1 00:00:00,666 --> 00:00:05,783 Sandi Gardiner: Phase 1 of the competition is drawing to a close as the judges look at the final five concept designs. 2 00:00:05,783 --> 00:00:10,037 Will one of these starships be immortalized in video game history? 3 00:00:10,037 --> 00:00:13,232 Welcome to *The Next Great Starship*. 4 00:00:55,445 --> 00:01:00,079 Sandi: Hi everyone, we are here is Austin, Texas for episode 7 of *The Next Great Starship*. 5 00:01:08,878 --> 00:01:15,363 Chris Olivia: Right now I'm just showing the process of how we give feedback on some of the concepts. 6 00:01:15,363 --> 00:01:21,198 This is for the alien Vanduul Harvester, which is a ground based vehicle. 7 00:01:21,198 --> 00:01:29,697 My main focus on the feedback is the general look and feel of something and its aesthetics and consistency of 8 00:01:29,697 --> 00:01:37,652 everything else that's related to that particular asset. Then what usually happens is there's more feedback when it 9 00:01:37,652 --> 00:01:47,070 goes to Mark Skelton, making sure that things are following the line with upgrades and weaponry, 10 00:01:47,070 --> 00:01:54,450 and following the specs it's supposed to follow to get into the game. 11 00:01:54,450 --> 00:01:58,619 Mark Skelton: Since they're gonna be so small on the screen and holotable, 12 00:01:58,619 --> 00:02:09,701 their silhouette read needs to be big enough to be able to read the variation from component to component. 13 00:02:09,701 --> 00:02:20,061 Chris Olivia is more the overview guy, he works with the concept guys to get the look and feel in a certain area. 14 00:02:20,061 --> 00:02:29,369 Then what I do, I'll take that look and feel, and I will have the artist implement it into 3D. 15 00:02:29,369 --> 00:02:35,869 Honestly, some of these things, like they're all up front right here, then you've got a couple back... 16 00:02:35,869 --> 00:02:43,780 Then I will take the concept and the 3D that they give me, and interpret it. 17 00:02:43,780 --> 00:02:50,457 Every time it seems like what happens inevitably is that you have a really nice concept, 18 00:02:50,457 --> 00:02:56,699 and then when you put it in 3D and walk around it, there's some things that come up that aren't necessarily 19 00:02:56,699 --> 00:03:01,802 thought through on the concept. So that's where I come in. 20 00:03:01,802 --> 00:03:07,039 I look at it and evaluate what they've given me, then give feedback. 21 00:03:11,100 --> 00:03:14,453 Sandi: I'm Sandi Gardiner, and here are our judges. We have the LA couch. 22 00:03:14,453 --> 00:03:19,790 David Hobbins: Hi, I'm David Hobbins, I'm a Concept Artist here at Cloud Imperium Games in Santa Monica. 23 00:03:19,790 --> 00:03:24,670 Chris Roberts: Chris Roberts, Project Director of Star Citizen and head of Cloud Imperium Games. 24 00:03:24,670 --> 00:03:29,462 Also in Santa Monica, but very friendly with Austin, used to live here. 25 00:03:29,462 --> 00:03:32,198 Sandi: Not as friendly as the couch over here, the Austin couch. 26 00:03:32,198 --> 00:03:33,242 Mark Skelton: Austin couch? 27 00:03:33,242 --> 00:03:34,205 Chris Olivia: The better looking couch. 28 00:03:34,205 --> 00:03:37,080 Mark: The better looking couch, right. The nicer dressed couch. 29 00:03:37,080 --> 00:03:44,326 Chris Smith: The nicer dressed couch... Chris Smith, Lead Vehicle Artist. Based in Austin for Cloud Imperium Games. 30 00:03:44,326 --> 00:03:52,132 Mark: Mark Skelton, the man meat in the meat sandwich that we've got goin' here, and the Art Director in Austin. 31 00:03:52,132 --> 00:03:56,606 Chris O: Chris Olivia, Chief Visual Officer of Cloud Imperium Games, in Austin. 32 00:03:56,606 --> 00:04:02,662 Sandi: Alright guys, this is the last episode of the concept art phase, all the teams had to do the mercenary gunship. 33 00:04:02,662 --> 00:04:04,997 Let's check out the specs to remind everybody. 34 00:04:19,242 --> 00:04:23,664 So guys, how are you feeling about the concept art phase, what we've seen so far, what we're gonna see today. 35 00:04:23,664 --> 00:04:29,463 Chris R: I've been really impressed by what we saw in the last two episodes. It think the quality of work is fantastic. 36 00:04:29,463 --> 00:04:35,845 And also the fact that they only had 19 days from the time we told them to us seeing the work, 37 00:04:35,845 --> 00:04:40,069 considering a lot of these people have other jobs, it's not easy. 38 00:04:40,069 --> 00:04:49,382 The Mustang which everyone saw in episode 4 was 2 full weeks of concept development, that's all you were doing. 39 00:04:49,382 --> 00:04:50,218 David: Yeah. 40 00:04:50,218 --> 00:04:55,455 Chris R: So that's, I'm super impressed. I'm really excited to see what we have this week. It'll be fun. 41 00:04:55,455 --> 00:04:59,723 Chris S: It seems like it has been getting better and better, so, I'm looking forward to it for sure. 42 00:04:59,723 --> 00:05:02,681 Chris O: There better not be any phone ins in this one. 43 00:05:02,681 --> 00:05:04,698 Sandi: Alright guys, ready to see the last five teams? 44 00:05:04,698 --> 00:05:06,184 [*Agreement*] 45 00:05:06,184 --> 00:05:07,741 Sandi: Let's roll the video. 46 00:05:10,602 --> 00:05:15,946 Eris: What we usually do first is to do several sketches to visualize the subject and have something to start with. 47 00:05:15,946 --> 00:05:19,688 Our main inspiration for the ship was basically the name itself. 48 00:05:19,688 --> 00:05:22,397 "Mercenary" and "gunship" are two very explosive words, 49 00:05:22,397 --> 00:05:26,927 mix them together and you can get an excellent idea of what the ship does and how it looks. 50 00:05:26,927 --> 00:05:32,867 The hardest part was to place every specification in place without missing or misinterpreting anything. 51 00:05:32,867 --> 00:05:38,487 Once we had a better version, we made a basic low-res model to work on the shape and details, 52 00:05:38,487 --> 00:05:40,809 doing paint overs and sketches. 53 00:05:40,809 --> 00:05:47,573 The ship has 8 thrusters, each with its own movement, making it perfect for space and atmosphere. 54 00:05:47,573 --> 00:05:52,217 The thrusters are strong enough to lift the ship vertically and make fast deployment landings. 55 00:05:52,217 --> 00:05:56,924 The mercenary gunship is a big, bulky piece of metal, it packs quite a punch. 56 00:05:56,924 --> 00:06:00,102 Having two manned turrets, one on top, and one on the bottom, gives the ship excellent offensive and defensive capabilities. 57 00:06:00,102 --> 00:06:09,237 Plus a pilot controlled turret, two missile pods, and two extra hardpoints on the front side, 58 00:06:09,237 --> 00:06:12,073 making it an excellent multipurpose combat ship. 59 00:06:20,058 --> 00:06:23,480 That was our mercenary gunship, I hope you like it, and to see you next time. 60 00:06:26,310 --> 00:06:28,752 Why don't we have at the LA couch kick that off? David Hobbins? 61 00:06:28,752 --> 00:06:37,026 I think my main issues with it are that it feels a little blocky chunky and toy-like in proportion 62 00:06:37,026 --> 00:06:43,564 so I would go and revisit a lot of the big surfaces and start incorporating secondary surfaces, 63 00:06:43,564 --> 00:06:46,135 just to make them a little more sophisticated. 64 00:06:46,135 --> 00:06:50,009 But some of the earlier silhouette illustrations are really interesting, 65 00:06:50,009 --> 00:06:58,409 and honestly to me some of those other thumbnails were more interesting than what they actually went with. 66 00:06:58,660 --> 00:07:00,969 Chris R: Seeing their process and how they went about it was the right way, 67 00:07:00,969 --> 00:07:05,131 you know start with silhouettes then start to block it out 68 00:07:05,131 --> 00:07:08,882 zone it around then do some of the 3D simple blockouts 69 00:07:08,882 --> 00:07:11,089 so you can sort of get proportions and do some paintovers 70 00:07:11,089 --> 00:07:13,492 so all that was good 71 00:07:13,492 --> 00:07:15,267 and I also like the way they were 72 00:07:15,267 --> 00:07:17,634 figuring where the thrusters would be 73 00:07:17,634 --> 00:07:19,879 where the various spaces were 74 00:07:19,879 --> 00:07:22,334 I'm not sure I'm in love with the actual shape 75 00:07:22,334 --> 00:07:27,336 and I don't see it and go "I want that" for some reason 76 00:07:27,336 --> 00:07:29,303 I think partly is to do with the proportions 77 00:07:29,303 --> 00:07:32,882 like the front thruster things is so big that it 78 00:07:32,882 --> 00:07:34,687 I don't know it's just sort of 79 00:07:34,687 --> 00:07:37,309 David: And they line up with the cockpit section 80 00:07:37,309 --> 00:07:39,616 so it really felt like either it should be back or front 81 00:07:39,616 --> 00:07:41,313 some sort of variation 82 00:07:41,313 --> 00:07:44,241 Chris R: Yeah technically the process and the rending style 83 00:07:44,241 --> 00:07:46,915 even though it's a little too graphic comically for me 84 00:07:46,915 --> 00:07:51,734 I think though this would look good in a Marvel or DC comic basically 85 00:07:51,734 --> 00:07:54,794 but I sort of want something that's a bit more 86 00:07:54,794 --> 00:07:59,599 feels like it's been industrially designed a bit more real world 87 00:07:59,599 --> 00:08:02,812 so good but not in love 88 00:08:02,812 --> 00:08:04,771 Sandi: proportion issues on this couch? 89 00:08:04,771 --> 00:08:05,840 Chris S: yeah I mean 90 00:08:05,840 --> 00:08:07,343 Chris O: proportion issues on this 91 00:08:07,343 --> 00:08:09,449 Mark: what does that mean Sandy 92 00:08:09,449 --> 00:08:13,004 bowed in the middle bit 93 00:08:13,004 --> 00:08:14,329 Sandi: Subconscious 94 00:08:14,329 --> 00:08:16,988 Chris S: Yeah I thought it was okay 95 00:08:16,988 --> 00:08:20,350 It has some interesting stuff in it 96 00:08:20,350 --> 00:08:22,894 I kind of like the aggressive stance of this ship 97 00:08:22,894 --> 00:08:26,514 what it does with the guns kind of sticking out is cool 98 00:08:26,514 --> 00:08:31,310 the main thing I think about it was the big shapes on the front and the back 99 00:08:31,310 --> 00:08:33,095 you know make it look cartoony 100 00:08:33,095 --> 00:08:35,203 The rear thrusters kind of bother me the most 101 00:08:35,203 --> 00:08:40,443 they look a bit like an air vent that you see like, coming out of a building. 102 00:08:40,443 --> 00:08:43,807 CR: Yeah I mean I actually wouldn't mind seeing like some more 103 00:08:43,807 --> 00:08:46,219 like bunch of details of the thrusters gonna work 104 00:08:46,219 --> 00:08:48,998 because they sort of look like the idea was they were sort of big vents 105 00:08:48,998 --> 00:08:52,175 that like would move around or something a little directive thrust but 106 00:08:52,175 --> 00:08:56,005 Chris O: But there's secondary smaller I mean I saw the big ones 107 00:08:56,005 --> 00:08:59,203 but I'm trying to look for like any 108 00:08:59,203 --> 00:09:01,309 CR: When he was talking about it sounds like 109 00:09:01,309 --> 00:09:03,067 they were thinking about how it's gonna work 110 00:09:03,067 --> 00:09:05,063 so I think when you do that it would be nice 111 00:09:05,063 --> 00:09:11,290 in the concept have... like we talked about, a little block out animation 112 00:09:11,290 --> 00:09:14,086 or at least some... put in bunch of details 113 00:09:14,086 --> 00:09:16,690 to say okay this is what happens when you're in VTOL 114 00:09:16,690 --> 00:09:18,591 this is what happens when you're trying to pitch the ship 115 00:09:18,591 --> 00:09:20,194 this is what happens when you're trying to roll the ship 116 00:09:20,194 --> 00:09:21,838 this is what happens when you're trying to yaw the ship 117 00:09:21,838 --> 00:09:26,283 Chris O: They have a very crude drawing to start talking about that 118 00:09:26,283 --> 00:09:28,867 but they should have like CR:taking it further CO:yeah 119 00:09:28,867 --> 00:09:32,204 MS: I think it's pretty safe. It's kind of a safe design. 120 00:09:32,204 --> 00:09:34,744 They didn't really... like... 121 00:09:34,744 --> 00:09:38,577 If they would have pushed it like those front things in particular 122 00:09:38,577 --> 00:09:44,784 there's too much surface area and not enough like breakup for size 123 00:09:44,784 --> 00:09:48,891 if they would have maybe broke that up a little differently 124 00:09:48,891 --> 00:09:54,002 and if they would move them forward or move them back to weight it a little bit 125 00:09:54,002 --> 00:09:58,781 because like in the middle it throws the whole weight of the ship off 126 00:09:58,781 --> 00:10:00,701 and it's not as interesting 127 00:10:00,701 --> 00:10:03,539 DH: There's like a row of equal proportion 128 00:10:03,539 --> 00:10:05,003 MS: I think that's what I'm responding to 129 00:10:05,003 --> 00:10:09,949 It's that those arms were about the same width as the cockpit and the other arms 130 00:10:09,949 --> 00:10:13,412 so you got these elements that are all stacked in about the same 131 00:10:13,412 --> 00:10:14,949 DH: And it just becomes really static 132 00:10:14,949 --> 00:10:17,317 MS: Yeah. It's weird. Your eyes just like kind of get stuck there 133 00:10:17,317 --> 00:10:22,487 because you are like... it's all just kind of washover 134 00:10:22,487 --> 00:10:25,454 CS: And the whole silhouette is really boxy like a square kind of... 135 00:10:25,454 --> 00:10:26,826 Sandi: Chief Visual Officer? 136 00:10:26,826 --> 00:10:28,435 CS: He agrees with me. 137 00:10:28,435 --> 00:10:30,122 CO: Yeah I agree with the... 138 00:10:30,122 --> 00:10:31,509 Wait, what did you say? 139 00:10:31,509 --> 00:10:32,545 Sandi: He said you agree. 140 00:10:32,545 --> 00:10:34,795 No I agree with most everybody here except Chris Smith. 141 00:10:34,795 --> 00:10:36,549 MS: Yeah. I was going to say that too. 142 00:10:36,549 --> 00:10:39,588 Chris O: Yeah. When you look at it from the top view 143 00:10:39,588 --> 00:10:42,666 it really showed the flaw in the design 144 00:10:42,666 --> 00:10:46,641 as far as like boxy; four big boxes and the centre 145 00:10:46,641 --> 00:10:49,923 from three quarter view it kind of have a nice aggressive view 146 00:10:49,923 --> 00:10:55,546 they didn't go droopy. It would sort of like forward momentum looking. 147 00:10:55,546 --> 00:10:59,503 But secondary shapes breakout would push it and help it 148 00:10:59,503 --> 00:11:03,426 yeah it's just kind of too boxy 149 00:11:03,426 --> 00:11:09,225 Sandi: Well. A bit of rework on the proportions, boxiness and the shapes of it. 150 00:11:09,225 --> 00:11:10,894 Let's roll the next one. 151 00:11:10,894 --> 00:11:14,751 Hi. This is Ben with Team Belafonte. 152 00:11:14,751 --> 00:11:21,039 So this is the concepting portion of the contest that I'm working on. 153 00:11:21,039 --> 00:11:24,776 So the process so far: I generated a lot of thumbnails 154 00:11:24,776 --> 00:11:27,168 to try to nail down a basic silhouette 155 00:11:27,168 --> 00:11:32,339 and then chose some of the elements that I like from these different silhouettes 156 00:11:32,339 --> 00:11:35,456 and combine them into one design 157 00:11:35,456 --> 00:11:40,632 from that I kind of did a small paintover 158 00:11:40,632 --> 00:11:44,328 and then that kind over bled into my main concept which was this. 159 00:11:44,328 --> 00:11:49,169 I'm not going to go into a lot of the details of it 160 00:11:49,169 --> 00:11:55,375 I did make some notes on some of things that kind of stand up about this particular design 161 00:11:55,375 --> 00:12:02,841 but also I made a secondary design, a variation of this one. 162 00:12:02,841 --> 00:12:07,855 There's some other things that were slight different with it as well 163 00:12:07,855 --> 00:12:13,512 and there's... have a little bit of explanation in that too. 164 00:12:13,512 --> 00:12:16,794 I have a lot of fun doing the concept work 165 00:12:16,794 --> 00:12:22,967 I'm looking forward to the next portion of the contest and gain some feedback on my work so far. 166 00:12:22,967 --> 00:12:24,670 Sandi: Austin couch. 167 00:12:24,670 --> 00:12:29,504 CO: I think that one three quarter view that it ended up with, something felt very weird about it. 168 00:12:29,504 --> 00:12:33,508 Perspective, I couldn't tell the overall volume or shape of it. 169 00:12:33,508 --> 00:12:38,315 It felt kind of buggy looking, like an insect. I wasn't in love with it. 170 00:12:38,315 --> 00:12:41,253 I think it needed to be pushed a lot further. 171 00:12:41,253 --> 00:12:47,062 MS: It felt like a helicopter without the rotary blades to me. 172 00:12:47,062 --> 00:12:50,805 It was like a kind of a chunky safe sort of design I guess, 173 00:12:50,805 --> 00:12:54,670 I mean they didn't really push anything out of the ordinary; they didn't experiment with anything. 174 00:12:54,670 --> 00:12:57,872 CR: Right, it's him by the way; just one person. 175 00:12:57,872 --> 00:12:59,675 MS: Him. I'm Sorry. 176 00:12:59,675 --> 00:13:02,873 He said upfront that he's not a concept guy and I respect that, 177 00:13:02,873 --> 00:13:05,786 but...I mean... 178 00:13:05,786 --> 00:13:09,419 at least like block it out maybe in 3D 179 00:13:09,419 --> 00:13:13,894 a full view of it so you can feel exactly what you are looking at 180 00:13:13,894 --> 00:13:16,923 and feel the proportions from all different sides. 181 00:13:16,923 --> 00:13:21,736 CO: I mean he was able to build like some really interesting silhouettes right off the bat 182 00:13:21,736 --> 00:13:24,731 so he knew how to handle that but yeah he needed to... 183 00:13:24,731 --> 00:13:29,901 DH: But...but he's more comfortable with modelling and he should design and... 184 00:13:29,901 --> 00:13:31,836 MS: Right, I mean it's fine. 185 00:13:31,836 --> 00:13:34,344 CS: That's what I thought based on the shapes that it have 186 00:13:34,344 --> 00:13:38,175 I thought he would actually come up with something a little bit more interesting than he ended up with 187 00:13:38,175 --> 00:13:41,746 I mean it look like he had some wing design that actually like 188 00:13:41,746 --> 00:13:45,092 some of the designs he picked with are a little bit like the Alien Dropship in proportions 189 00:13:45,092 --> 00:13:49,585 sort of fat and skinny, which is fine, nothing wrong with that 190 00:13:49,585 --> 00:13:54,757 but it look like a helicopter without blades to me too. Some of the details in there were interesting, 191 00:13:54,757 --> 00:14:00,698 he thought a little bit about thruster placement, but yes, a little underwhelming. 192 00:14:00,698 --> 00:14:05,205 CR: Yeah I think team Belafonte's strength is in modelling more than the concept side 193 00:14:05,205 --> 00:14:11,087 I was looking at it and going "that's pretty much a helicopter but without rotor blades." 194 00:14:11,087 --> 00:14:14,111 I sort of felt like it was too literal and then definitely I agree with Chris that 195 00:14:14,111 --> 00:14:18,257 there was something off like with the perspective and proportions of it 196 00:14:18,257 --> 00:14:22,053 Maybe he was thinking "well this is concept and I have to draw concept" or something 197 00:14:22,053 --> 00:14:25,289 Well we know, concept... there's plenty of people... 198 00:14:25,289 --> 00:14:30,921 Ryan Church, who is world-class concept artist who has done a bunch of our stuff, 199 00:14:30,921 --> 00:14:34,967 he does not draw it first, he actually blocks out really basic shapes, 200 00:14:34,967 --> 00:14:41,003 and then we sort of develop the shape, and then he's only doing paintovers later on, 201 00:14:41,003 --> 00:14:44,108 and we have some people that have use it, like 1bit Amoeba, 202 00:14:44,108 --> 00:14:47,776 like "I can't draw at all, but I'm pretty good on the model side" 203 00:14:47,776 --> 00:14:50,012 and he sort of blocked it out, and we liked it. 204 00:14:50,012 --> 00:14:55,692 So maybe on this, go back and try to sort of block out a bit more of the shape, 205 00:14:55,692 --> 00:15:01,829 and then do a little bit of drawover, paintover, whatever; I think that would help. 206 00:15:01,829 --> 00:15:06,564 DH: I was pretty underwhelmed in general, I think that he needs to go back and do 207 00:15:06,564 --> 00:15:12,168 I mean almost a complete rethink. I wouldn't even continue... 208 00:15:12,168 --> 00:15:14,018 All: (laughter) Whoa 209 00:15:14,018 --> 00:15:16,102 CR:Whoa, you are a mean judge. 210 00:15:16,102 --> 00:15:19,418 You are like "you know, he just isn't very good." 211 00:15:19,418 --> 00:15:21,945 DH: No, I feel like... I just... I mean 212 00:15:21,945 --> 00:15:24,627 his sketch where he design within the silhouette 213 00:15:24,627 --> 00:15:28,956 CR: That was kind of sort of like comes up softly behind and then the knife - oh what's happened 214 00:15:28,956 --> 00:15:32,999 DH: You know I felt like there should be a little bit more variation on the silhouette. 215 00:15:32,999 --> 00:15:37,695 From the illustration he produced, there was one interesting element to me, 216 00:15:37,695 --> 00:15:44,442 and that was from the vertical tail surface, there was a strut that connected it back to the lower fuselage, 217 00:15:44,442 --> 00:15:48,505 and I thought that could be kind of interesting, and so he may want to 218 00:15:48,505 --> 00:15:49,943 CS: You like the strut... 219 00:15:49,943 --> 00:15:53,914 CR: Okay just redo everything saves for struts. 220 00:15:53,914 --> 00:15:55,998 DH: It is universal for strut. 221 00:15:55,998 --> 00:15:58,616 MS: Start over except for this right here. 222 00:15:58,616 --> 00:16:02,411 DH: No... Yeah, I felt like that was the element that kind of pull me in, 223 00:16:02,411 --> 00:16:05,289 I thought it was unique, and I feel like he could exploit that. 224 00:16:05,289 --> 00:16:08,161 CO: To sum up what you said; start over, is that what you're saying? 225 00:16:08,161 --> 00:16:09,529 DH: (Agreement) CO: Except for the strut. 226 00:16:09,529 --> 00:16:12,233 DH: No, I mean I just think that... 227 00:16:12,233 --> 00:16:14,098 MS: Strut. Don't touch that strut. 228 00:16:14,098 --> 00:16:16,630 DH: clearly this guy has modelling skill set 229 00:16:16,630 --> 00:16:21,504 and I think you might be far more comfortable to interpret the silhouettes in 3D 230 00:16:21,504 --> 00:16:26,110 and be able to change the proportion, shape, weight at various places, 231 00:16:26,110 --> 00:16:30,485 and I think he found a silhouette he thought was interesting 232 00:16:30,485 --> 00:16:37,384 but his struggles with illustrating and perspective may have thrown the design off. 233 00:16:37,384 --> 00:16:41,759 He may have better ideas but they are not communicated. 234 00:16:41,759 --> 00:16:45,605 Sandi: Alright, interesting feedback on this one. Let's play the next one. 235 00:16:47,112 --> 00:16:49,644 We start by gathering as much information as possible. 236 00:16:49,644 --> 00:16:54,872 We proceeded with basic sketching and blockouts to find out shapes and engine positions. 237 00:16:54,872 --> 00:17:00,243 I guess hardest part was intergating the engines in this package. 238 00:17:00,243 --> 00:17:04,146 After the blockout there were various issues that had to be dealt with, 239 00:17:04,146 --> 00:17:09,654 such as turret placement, and space which it covers. 240 00:17:09,654 --> 00:17:12,362 Here is the final version. 241 00:17:12,362 --> 00:17:15,156 I wish I could explain all the features added in the ship 242 00:17:15,156 --> 00:17:17,638 but hopefully the design could be read by itself. 243 00:17:17,638 --> 00:17:23,733 As you can see, all weapons sink into the hull, or maybe just fold like the twin turret. 244 00:17:23,733 --> 00:17:29,475 The ship itself is quite modular as you can see, and we have created for ground combat. 245 00:17:29,475 --> 00:17:34,363 The cargo bay has been upgraded to 15 tons for troop deployment. 246 00:17:34,363 --> 00:17:40,727 The interior has been designed to provide basic life and all needed ship access. 247 00:17:40,727 --> 00:17:49,563 Here are the animations as you can see; fully closed with a much more fluid shape for atmosphere re-entry. 248 00:17:49,563 --> 00:17:55,970 So that's it, this is our ship, I hope you guys like it, bye. 249 00:17:56,985 --> 00:18:01,392 Sandi: Alright, well, Chris Roberts, how was that process for you? 250 00:18:01,392 --> 00:18:06,764 Chris R: I thought that was great, it was awesome. It was basically everything we talked about wanting from others. 251 00:18:06,764 --> 00:18:12,420 Like how do the thrusters work, where are they, how do you get in, where are the people, where are the stations. 252 00:18:12,420 --> 00:18:13,883 Chris S: Docking. 253 00:18:13,883 --> 00:18:15,819 Chris R: Yeah, even getting in and out. 254 00:18:15,819 --> 00:18:21,625 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. 255 00:18:21,625 --> 00:18:28,065 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. 256 00:18:28,065 --> 00:18:37,179 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. 257 00:18:37,179 --> 00:18:41,216 They looked unmanned, remotely controlled, there needed to be two manned turrets, 258 00:18:41,216 --> 00:18:43,718 but they all looked like they were remote or unmanned. 259 00:18:43,718 --> 00:18:45,175 Chris S: On the nose and then... 260 00:18:45,175 --> 00:18:49,180 Chris R: Yeah, it had one on the nose and one on either side. But that was it, the thrusters looked... 261 00:18:49,180 --> 00:18:54,558 The details they had on the thrusters, they had front thrusters almost, so I'm not quite sure where they are in 262 00:18:54,558 --> 00:18:58,329 terms of center of mass and whether they would work perfectly well for rotation, 263 00:18:58,329 --> 00:19:01,596 but that was probably on of the better ones in terms of deployment and everything. 264 00:19:01,596 --> 00:19:06,263 It actually looked cool in the VTOL mode as well as up. So yeah, I'm a big fan of this one. 265 00:19:06,263 --> 00:19:13,580 Other than working out the manned turret issue, for me, I don't have a vast amount of feedback. 266 00:19:13,580 --> 00:19:15,768 Sandi: David Hobbins, no need to start again on this one? 267 00:19:15,768 --> 00:19:19,883 David: No need to start again. I thought this was an excellent job in general. 268 00:19:19,883 --> 00:19:25,431 I just thought proportionally and surface wise, I thought they did an excellent job. 269 00:19:25,431 --> 00:19:32,797 It got me excited, I want to fly around in this. Previously we had a design that drooped towards the front, 270 00:19:32,797 --> 00:19:40,344 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, 271 00:19:40,344 --> 00:19:44,718 and that huge instrument boom that they have coming out the top... 272 00:19:44,718 --> 00:19:49,560 Although it's a very small piece, it still is so different from 273 00:19:49,560 --> 00:19:55,596 the others that it still creates a visual balance that counters the drooping nose. 274 00:19:55,596 --> 00:19:57,122 My one critique-- 275 00:19:57,122 --> 00:19:58,301 Chris O: Uh oh. 276 00:19:58,301 --> 00:20:00,809 Mark: Sharpening the shivs. 277 00:20:00,809 --> 00:20:11,998 David: Yeah, I know. I do feel that I like some of the gratiated 3D models better than the final textured illustrations. 278 00:20:11,998 --> 00:20:15,873 In the end, part of that has to do with the angle that they selected. 279 00:20:15,873 --> 00:20:19,726 Chris R: You're right, whatever the angle, just didn't give me the same sense of... 280 00:20:19,726 --> 00:20:24,615 David: Yeah, and also the illustration style, some of the lines may have been painted a litle too thick. 281 00:20:24,615 --> 00:20:27,378 Chris R: Yeah, maybe a little more graphic and less... 282 00:20:27,378 --> 00:20:31,587 David: Yeah, there needs to be that variation of big forms and very small forms. 283 00:20:31,587 --> 00:20:34,465 I mean it's a decent size ship. 284 00:20:34,465 --> 00:20:36,335 Sandi: Guys? 285 00:20:36,335 --> 00:20:44,406 Chris S: I thought it was good. He had no block-out animation, but in the drawings he explained it pretty well. 286 00:20:44,406 --> 00:20:47,298 Chris R: You could see how they would rotate and how they would work. 287 00:20:47,298 --> 00:20:50,915 Chris S: Yeah, he did a good job illustrating that in the drawings. I liked it quite a bit actually. 288 00:20:50,915 --> 00:20:53,375 Mark: Yeah, I did too, it was really cool. 289 00:20:53,375 --> 00:20:59,289 They put a ton of work into blocking out interior and stuff like that. 290 00:20:59,289 --> 00:21:04,761 You could tell that they were really thinking about the interior and the way it fit, 291 00:21:04,761 --> 00:21:10,768 and the way that the ship fit around it, which is super important. 292 00:21:10,768 --> 00:21:16,873 I do like that big boom, like you said, because without that, it would feel really off balance. 293 00:21:16,873 --> 00:21:20,738 But that big boom that came out weighted it for me, 294 00:21:20,738 --> 00:21:25,883 'cause you've got those big elements in the back, and then it goes down so... It's like a stinger. 295 00:21:25,883 --> 00:21:28,796 David: And also, it's intimidating, it serves a function. 296 00:21:28,796 --> 00:21:33,191 Chris R: When you're doing the mustang and working full time, it was two weeks, 10 work days. 297 00:21:33,191 --> 00:21:38,628 This was 19 days and some people probably were working on it fairly full, some weren't. 298 00:21:38,628 --> 00:21:42,924 But the other thing, this is a much bigger ship. So there's a lot more stuff to figure out. 299 00:21:42,924 --> 00:21:44,462 David: Especially internally. 300 00:21:44,462 --> 00:21:52,432 Chris: Right, to concept something like the Idris Corvette takes much longer to do than a single seat fighter. 301 00:21:52,432 --> 00:21:58,204 So the amount of work they put into this, it was really impressive. 302 00:21:58,204 --> 00:21:59,739 Sandi: Chris O? 303 00:21:59,739 --> 00:22:01,459 Mark: Yeah, quite an amount of time for sure. 304 00:22:01,459 --> 00:22:03,628 Chris O: I thought it was beautiful. I really liked it. 305 00:22:03,628 --> 00:22:12,156 It had a very cohesive feel. There was a nice balance of all the pieces. 306 00:22:12,156 --> 00:22:17,047 I loved the way the main thrusters, the way they connected to the body. 307 00:22:17,047 --> 00:22:29,602 There were these rings that looked really functional, chunky, and hardcore. It looked like it would work perfectly. 308 00:22:29,602 --> 00:22:33,006 I think the weakest part was the cutaway showing the interior. 309 00:22:33,006 --> 00:22:36,215 It was sort of hard to read some of the interior spaces. 310 00:22:36,215 --> 00:22:40,847 I think there's an art to showing the different insides. 311 00:22:40,847 --> 00:22:45,356 Chris R: Yeah, if I remember, I liked the cutaway and the interior, 312 00:22:45,356 --> 00:22:47,491 but how do you go between the different compartments? 313 00:22:47,491 --> 00:22:48,821 Chris O: Right. 314 00:22:48,821 --> 00:22:53,560 Chris S: He had some cool interior illustrations of the cockpit and stuff, the seats and everything. 315 00:22:53,560 --> 00:22:54,807 Mark: I liked it. 316 00:22:54,807 --> 00:22:57,230 Sandi: A lot of love for this one, but let's roll the next one. 317 00:23:11,904 --> 00:23:14,129 TRUE: I was able to concentrate fire of all turrets on the ground, 318 00:23:14,129 --> 00:23:16,836 or on the top side of the ship where you are going to board. 319 00:23:16,836 --> 00:23:21,886 There are minimal blind spots, the pilot is able to cover more angles during attack or retreat. 320 00:23:21,886 --> 00:23:26,962 Gunners have their own cabins, there are sleeping pods for everyone, pilots, gunners, up to six marines. 321 00:23:26,962 --> 00:23:30,574 In similar variants there will be space for a pilot cabin as well. 322 00:23:52,140 --> 00:23:57,015 Our ship is not so pretty, but it is solid, and will serve you for a life time. 323 00:23:59,445 --> 00:24:00,982 Sandi: Alright, Mark Skelton. 324 00:24:00,982 --> 00:24:07,637 Mark: The ship is pretty cool. I like it, I like the 'bug' feel to it. It's kind of like a beetle. 325 00:24:07,637 --> 00:24:14,522 It feels like thick and heavy armor, like you could really take a punch. 326 00:24:14,522 --> 00:24:17,979 There were a few elements that I would push around a little bit. 327 00:24:17,979 --> 00:24:25,817 Maybe give the silhouette a little more interest, but honestly, it feels super utilitarian. 328 00:24:25,817 --> 00:24:36,365 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. 329 00:24:36,365 --> 00:24:38,511 Sandi: Do you agree? 330 00:24:38,511 --> 00:24:43,877 Chria O: I do. Silhouette wise it is a bit simple, plain, 331 00:24:43,877 --> 00:24:50,045 it could use some secondary pieces to add more visual interest from a distance. 332 00:24:50,045 --> 00:24:54,733 But it did look heavy, beef, and powerful. The landing gear, 333 00:24:54,733 --> 00:24:59,534 I think they should try to explore a little bit more, the way the landing gear was, I wasn't real happy with that. 334 00:24:59,534 --> 00:25:03,430 Mark: Yeah, I agree. It feels kind of spindly or how big the sucker is. 335 00:25:03,430 --> 00:25:07,874 David: It felt a little linear. Four equally spaced. 336 00:25:07,874 --> 00:25:09,365 Mark: [*Tink, Tink, Tink*] 337 00:25:09,365 --> 00:25:19,072 Chris O: A little tacked on, but I loved the way the engines were placed into the overall shape. it was kind of cool. 338 00:25:19,072 --> 00:25:22,221 Mark: Yeah, they fit in nicely, tucked away. 339 00:25:22,221 --> 00:25:27,695 Chris S: I quite liked this one as well, and I liked that he did little preview animations for the thrusters. 340 00:25:27,695 --> 00:25:32,819 It was cool, and interesting how they moved, although they're pretty long. 341 00:25:32,819 --> 00:25:38,461 I don't know about any secondary thrusters to make the ship move even quicker, 342 00:25:38,461 --> 00:25:42,232 'cause it seemed like there would be a lot of articulation the way he had it. 343 00:25:42,232 --> 00:25:43,767 Mark: Sea Cucumbery. 344 00:25:43,767 --> 00:25:47,174 Chris R: Although honestly on the gunship it's ok to be-- 345 00:25:47,174 --> 00:25:48,647 Chris S: It's a bit slower. 346 00:25:48,647 --> 00:25:51,897 Chris R: Yeah, 'cause the idea is it's not super nimble and maneuverable. 347 00:25:51,897 --> 00:25:57,113 Right, it's sort of out there, it's got a huge amount of fire power, and it can take a lot of damage. 348 00:25:57,113 --> 00:26:00,921 But its downside is it's not going to be zipping around. 349 00:26:00,921 --> 00:26:06,355 Chris S: But you don't want it to be a huge passenger boat, too slow. 350 00:26:06,355 --> 00:26:09,396 Chris R: No, but you've got to have these things balanced, 'cause otherwise, 351 00:26:09,396 --> 00:26:14,642 something with that firepower that can keep up with a Hornet, why would you have a Hornet? 352 00:26:14,642 --> 00:26:18,233 I kind of actually want... I mean that was one of the reasons when we were doing the specs, 353 00:26:18,233 --> 00:26:24,176 I suggested four main engines that also double as maneuvering jets on the back, 354 00:26:24,176 --> 00:26:29,045 then four maneuvering jets on the front. It just takes you longer to get your thrusters into position, 355 00:26:29,045 --> 00:26:32,392 which means you'll have more of a delay in changing the vector of your ship. 356 00:26:32,392 --> 00:26:33,649 Sandi: David? 357 00:26:33,649 --> 00:26:38,354 David: I liked this design. I felt like it looked like it could take a lot of fire. 358 00:26:38,354 --> 00:26:44,137 It really communicated its function and I felt like it had a lot of character. 359 00:26:44,137 --> 00:26:52,486 I liked the thrusters though, like you Mark, when it swung out all the way, I was a little worried, 360 00:26:52,486 --> 00:27:00,453 so you may want to think about some alternatives, but I'm sort of on the fence. 361 00:27:00,453 --> 00:27:04,058 Maybe if I saw it from another angle, it could be really visually interesting and 362 00:27:04,058 --> 00:27:06,560 break that silhouette up in a really cool way. 363 00:27:06,560 --> 00:27:12,089 My critique would be to focus on, and I think this would go for a number of the designs, 364 00:27:12,089 --> 00:27:15,801 focus on the cockpit and the mullion break up of the cockpit. 365 00:27:15,801 --> 00:27:20,984 The support structure, the pillars, like in a car you have A, B, and C, 366 00:27:20,984 --> 00:27:27,982 this would be the pillar structure of the cockpit canopy. 367 00:27:27,982 --> 00:27:30,042 Chris S: I would say it needs more exploration. 368 00:27:30,042 --> 00:27:36,484 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, 369 00:27:36,484 --> 00:27:44,087 and it's also an inherent material change that you're typically going to go from some metal to glass. 370 00:27:44,087 --> 00:27:53,629 So your eye's gonna be there and I fell like if you really spend time working there, it's gonna pay huge dividends. 371 00:27:53,629 --> 00:27:58,269 Otherwise, great design, and it just looked like it could do the business. 372 00:27:58,269 --> 00:28:04,567 Chris R: I really liked this design, 'cause I think we had in the previous episode, we had Vision Cut. 373 00:28:04,567 --> 00:28:13,449 We said that their gunship was ugly, but wasn't quite embracing the ugliness. 374 00:28:13,449 --> 00:28:18,391 So I feel like that's what this one does. It's ugly in a good way. 375 00:28:18,391 --> 00:28:23,570 That sort of compact, tough, looks like it can really take the damage. 376 00:28:23,570 --> 00:28:32,605 It just says 'gun platform,' the way the turrets are set up, having the missile rack come out from the inside, 377 00:28:32,605 --> 00:28:35,548 so you can bring it down and load up some more missiles if you have them in storage.. 378 00:28:35,548 --> 00:28:37,237 Chris S: Like the Constellation? 379 00:28:37,237 --> 00:28:42,690 Chris R: Yeah, like the Constellation, we're doing that exactly on the Constellation. And the turrets on the side. 380 00:28:42,690 --> 00:28:49,810 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. 381 00:28:49,810 --> 00:28:51,306 [*Judges laugh*] 382 00:28:51,306 --> 00:28:55,424 Chris R: So for me, I felt that everything is moving in the right direction, 383 00:28:55,424 --> 00:29:04,270 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. 384 00:29:04,270 --> 00:29:10,897 Where's your detail? 'Cause I would say the details on this were not, like we just saw on the Shard Collective one, 385 00:29:10,897 --> 00:29:16,397 they had figured out the fine detail, so I would say that's missing from here, 386 00:29:16,397 --> 00:29:21,117 but the general approach, stance, feel of it was really good. 387 00:29:21,117 --> 00:29:25,622 It was great to see the block out animation and the line drawing concept. 388 00:29:25,622 --> 00:29:30,064 Chris O: It would probably be good to explore different variations of those maneuverable thrusters. 389 00:29:30,064 --> 00:29:34,143 Chris R: Yeah, that would be one of the other things. Also be aware of the front thrusters. 390 00:29:34,143 --> 00:29:36,807 I also liked the way they thought about what a gunship does. 391 00:29:36,807 --> 00:29:41,812 They sort of thought, I'm making a gunship, this is what it needs to do, and you could 392 00:29:41,812 --> 00:29:47,843 definitely tell in their final design that they achieved what their specification was, which was also really good. 393 00:29:47,843 --> 00:29:51,217 Sandi: Alright, some good feedback on that one, let's roll the last one. 394 00:29:52,170 --> 00:29:58,420 IXM: Hello Star Citizens, today we're speaking not from our I-X-M headquarters in Gratz, 395 00:29:58,420 --> 00:30:01,589 but as you can see from the Great Wall of China. 396 00:30:01,589 --> 00:30:08,062 For size reference, we took the class-5 turrets of the Constellation to get an image of how big the ship would be. 397 00:30:08,062 --> 00:30:16,504 This meant we would get to a size roughly of 45 meters, thus being between the Constellation and the Freelancer. 398 00:30:16,504 --> 00:30:21,843 We tried to align the two turrets so they both would be able to fire forward and at the same time, 399 00:30:21,843 --> 00:30:30,588 each turret supports a 360 degree area around the ship, as well as the lower turret protecting 195 degrees of the 400 00:30:30,588 --> 00:30:34,694 lower hull and the upper turret protecting nearly 200 degrees of the upper hull. 401 00:30:34,694 --> 00:30:41,389 The overall look of the gunship somehow felt like a good mix of being aggressive and elegant at the same time. 402 00:30:41,389 --> 00:30:44,727 It also provided a better layout of the internal rooms, 403 00:30:44,727 --> 00:30:50,951 and more space at the side of the front part of the hull to fit the class-3 hardpoints. 404 00:30:50,951 --> 00:30:53,891 The class-4 hardpoint would also have a better positioning, 405 00:30:53,891 --> 00:30:58,614 and it would not interfere with the visibility of the gunners for the main class-5 turrets. 406 00:30:58,614 --> 00:31:05,197 Finally, we made some variations of the hull coloring for both variants, and added some rough concept art. 407 00:31:05,197 --> 00:31:10,002 This concludes our concept stage so far, thanks for watching. 408 00:31:13,724 --> 00:31:14,715 Mark: Hmmm... 409 00:31:14,715 --> 00:31:16,211 Chris O: Hmmm... Are you looking at me? 410 00:31:16,211 --> 00:31:17,137 Sandi: I am looking at you. 411 00:31:17,137 --> 00:31:21,444 Chris O: I'm not a big fan of this. He said it was aggressive and elegant, 412 00:31:21,444 --> 00:31:24,077 and I didn't really think it was aggressive or elegant. 413 00:31:24,077 --> 00:31:31,650 I'm not sure how to constructively critique it other than, maybe start over. 414 00:31:31,650 --> 00:31:34,070 [*Judges sigh*] 415 00:31:34,070 --> 00:31:35,540 Chris O: Well I learned it from you man. 416 00:31:35,540 --> 00:31:36,830 David: I thought I was the mean one. 417 00:31:36,830 --> 00:31:38,366 Mark: I learned it from watching you dad. 418 00:31:38,366 --> 00:31:39,854 Chris S: Not as subtle as he is. 419 00:31:39,854 --> 00:31:46,873 Chris O: To take a chance on a very different shape was nice, but to me it didn't say gunship. 420 00:31:46,873 --> 00:31:54,744 Mark: It looks more fast than gunship. It's too sleek, it doesn't look like it could take a hit really. 421 00:31:54,744 --> 00:32:02,412 I guess the design feels smaller than what they're trying to make it, 422 00:32:02,412 --> 00:32:06,620 'cause of the big blocky shapes that they have, and the big swooping shapes.