excellent multipurpose combat ship. 0:06:20.058,0:06:23.480 That was our mercenary gunship, I hope you like it, and to see you next time. 0:06:26.310,0:06:28.752 Why don't we have at the LA couch kick that off? David Hobbins? 0:06:28.752,0:06:37.026 I think my main issues with it are that it feels a little blocky chunky and toy-like in proportion 0:06:37.026,0:06:43.564 so I would go and revisit a lot of the big surfaces and start incorporating secondary surfaces, 0:06:43.564,0:06:46.135 just to make them a little more sophisticated. 0:06:46.135,0:06:50.009 But some of the earlier silhouette illustrations are really interesting, 0:06:50.009,0:06:58.409 and honestly to me some of those other thumbnails were more interesting than what they actually went with. 0:06:58.660,0:07:00.969 Chris R: Seeing their process and how they went about it was the right way, 0:07:00.969,0:07:05.131 you know start with silhouettes then start to block it out 0:07:05.131,0:07:08.882 zone it around then do some of the 3D simple blockouts 0:07:08.882,0:07:11.089 so you can sort of get proportions and do some paintovers 0:07:11.089,0:07:13.492 so all that was good 0:07:13.492,0:07:15.267 and I also like the way they were 0:07:15.267,0:07:17.634 figuring where the thrusters would be 0:07:17.634,0:07:19.879 where the various spaces were 0:07:19.879,0:07:22.334 I'm not sure I'm in love with the actual shape 0:07:22.334,0:07:27.336 and I don't see it and go "I want that" for some reason 0:07:27.336,0:07:29.303 I think partly is to do with the proportions 0:07:29.303,0:07:32.882 like the front thruster things is so big that it 0:07:32.882,0:07:34.687 I don't know it's just sort of 0:07:34.687,0:07:37.309 David: And they line up with the cockpit section 0:07:37.309,0:07:39.616 so it really felt like either it should be back or front 0:07:39.616,0:07:41.313 some sort of variation 0:07:41.313,0:07:44.241 Chris R: Yeah technically the process and the rending style 0:07:44.241,0:07:46.915 even though it's a little too graphic comically for me 0:07:46.915,0:07:51.734 I think though this would look good in a Marvel or DC comic basically 0:07:51.734,0:07:54.794 but I sort of want something that's a bit more 0:07:54.794,0:07:59.599 feels like it's been industrially designed a bit more real world 0:07:59.599,0:08:02.812 so good but not in love 0:08:02.812,0:08:04.771 Sandi: proportion issues on this couch? 0:08:04.771,0:08:05.840 Chris S: yeah I mean 0:08:05.840,0:08:07.343 Chris O: proportion issues on this 0:08:07.343,0:08:09.449 Mark: what does that mean Sandy 0:08:09.449,0:08:13.004 bowed in the middle bit 0:08:13.004,0:08:14.329 Sandi: Subconscious 0:08:14.329,0:08:16.988 Chris S: Yeah I thought it was okay 0:08:16.988,0:08:20.350 It has some interesting stuff in it 0:08:20.350,0:08:22.894 I kind of like the aggressive stance of this ship 0:08:22.894,0:08:26.514 what it does with the guns kind of sticking out is cool 0:08:26.514,0:08:31.310 the main thing I think about it was the big shapes on the front and the back 0:08:31.310,0:08:33.095 you know make it look cartoony 0:08:33.095,0:08:35.203 The rear thrusters kind of bother me the most 0:08:35.203,0:08:40.443 they look a bit like an air vent that you see like, coming out of a building. 0:08:40.443,0:08:43.807 CR: Yeah I mean I actually wouldn't mind seeing like some more 0:08:43.807,0:08:46.219 like bunch of details of the thrusters gonna work 0:08:46.219,0:08:48.998 because they sort of look like the idea was they were sort of big vents 0:08:48.998,0:08:52.175 that like would move around or something a little directive thrust but 0:08:52.175,0:08:56.005 Chris O: But there's secondary smaller I mean I saw the big ones 0:08:56.005,0:08:59.203 but I'm trying to look for like any 0:08:59.203,0:09:01.309 CR: When he was talking about it sounds like 0:09:01.309,0:09:03.067 they were thinking about how it's gonna work 0:09:03.067,0:09:05.063 so I think when you do that it would be nice 0:09:05.063,0:09:11.290 in the concept have... like we talked about, a little block out animation 0:09:11.290,0:09:14.086 or at least some... put in bunch of details 0:09:14.086,0:09:16.690 to say okay this is what happens when you're in VTOL 0:09:16.690,0:09:18.591 this is what happens when you're trying to pitch the ship 0:09:18.591,0:09:20.194 this is what happens when you're trying to roll the ship 0:09:20.194,0:09:21.838 this is what happens when you're trying to yaw the ship 0:09:21.838,0:09:26.283 Chris O: They have a very crude drawing to start talking about that 0:09:26.283,0:09:28.867 but they should have like CR:taking it further CO:yeah 0:09:28.867,0:09:32.204 MS: I think it's pretty safe. It's kind of a safe design. 0:09:32.204,0:09:34.744 They didn't really... like... 0:09:34.744,0:09:38.577 If they would have pushed it like those front things in particular 0:09:38.577,0:09:44.784 there's too much surface area and not enough like breakup for size 0:09:44.784,0:09:48.891 if they would have maybe broke that up a little differently 0:09:48.891,0:09:54.002 and if they would move them forward or move them back to weight it a little bit 0:09:54.002,0:09:58.781 because like in the middle it throws the whole weight of the ship off 0:09:58.781,0:10:00.701 and it's not as interesting 0:10:00.701,0:10:03.539 DH: There's like a row of equal proportion 0:10:03.539,0:10:05.003 MS: I think that's what I'm responding to 0:10:05.003,0:10:09.949 It's that those arms were about the same width as the cockpit and the other arms 0:10:09.949,0:10:13.412 so you got these elements that are all stacked in about the same 0:10:13.412,0:10:14.949 DH: And it just becomes really static 0:10:14.949,0:10:17.317 MS: Yeah. It's weird. Your eyes just like kind of get stuck there 0:10:17.317,0:10:22.487 because you are like... it's all just kind of washover 0:10:22.487,0:10:25.454 CS: And the whole silhouette is really boxy like a square kind of... 0:10:25.454,0:10:26.826 Sandi: Chief Visual Officer? 0:10:26.826,0:10:28.435 CS: He agrees with me. 0:10:28.435,0:10:30.122 CO: Yeah I agree with the... 0:10:30.122,0:10:31.509 Wait, what did you say? 0:10:31.509,0:10:32.545 Sandi: He said you agree. 0:10:32.545,0:10:34.795 No I agree with most everybody here except Chris Smith. 0:10:34.795,0:10:36.549 MS: Yeah. I was going to say that too. 0:10:36.549,0:10:39.588 Chris O: Yeah. When you look at it from the top view 0:10:39.588,0:10:42.666 it really showed the flaw in the design 0:10:42.666,0:10:46.641 as far as like boxy; four big boxes and the centre 0:10:46.641,0:10:49.923 from three quarter view it kind of have a nice aggressive view 0:10:49.923,0:10:55.546 they didn't go droopy. It would sort of like forward momentum looking. 0:10:55.546,0:10:59.503 But secondary shapes breakout would push it and help it 0:10:59.503,0:11:03.426 yeah it's just kind of too boxy 0:11:03.426,0:11:09.225 Sandi: Well. A bit of rework on the proportions, boxiness and the shapes of it. 0:11:09.225,0:11:10.894 Let's roll the next one. 0:11:10.894,0:11:14.751 Hi. This is Ben with Team Belafonte. 0:11:14.751,0:11:21.039 So this is the concepting portion of the contest that I'm working on. 0:11:21.039,0:11:24.776 So the process so far: I generated a lot of thumbnails 0:11:24.776,0:11:27.168 to try to nail down a basic silhouette 0:11:27.168,0:11:32.339 and then chose some of the elements that I like from these different silhouettes 0:11:32.339,0:11:35.456 and combine them into one design 0:11:35.456,0:11:40.632 from that I kind of did a small paintover 0:11:40.632,0:11:44.328 and then that kind over bled into my main concept which was this. 0:11:44.328,0:11:49.169 I'm not going to go into a lot of the details of it 0:11:49.169,0:11:55.375 I did make some notes on some of things that kind of stand up about this particular design 0:11:55.375,0:12:02.841 but also I made a secondary design, a variation of this one. 0:12:02.841,0:12:07.855 There's some other things that were slight different with it as well 0:12:07.855,0:12:13.512 and there's... have a little bit of explanation in that too. 0:12:13.512,0:12:16.794 I have a lot of fun doing the concept work 0:12:16.794,0:12:22.967 I'm looking forward to the next portion of the contest and gain some feedback on my work so far. 0:12:22.967,0:12:24.670 Sandi: Austin couch. 0:12:24.670,0:12:29.504 CO: I think that one three quarter view that it ended up with, something felt very weird about it. 0:12:29.504,0:12:33.508 Perspective, I couldn't tell the overall volume or shape of it. 0:12:33.508,0:12:38.315 It felt kind of buggy looking, like an insect. I wasn't in love with it. 0:12:38.315,0:12:41.253 I think it needed to be pushed a lot further. 0:12:41.253,0:12:47.062 MS: It felt like a helicopter without the rotary blades to me. 0:12:47.062,0:12:50.805 It was like a kind of a chunky safe sort of design I guess, 0:12:50.805,0:12:54.670 I mean they didn't really push anything out of the ordinary; they didn't experiment with anything. 0:12:54.670,0:12:57.872 CR: Right, it's him by the way; just one person. 0:12:57.872,0:12:59.675 MS: Him. I'm Sorry. 0:12:59.675,0:13:02.873 He said upfront that he's not a concept guy and I respect that, 0:13:02.873,0:13:05.786 but...I mean... 0:13:05.786,0:13:09.419 at least like block it out maybe in 3D 0:13:09.419,0:13:13.894 a full view of it so you can feel exactly what you are looking at 0:13:13.894,0:13:16.923 and feel the proportions from all different sides. 0:13:16.923,0:13:21.736 CO: I mean he was able to build like some really interesting silhouettes right off the bat 0:13:21.736,0:13:24.731 so he knew how to handle that but yeah he needed to... 0:13:24.731,0:13:29.901 DH: But...but he's more comfortable with modelling and he should design and... 0:13:29.901,0:13:31.836 MS: Right, I mean it's fine. 0:13:31.836,0:13:34.344 CS: That's what I thought based on the shapes that it have 0:13:34.344,0:13:38.175 I thought he would actually come up with something a little bit more interesting than he ended up with 0:13:38.175,0:13:41.746 I mean it look like he had some wing design that actually like 0:13:41.746,0:13:45.092 some of the designs he picked with are a little bit like the Alien Dropship in proportions 0:13:45.092,0:13:49.585 sort of fat and skinny, which is fine, nothing wrong with that 0:13:49.585,0:13:54.757 but it look like a helicopter without blades to me too. Some of the details in there were interesting, 0:13:54.757,0:14:00.698 he thought a little bit about thruster placement, but yes, a little underwhelming. 0:14:00.698,0:14:05.205 CR: Yeah I think team Belafonte's strength is in modelling more than the concept side 0:14:05.205,0:14:11.087 I was looking at it and going "that's pretty much a helicopter but without rotor blades." 0:14:11.087,0:14:14.111 I sort of felt like it was too literal and then definitely I agree with Chris that 0:14:14.111,0:14:18.257 there was something off like with the perspective and proportions of it 0:14:18.257,0:14:22.053 Maybe he was thinking "well this is concept and I have to draw concept" or something 0:14:22.053,0:14:25.289 Well we know, concept... there's plenty of people... 0:14:25.289,0:14:30.921 Ryan Church, who is world-class concept artist who has done a bunch of our stuff, 0:14:30.921,0:14:34.967 he does not draw it first, he actually blocks out really basic shapes, 0:14:34.967,0:14:41.003 and then we sort of develop the shape, and then he's only doing paintovers later on, 0:14:41.003,0:14:44.108 and we have some people that have use it, like 1bit Amoeba, 0:14:44.108,0:14:47.776 like "I can't draw at all, but I'm pretty good on the model side" 0:14:47.776,0:14:50.012 and he sort of blocked it out, and we liked it. 0:14:50.012,0:14:55.692 So maybe on this, go back and try to sort of block out a bit more of the shape, 0:14:55.692,0:15:01.829 and then do a little bit of drawover, paintover, whatever; I think that would help. 0:15:01.829,0:15:06.564 DH: I was pretty underwhelmed in general, I think that he needs to go back and do 0:15:06.564,0:15:12.168 I mean almost a complete rethink. I wouldn't even continue... 0:15:12.168,0:15:14.018 All: (laughter) Whoa 0:15:14.018,0:15:16.102 CR:Whoa, you are a mean judge. 0:15:16.102,0:15:19.418 You are like "you know, he just isn't very good." 0:15:19.418,0:15:21.945 DH: No, I feel like... I just... I mean 0:15:21.945,0:15:24.627 his sketch where he design within the silhouette 0:15:24.627,0:15:28.956 CR: That was kind of sort of like comes up softly behind and then the knife - oh what's happened 0:15:28.956,0:15:32.999 DH: You know I felt like there should be a little bit more variation on the silhouette. 0:15:32.999,0:15:37.695 From the illustration he produced, there was one interesting element to me, 0:15:37.695,0:15:44.442 and that was from the vertical tail surface, there was a strut that connected it back to the lower fuselage, 0:15:44.442,0:15:48.505 and I thought that could be kind of interesting, and so he may want to 0:15:48.505,0:15:49.943 CS: You like the strut... 0:15:49.943,0:15:53.914 CR: Okay just redo everything saves for struts. 0:15:53.914,0:15:55.998 DH: It is universal for strut. 0:15:55.998,0:15:58.616 MS: Start over except for this right here. 0:15:58.616,0:16:02.411 DH: No... Yeah, I felt like that was the element that kind of pull me in, 0:16:02.411,0:16:05.289 I thought it was unique, and I feel like he could exploit that. 0:16:05.289,0:16:08.161 CO: To sum up what you said; start over, is that what you're saying? 0:16:08.161,0:16:09.529 DH: (Agreement) CO: Except for the strut. 0:16:09.529,0:16:12.233 DH: No, I mean I just think that... 0:16:12.233,0:16:14.098 MS: Strut. Don't touch that strut. 0:16:14.098,0:16:16.630 DH: clearly this guy has modelling skill set 0:16:16.630,0:16:21.504 and I think you might be far more comfortable to interpret the silhouettes in 3D 0:16:21.504,0:16:26.110 and be able to change the proportion, shape, weight at various places, 0:16:26.110,0:16:30.485 and I think he found a silhouette he thought was interesting 0:16:30.485,0:16:37.384 but his struggles with illustrating and perspective may have thrown the design off. 0:16:37.384,0:16:41.759 He may have better ideas but they are not communicated. 0:16:41.759,0:16:45.605 Sandi: Alright, interesting feedback on this one. Let's play the next one. 0:16:47.112,0:16:49.644 We start by gathering as much information as possible. 0:16:49.644,0:16:54.872 We proceeded with basic sketching and blockouts to find out shapes and engine positions. 0:16:54.872,0:17:00.243 I guess hardest part was intergating the engines in this package. 0:17:00.243,0:17:04.146 After the blockout there were various issues that had to be dealt with, 0:17:04.146,0:17:09.654 such as turret placement, and space which it covers. 0:17:09.654,0:17:12.362 Here is the final version. 0:17:12.362,0:17:15.156 I wish I could explain all the features added in the ship 0:17:15.156,0:17:17.638 but hopefully the design could be read by itself. 0:17:17.638,0:17:23.733 As you can see, all weapons sink into the hull, or maybe just fold like the twin turret. 0:17:23.733,0:17:29.475 The ship itself is quite modular as you can see, and we have created for ground combat. 0:17:29.475,0:17:34.363 The cargo bay has been upgraded to 15 tons for troop deployment. 0:17:34.363,0:17:40.727 The interior has been designed to provide basic life and all needed ship access. 0:17:40.727,0:17:49.563 Here are the animations as you can see; fully closed with a much more fluid shape for atmosphere re-entry. 0:17:49.563,0:17:55.970 So that's it, this is our ship, I hope you guys like it, bye. 0:17:56.985,0:18:01.392 Sandi: Alright, well, Chris Roberts, how was that process for you? 0:18:01.392,0:18:06.764 Chris R: I thought that was great, it was awesome. It was basically everything we talked about wanting from others. 0:18:06.764,0:18:12.420 Like how do the thrusters work, where are they, how do you get in, where are the people, where are the stations. 0:18:12.420,0:18:13.883 Chris S: Docking. 0:18:13.883,0:18:15.819 Chris R: Yeah, even getting in and out. 0:18:15.819,0:18:21.625 I think this is the one of all the ones we've seen so far that has had the most thought as far as that goes. 0:18:21.625,0:18:28.065 For me this would be a gunship that I would quite happily fly around and I think it would fit inside the universe really well. 0:18:28.065,0:18:37.179 The one thing that I noticed that doesn't match up with the specs was that the 2 side turrets look like class-4 turrets. 0:18:37.179,0:18:41.216 They looked unmanned, remotely controlled, there needed to be two manned turrets, 0:18:41.216,0:18:43.718 but they all looked like they were remote or unmanned. 0:18:43.718,0:18:45.175 Chris S: On the nose and then... 0:18:45.175,0:18:49.180 Chris R: Yeah, it had one on the nose and one on either side. But that was it, the thrusters looked... 0:18:49.180,0:18:54.558 The details they had on the thrusters, they had front thrusters almost, so I'm not quite sure where they are in 0:18:54.558,0:18:58.329 terms of center of mass and whether they would work perfectly well for rotation, 0:18:58.329,0:19:01.596 but that was probably on of the better ones in terms of deployment and everything. 0:19:01.596,0:19:06.263 It actually looked cool in the VTOL mode as well as up. So yeah, I'm a big fan of this one. 0:19:06.263,0:19:13.580 Other than working out the manned turret issue, for me, I don't have a vast amount of feedback. 0:19:13.580,0:19:15.768 Sandi: David Hobbins, no need to start again on this one? 0:19:15.768,0:19:19.883 David: No need to start again. I thought this was an excellent job in general. 0:19:19.883,0:19:25.431 I just thought proportionally and surface wise, I thought they did an excellent job. 0:19:25.431,0:19:32.797 It got me excited, I want to fly around in this. Previously we had a design that drooped towards the front, 0:19:32.797,0:19:40.344 and I felt like that's fine, there needs to be some pay-off there, but I also felt like something needs to counteract that, 0:19:40.344,0:19:44.718 and that huge instrument boom that they have coming out the top... 0:19:44.718,0:19:49.560 Although it's a very small piece, it still is so different from 0:19:49.560,0:19:55.596 the others that it still creates a visual balance that counters the drooping nose. 0:19:55.596,0:19:57.122 My one critique-- 0:19:57.122,0:19:58.301 Chris O: Uh oh. 0:19:58.301,0:20:00.809 Mark: Sharpening the shivs. 0:20:00.809,0:20:11.998 David: Yeah, I know. I do feel that I like some of the gratiated 3D models better than the final textured illustrations. 0:20:11.998,0:20:15.873 In the end, part of that has to do with the angle that they selected. 0:20:15.873,0:20:19.726 Chris R: You're right, whatever the angle, just didn't give me the same sense of... 0:20:19.726,0:20:24.615 David: Yeah, and also the illustration style, some of the lines may have been painted a litle too thick. 0:20:24.615,0:20:27.378 Chris R: Yeah, maybe a little more graphic and less... 0:20:27.378,0:20:31.587 David: Yeah, there needs to be that variation of big forms and very small forms. 0:20:31.587,0:20:34.465 I mean it's a decent size ship. 0:20:34.465,0:20:36.335 Sandi: Guys? 0:20:36.335,0:20:44.406 Chris S: I thought it was good. He had no block-out animation, but in the drawings he explained it pretty well. 0:20:44.406,0:20:47.298 Chris R: You could see how they would rotate and how they would work. 0:20:47.298,0:20:50.915 Chris S: Yeah, he did a good job illustrating that in the drawings. I liked it quite a bit actually. 0:20:50.915,0:20:53.375 Mark: Yeah, I did too, it was really cool. 0:20:53.375,0:20:59.289 They put a ton of work into blocking out interior and stuff like that. 0:20:59.289,0:21:04.761 You could tell that they were really thinking about the interior and the way it fit, 0:21:04.761,0:21:10.768 and the way that the ship fit around it, which is super important. 0:21:10.768,0:21:16.873 I do like that big boom, like you said, because without that, it would feel really off balance. 0:21:16.873,0:21:20.738 But that big boom that came out weighted it for me, 0:21:20.738,0:21:25.883 'cause you've got those big elements in the back, and then it goes down so... It's like a stinger. 0:21:25.883,0:21:28.796 David: And also, it's intimidating, it serves a function. 0:21:28.796,0:21:33.191 Chris R: When you're doing the mustang and working full time, it was two weeks, 10 work days. 0:21:33.191,0:21:38.628 This was 19 days and some people probably were working on it fairly full, some weren't. 0:21:38.628,0:21:42.924 But the other thing, this is a much bigger ship. So there's a lot more stuff to figure out. 0:21:42.924,0:21:44.462 David: Especially internally. 0:21:44.462,0:21:52.432 Chris: Right, to concept something like the Idris Corvette takes much longer to do than a single seat fighter. 0:21:52.432,0:21:58.204 So the amount of work they put into this, it was really impressive. 0:21:58.204,0:21:59.739 Sandi: Chris O? 0:21:59.739,0:22:01.459 Mark: Yeah, quite an amount of time for sure. 0:22:01.459,0:22:03.628 Chris O: I thought it was beautiful. I really liked it. 0:22:03.628,0:22:12.156 It had a very cohesive feel. There was a nice balance of all the pieces. 0:22:12.156,0:22:17.047 I loved the way the main thrusters, the way they connected to the body. 0:22:17.047,0:22:29.602 There were these rings that looked really functional, chunky, and hardcore. It looked like it would work perfectly. 0:22:29.602,0:22:33.006 I think the weakest part was the cutaway showing the interior. 0:22:33.006,0:22:36.215 It was sort of hard to read some of the interior spaces. 0:22:36.215,0:22:40.847 I think there's an art to showing the different insides. 0:22:40.847,0:22:45.356 Chris R: Yeah, if I remember, I liked the cutaway and the interior, 0:22:45.356,0:22:47.491 but how do you go between the different compartments? 0:22:47.491,0:22:48.821 Chris O: Right. 0:22:48.821,0:22:53.560 Chris S: He had some cool interior illustrations of the cockpit and stuff, the seats and everything. 0:22:53.560,0:22:54.807 Mark: I liked it. 0:22:54.807,0:22:57.230 Sandi: A lot of love for this one, but let's roll the next one. 0:23:11.904,0:23:14.129 TRUE: I was able to concentrate fire of all turrets on the ground, 0:23:14.129,0:23:16.836 or on the top side of the ship where you are going to board. 0:23:16.836,0:23:21.886 There are minimal blind spots, the pilot is able to cover more angles during attack or retreat. 0:23:21.886,0:23:26.962 Gunners have their own cabins, there are sleeping pods for everyone, pilots, gunners, up to six marines. 0:23:26.962,0:23:30.574 In similar variants there will be space for a pilot cabin as well. 0:23:52.140,0:23:57.015 Our ship is not so pretty, but it is solid, and will serve you for a life time. 0:23:59.445,0:24:00.982 Sandi: Alright, Mark Skelton. 0:24:00.982,0:24:07.637 Mark: The ship is pretty cool. I like it, I like the 'bug' feel to it. It's kind of like a beetle. 0:24:07.637,0:24:14.522 It feels like thick and heavy armor, like you could really take a punch. 0:24:14.522,0:24:17.979 There were a few elements that I would push around a little bit. 0:24:17.979,0:24:25.817 Maybe give the silhouette a little more interest, but honestly, it feels super utilitarian. 0:24:25.817,0:24:36.365 So as it is it's pretty cool. It definitely feels like you could beat the crap out of it and it would take it. Pretty sweet. 0:24:36.365,0:24:38.511 Sandi: Do you agree? 0:24:38.511,0:24:43.877 Chria O: I do. Silhouette wise it is a bit simple, plain, 0:24:43.877,0:24:50.045 it could use some secondary pieces to add more visual interest from a distance. 0:24:50.045,0:24:54.733 But it did look heavy, beef, and powerful. The landing gear, 0:24:54.733,0:24:59.534 I think they should try to explore a little bit more, the way the landing gear was, I wasn't real happy with that. 0:24:59.534,0:25:03.430 Mark: Yeah, I agree. It feels kind of spindly or how big the sucker is. 0:25:03.430,0:25:07.874 David: It felt a little linear. Four equally spaced. 0:25:07.874,0:25:09.365 Mark: [*Tink, Tink, Tink*] 0:25:09.365,0:25:19.072 Chris O: A little tacked on, but I loved the way the engines were placed into the overall shape. it was kind of cool. 0:25:19.072,0:25:22.221 Mark: Yeah, they fit in nicely, tucked away. 0:25:22.221,0:25:27.695 Chris S: I quite liked this one as well, and I liked that he did little preview animations for the thrusters. 0:25:27.695,0:25:32.819 It was cool, and interesting how they moved, although they're pretty long. 0:25:32.819,0:25:38.461 I don't know about any secondary thrusters to make the ship move even quicker, 0:25:38.461,0:25:42.232 'cause it seemed like there would be a lot of articulation the way he had it. 0:25:42.232,0:25:43.767 Mark: Sea Cucumbery. 0:25:43.767,0:25:47.174 Chris R: Although honestly on the gunship it's ok to be-- 0:25:47.174,0:25:48.647 Chris S: It's a bit slower. 0:25:48.647,0:25:51.897 Chris R: Yeah, 'cause the idea is it's not super nimble and maneuverable. 0:25:51.897,0:25:57.113 Right, it's sort of out there, it's got a huge amount of fire power, and it can take a lot of damage. 0:25:57.113,0:26:00.921 But its downside is it's not going to be zipping around. 0:26:00.921,0:26:06.355 Chris S: But you don't want it to be a huge passenger boat, too slow. 0:26:06.355,0:26:09.396 Chris R: No, but you've got to have these things balanced, 'cause otherwise, 0:26:09.396,0:26:14.642 something with that firepower that can keep up with a Hornet, why would you have a Hornet? 0:26:14.642,0:26:18.233 I kind of actually want... I mean that was one of the reasons when we were doing the specs, 0:26:18.233,0:26:24.176 I suggested four main engines that also double as maneuvering jets on the back, 0:26:24.176,0:26:29.045 then four maneuvering jets on the front. It just takes you longer to get your thrusters into position, 0:26:29.045,0:26:32.392 which means you'll have more of a delay in changing the vector of your ship. 0:26:32.392,0:26:33.649 Sandi: David? 0:26:33.649,0:26:38.354 David: I liked this design. I felt like it looked like it could take a lot of fire. 0:26:38.354,0:26:44.137 It really communicated its function and I felt like it had a lot of character. 0:26:44.137,0:26:52.486 I liked the thrusters though, like you Mark, when it swung out all the way, I was a little worried, 0:26:52.486,0:27:00.453 so you may want to think about some alternatives, but I'm sort of on the fence. 0:27:00.453,0:27:04.058 Maybe if I saw it from another angle, it could be really visually interesting and 0:27:04.058,0:27:06.560 break that silhouette up in a really cool way. 0:27:06.560,0:27:12.089 My critique would be to focus on, and I think this would go for a number of the designs, 0:27:12.089,0:27:15.801 focus on the cockpit and the mullion break up of the cockpit. 0:27:15.801,0:27:20.984 The support structure, the pillars, like in a car you have A, B, and C, 0:27:20.984,0:27:27.982 this would be the pillar structure of the cockpit canopy. 0:27:27.982,0:27:30.042 Chris S: I would say it needs more exploration. 0:27:30.042,0:27:36.484 Daivd: I feel like it's a focal point, our eyes go there because typically there's action, it's where the pilots would be, 0:27:36.484,0:27:44.087 and it's also an inherent material change that you're typically going to go from some metal to glass. 0:27:44.087,0:27:53.629 So your eye's gonna be there and I fell like if you really spend time working there, it's gonna pay huge dividends. 0:27:53.629,0:27:58.269 Otherwise, great design, and it just looked like it could do the business. 0:27:58.269,0:28:04.567 Chris R: I really liked this design, 'cause I think we had in the previous episode, we had Vision Cut. 0:28:04.567,0:28:13.449 We said that their gunship was ugly, but wasn't quite embracing the ugliness. 0:28:13.449,0:28:18.391 So I feel like that's what this one does. It's ugly in a good way. 0:28:18.391,0:28:23.570 That sort of compact, tough, looks like it can really take the damage. 0:28:23.570,0:28:32.605 It just says 'gun platform,' the way the turrets are set up, having the missile rack come out from the inside, 0:28:32.605,0:28:35.548 so you can bring it down and load up some more missiles if you have them in storage.. 0:28:35.548,0:28:37.237 Chris S: Like the Constellation? 0:28:37.237,0:28:42.690 Chris R: Yeah, like the Constellation, we're doing that exactly on the Constellation. And the turrets on the side. 0:28:42.690,0:28:49.810 So it just felt like it really could, as everyone else said, take a lot of damage, and it felt beautiful in an ugly way. 0:28:49.810,0:28:51.306 [*Judges laugh*] 0:28:51.306,0:28:55.424 Chris R: So for me, I felt that everything is moving in the right direction, 0:28:55.424,0:29:04.270 but what I would want to see moving to the next round of concept is, I think we all like it, but start to polish it up. 0:29:04.270,0:29:10.897 Where's your detail? 'Cause I would say the details on this were not, like we just saw on the Shard Collective one, 0:29:10.897,0:29:16.397 they had figured out the fine detail, so I would say that's missing from here, 0:29:16.397,0:29:21.117 but the general approach, stance, feel of it was really good. 0:29:21.117,0:29:25.622 It was great to see the block out animation and the line drawing concept. 0:29:25.622,0:29:30.064 Chris O: It would probably be good to explore different variations of those maneuverable thrusters. 0:29:30.064,0:29:34.143 Chris R: Yeah, that would be one of the other things. Also be aware of the front thrusters. 0:29:34.143,0:29:36.807 I also liked the way they thought about what a gunship does. 0:29:36.807,0:29:41.812 They sort of thought, I'm making a gunship, this is what it needs to do, and you could 0:29:41.812,0:29:47.843 definitely tell in their final design that they achieved what their specification was, which was also really good. 0:29:47.843,0:29:51.217 Sandi: Alright, some good feedback on that one, let's roll the last one. 0:29:52.170,0:29:58.420 IXM: Hello Star Citizens, today we're speaking not from our I-X-M headquarters in Gratz, 0:29:58.420,0:30:01.589 but as you can see from the Great Wall of China. 0:30:01.589,0:30:08.062 For size reference, we took the class-5 turrets of the Constellation to get an image of how big the ship would be. 0:30:08.062,0:30:16.504 This meant we would get to a size roughly of 45 meters, thus being between the Constellation and the Freelancer. 0:30:16.504,0:30:21.843 We tried to align the two turrets so they both would be able to fire forward and at the same time, 0:30:21.843,0:30:30.588 each turret supports a 360 degree area around the ship, as well as the lower turret protecting 195 degrees of the 0:30:30.588,0:30:34.694 lower hull and the upper turret protecting nearly 200 degrees of the upper hull. 0:30:34.694,0:30:41.389 The overall look of the gunship somehow felt like a good mix of being aggressive and elegant at the same time. 0:30:41.389,0:30:44.727 It also provided a better layout of the internal rooms, 0:30:44.727,0:30:50.951 and more space at the side of the front part of the hull to fit the class-3 hardpoints. 0:30:50.951,0:30:53.891 The class-4 hardpoint would also have a better positioning, 0:30:53.891,0:30:58.614 and it would not interfere with the visibility of the gunners for the main class-5 turrets. 0:30:58.614,0:31:05.197 Finally, we made some variations of the hull coloring for both variants, and added some rough concept art. 0:31:05.197,0:31:10.002 This concludes our concept stage so far, thanks for watching. 0:31:13.724,0:31:14.715 Mark: Hmmm... 0:31:14.715,0:31:16.211 Chris O: Hmmm... Are you looking at me? 0:31:16.211,0:31:17.137 Sandi: I am looking at you. 0:31:17.137,0:31:21.444 Chris O: I'm not a big fan of this. He said it was aggressive and elegant, 0:31:21.444,0:31:24.077 and I didn't really think it was aggressive or elegant. 0:31:24.077,0:31:31.650 I'm not sure how to constructively critique it other than, maybe start over. 0:31:31.650,0:31:34.070 [*Judges sigh*] 0:31:34.070,0:31:35.540 Chris O: Well I learned it from you man. 0:31:35.540,0:31:36.830 David: I thought I was the mean one. 0:31:36.830,0:31:38.366 Mark: I learned it from watching you dad. 0:31:38.366,0:31:39.854 Chris S: Not as subtle as he is. 0:31:39.854,0:31:46.873 Chris O: To take a chance on a very different shape was nice, but to me it didn't say gunship. 0:31:46.873,0:31:54.744 Mark: It looks more fast than gunship. It's too sleek, it doesn't look like it could take a hit really. 0:31:54.744,0:32:02.412 I guess the design feels smaller than what they're trying to make it, 0:32:02.412,0:32:06.620 'cause of the big blocky shapes that they have, and the big swooping shapes.