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Sandi: 16 teams will be competing to have their spaceship immortalized -
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in the upcoming game Star Citizen.
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Last week, five teams qualified.
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This week, five teams will join them.
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Welcome to The Next Great Starship.
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Hi, everyone. I'm Sandi Gardiner, and this is the second episode of TNGS.
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This competition is about designing a starship for the upcoming space epic Star Citizen.
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Created by Chris Roberts.
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And our other judges: Mark Skelton.
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Mark: Art Director and style guru extraordinaire.
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Sandi: Sean Tracy.
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Sean: Crytek CryEngine evangelist - and the mean judge, apparently.
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Sandi: Chris Olivia.
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Chris O: Chief Visual Officer, Cloud Imperium Games.
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Sandi: And Chris Smith.
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Chris S: Lead Vehicle Modeller.
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Sandi: Now remember, to enter the competition teams had to design a gun.
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So we're going to do this again. We're going to see eight teams.
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You're going to vote on five: five are going to go through,
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and three are going to go into the Wildcard race.
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Are you ready? In the mood for judging?
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Alright, let's do this. Let's roll the first video.
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Alexander: Hello. I'm Alexander Lortkipanidze and I live in Georgia.
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I do modelling, I do texturing.
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I take pretty pictures and try to make them a reality.
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Andrew: Good time of day. My name is Andrew.
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Obviously enough, I'm also from Russia - from Vladimir, to be precise,
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a small city not far from Moscow.
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I'm a technical artist, and my specialization both generally and in this particular team -
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is to animate and integrate.
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I get a model and I make it breathe.
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Alexey: Hello. My name is Alexey Pyatov. I'm from Irkutsk.
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I deal primarily in concept art, and I normally specialize in sci-fi and game production.
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I'll be doing concept work and visualization.
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Sandi: Alright! Mark?
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Mark: I like that design a lot.
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This is one of my favorites from the competition.
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It's a great silhouette. I love the gas canisters that are just kind of stuck in the side.
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I love how the front kind of animates and turns, and then when it stops,
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I like how it kind of opens up a little bit. That feels really cool to me.
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Feels almost like a swordfish. It has that kind of long piercing nose on it.
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I think it's weighted really well, and I think the textures and how they implemented it are really nice.
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So, it's one of my favorites. Chris O: I concur.
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Sean: Yeah. Chris S: Agree with everything. Yeah.
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Sean: Actually, I agree completely, as well.
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It does look like a render in the end, but I mean it's a really good design.
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Mark: Even the concept work, man.
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Sean: Yeah, the concept artist work, the stuff that he was showing on screen there.
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Mark: Amazing stuff. Some of the best I've seen.
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Chris R: I like it. It's definitely one of my favorites.
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It's got the right amount of detail.
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It has a sense of weight. It looks interesting.
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I like the way it sort of closes in and opens up.
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You can see the execution on the concept.
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You can see the modeling, the detail in the modeling, the texturing.
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Pretty much all phases with the possible exception of in-engine implementation.
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That's some of the best work we've seen.
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That work's as good as anything that we would probably outsource to be in the game.
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Chris O: That's a great example of, like,
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doing really, really good concept and following it very, very closely.
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Sandi: Alright, well - a lot of love for this team.
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Have we got any negatives?
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I mean, questionable on in-engine, so?
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Sean: Just not sure whether it is or not.
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And if it is, that looks fantastic.
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But I'm not sure it is.
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Mark: If they did implement it in the engine, it would be nice to have maybe the metals be more metal.
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I mean, it looks like there's like a powder coat on it right now, which is cool,
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I dig that, but maybe have some spots that have variation in spec and gloss, that would've been nice.
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Chris S: My only comment would be, when the front barrel animates,
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it kind of looks like a cake mixer a little bit.
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I mean, I love the textures and modeling, too. It's a great gun.
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Sandi: Let's roll the next one.
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Benjamin: Greetings! My name is Benjamin Turner.
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I live in Mesa, Arizona.
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Being the only member on team Belafonte,
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all of the roles that are needed for the competition kind of fell on my lap.
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So, this is my entry for the competition, in-engine.
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But let's fire up the particle system and animation, so you can see it in motion.
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It's a little bit less outstanding without any sound effects,
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I'm sure it'd be a lot cooler with that "pew-pew, pew-pew, pew!"
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Sandi: Okay, well. In-engine?
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Sean: Yeah - absolutely.
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And definitely one of my favorite in the competition.
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It's a unique design, yet it looks very utilitarian - but I guess it would be anyways.
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And the in-engine implementation looks fantastic. I love the counter-rotation on the barrels.
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And the variation in material across that. It's really well done.
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Sandi: Chris, your opinion?
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Chris O: I liked it. It was an overall nice design, it looked pretty powerful, beastly.
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I think it could've had a little bit more alien fluid tech to it.
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Sandi: So Chris, what did you think?
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Chris S: Overall design of the gun was good.
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I think I agree with Chris, it could've used a little more alien manufacturing technology in there.
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It sort of looked only man made with human technology.
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And it looked a little bit similar to our gatling gun, that we already have.
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But I thought the texturing was pretty decent, the modeling was good.
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Implementing was good. It could use a little bit more work, though.
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Sandi: Mark, give us your opinion.
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Mark: The top cowling part was...
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It looked like there was some modeling problems with it on the top.
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It probably should be broke up a little more as far as that top cowling, specifically.
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But I love that, like, circular design on the back. It's almost like a tommy gun, you know,
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except it's around the back, which is cool.
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Really big, beefy gun. I like that, it feels like it's heavy and could really throw some lead.
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Chris R: I would definitely say it's pretty impressive that you had one person do that concept -
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and model it, animate it, put it in engine, do the particle effects.
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I did like something about the sort of stubby feel of the gun,
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because a lot of the guns we've had have all been very long.
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I liked the animation, I though it was really nice.
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It was pretty impressive.
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Sandi: Varied thoughts on that one. Let's roll the next one.
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Aeron: My name is Aeron Miles,
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I'm a 3D generalist,
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and I'm based in Surrey near London.
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I studied computer games design at university,
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although, I didn't go into the games industry.
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Currently I'm doing offline animation.
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I'm working on this project alone, so I'm covering the whole gamut.
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Sandi: Alright, well.
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Mark: Alright, who's going to say it?
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Sean: Who's going to say it?
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Mark: Who's going to say it?
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Chris R: What, looks like an air blower?
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Mark: Exactly.
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That's the most bad ass leaf blower I've ever seen in my life.
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The design, like, it's so much that, that your brain can't snap away from that.
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It's just, that's what it is...
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Chris R: Although, to be fair, I actually...
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Someone that grew up in England, I don't think you actually have leaf blowers in England.
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I've actually never seen them.
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I only ever saw a leaf blower when I first came to America.
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I think it's a complete American thing.
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Because it's like, we'll blow somewhere else and someone else can do the...
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I have to say I quite liked it, and I thought it was kind of nice when he put it on the Hornet,
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so you could actually see it mounted on the ship.
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It was sort of interesting because it wasn't the same as all the other ones,
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where it sort of feels like everyone kind of does some variation of a gatling gun.
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So I was actually quite impressed with it.
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I did think leaf blower, but I will say, he's English - we don't have leaf blowers in England.
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Mark: We give him a pass on the leaf blower?
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Chris S: I thought it was actually executed fairly decently.
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The modeling looked good and clean.
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And the texturing, I mean, it wasn't that roughed up look, it was sort of basic.
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Design wise it's not my favorite.
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Sean: Yeah, I would've liked to see a little more in in-engine.
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Not just the screenshot on the ship.
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I mean, that did save it for me, because it does look like a...
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It's a strange mix of materials on it. They don't look like they belong together.
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Sandi: Chris, you want to weigh in?
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Chris O: When I first saw it, I didn't like it at all,
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and then this was one of the ones that sort of grew on me a little bit.
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Just the unique design.
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Like Chris said I thought it was well modeled and put together.
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I agree that the color and the textures, and the color palette, seemed off putting for some reason.
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But I think it's a really... The way it's mounted on the ship, it's kind of a unique sort of take on it, so.
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Sandi: Okay, so, if a design looks very similar to a leaf blower or a hair dryer,
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is this negatively affecting the design?
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Mark: I think it does hurt the design a little bit.
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Because once you see it, you can't unsee it. So...
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Every time you look at it, that's what it is...
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Chris O: Just like that shirt.
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Mark: ...and it sticks out. Yeah - like my shirt.
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Chris O: It's nice sometimes to take shades from real life -
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and integrate them, and incorporate them into something,
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because it's something that we can sort of relate to.
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And it's usually...
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Small objects in the real world kind of translate in really a cool way to different things,
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but if it's too literal, then it will take you out of the fiction of it.
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Chris S: I think this gun could be helped with maybe perhaps like different materials,
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different color, and stuff like that, to integrate it into a ship.
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I mean, you can get away with a certain shape, like Chris Olivia says.
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But I think everything like the color and everything, and the decals on it, it kind of made it more close...
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It just kind of read like hair dryer or something like that.
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Chris R: There's pros and cons.
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I just thought it was interesting, because it tried to do something different,
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which is nice, because normally when you think "weapon", everyone sort of just goes one way.
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Mark: Yeah, he definitely gets props for uniqueness.
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It's definitely one of the more unique weapons that we've seen.
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Sandi: So, props for the uniqueness on this. We'll see if it gets into the final five.
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Let's look at the next one.
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Niklas: Hello. My name is Niklas.
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I'm 22 years old. I live in Hamburg, and I work as a 3D artist in the game industry.
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Malte: Hi, my name is Malte Resenberger. I'm 28 years old,
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and I came from Berlin to Hamburg because of my 3D job,
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and I've worked in the games industry for about six years.
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Sean: That's absolutely phenomenal, that particular design.
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I think the presentation in in-engine is fantastic.
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The material variation along it, the way the shot it...
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I mean, there are tiny critiques, like,
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don't have such a deep depth of field, you're going to get halos on your objects,
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and things like this - and they have a little bit of that, but I mean...
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All in all, I think this is absolutely one of the best ones.
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Mark: I like the gun in the front.
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I like the barrels in the front. I like the detail that they did. I like the nurnies.
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Chris R: But, like, the back doesn't feel like the front. Mark: The back just fell apart completely for me.
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Chris R: Sort of felt like they've got their crocodile skin going in the back...
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Mark: Yeah, the big, like, hexes - it's almost like they ran out of time and went, like,
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"screw it, we'll just put a big texture on there and go for it."
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They needed to break the back up more than it was.
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Because the front part, you could tell they spent a lot of time on.
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And I like the way that the integration is. With the design in the front barrels,
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the way that they fit together, look really nice, and there's a lot of nice detail there.
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Chris R: I agree with Mark. I sort of felt like the front was really nice, I liked it...
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And in the back, it just didn't have the same level of detail or interest for me.
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I, sort of, didn't necessarily like the pattern. It didn't feel like it fit the front of the gun,
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it sort of felt like they took two different guns and then glued them together.
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Mark: The way they broke it up was not...
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Chris R: Yes. I mean, in the engine it was great, implementation...
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There's a whole bunch of stuff that's really impressive, but design wise for me...
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Yeah, I sort of felt like someone has sliced and diced,
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and there was a cool gun on the front and there was something on the back that didn't fit with it -
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and also didn't seem to have as much time and attention spent to it.
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Sandi: Front vs. back, for you two. Chris O, what did you think?
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Chris O: Well, yeah, I think that it is very different and I found myself, just,
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"oh wow, the front is cool, and then just this big blobby thing in the back."
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I think if they took some of the elements and the shapes from the back,
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and, sort of like, used them in the front and vice versa.
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Maybe opened it up a bit and had some of the straight structure towards the back to,
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sort of, "cohesify" everything...
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Chris R: Maybe their idea was the back's the Xi'an, the front's the human...
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Chris S: Right, that's what I'm thinking.
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They kind of went very alien in the back and then very human made in the front.
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And I agree, they should probably mix it up a little bit more.
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I really... The front barrel design is one of my favorite of all the guns.
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I mean, the material looks great, that sort of glossy white paint job.
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The detail is great, and the logos.
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But yeah, the back kind of falls apart.
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Mark: For me, because it was so big - those hexes were so big -
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and they just kind of slapped it on there,
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it made the back part feel like a different scale than, like, the front part.
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You know what I mean? And that blew it for me too.
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Sandi: But an overall feeling?
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Chris S: It's a good gun. It just needs some work in the back.
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Sean: Their in-engine work is one of the best, too.
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Chris R: Definitely, I think it's good.
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Chris O: It's impressive that Brendan Fraser's doing this stuff.
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Chris R: He's multi-talented.
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Mark: He is.
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Sandi: A lot of likes from the judges, so we'll see how this goes.
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Let's look at the next one.
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Patrik: My name is Patrik, and I currently work as a lead artist in the games industry.
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On this project I'm responsible for modeling and texturing.
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Next up we have Peter, who also works in the games industry as a concept artist,
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and on this project he is responsible for all the concept art and the blueprints that we need.
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And last but not least, we have Gustav,
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who is currently working in the gaming industry as a VFX artist.
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He is responsible for all the visual effects and the CryEngine integration on this project.
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So right now two of us work and live in Malmö, Sweden, and one of us lives in Vancouver, Canada.
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Sandi: Chris Roberts, come on, tell us what your thoughts are.
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Chris R: They obviously been taught, they're in the game business,
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but I sort of feel like the gun's not doing much.
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It's pretty simple, the particle effects for me had more things going on than the gun.
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I mean the gun is sort of sitting there, its not really got that much detail into it,
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and it's not really animating that much, so I could see in it something that said
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"Well, there could be something cool," but I just feel like it's the initial sketch and hasn't gone beyond that.
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I don't know what it is, recoil, something.
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I mean if you're going to be animating, you're going to be showing particle effects,
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you should be showing how that gun's firing and moving.
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Sean: So full disclosure, I actually worked with Gustav on Crysis 2, and his job is actually a VFX artist.
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That's why all the particles and everything look phenomenal, because this guy is amazing at that.
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Chris R: I said they were good, I just think probably on the concept side they
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went for something too simple for the judge's taste here.
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Mark: The gun design, itself I think was lacking. The three little glowy bits around the side...
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Chris R: I wonder he liked glowy bits with that reason and rhyme.
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Chris S: Glowy bits. The thing that makes it look so simplistic is that it's all just one color, one hue.
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It's all very dark. I mean they put it in this jungle scene which kind of obscured a lot of it with the tree shadows hitting it.
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There's no texture break up.
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I mean you can get a lot of detail out of a gun that's not necessarily modeled really detailed,
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but extra detail by just breaking up hues and colors and this was just all sort of flat, one thing.
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Sean: Yeah, I really wasn't a big fan of the glow either. Just putting a glow on something doesn't really make it alien.
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Mark: Cylon.
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Sean: Oh, it's not glowing, it's just green.
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[Judges laugh]
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Sandi: Let's see who's next.
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Scott: Right now we are based out of Edmonton, Alberta Canada,
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and we really look forward to showing you what we've got.
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Sandi: So, Chris Smith, what did you think?
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Chris S: The design over all seemed very simplistic again, not a lot of level changes.
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It's all sort of very one level and just a couple of panel lines cut in.
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It's not the most interesting looking gun, silhouette wise.
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I thought the modeling was fine, and the texturing was actually ok too.
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I don't care for the orange tint much.
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Sandi: In-engine right?
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Sean: Yep, in-engine, in our forest SDK level, and for anybody showing stuff in the engine,
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you can get rid of that display info stuff, just, you know, you don't need all the debug text, just sayin'.
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Sandi: Chris Olivia?
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Chris O: Yeah, decently executed, but it, you know, like a lot of the other things, you've got this really long sort of
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straight, thin rotating barrel, and some of the shapes were interesting on it that I noticed in the flat shaded model, but it sort of got lost.
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Chris R: Yeah, the Max, when they were showing it in Max animating,
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looked a lot more interesting than what they put in the engine.
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I think that was because you could see the different parts.
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You could actually see the recoil where as once it got to engine I think it was just all straight orange.
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Sean: I think it lost a lot of thickness, especially along the barrel. I mean it looked really thin there.
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Mark: It has a real "Stealth bomber," flare about it. I think it's the angles that they picked.
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Like you know on stealth bombers they have the radar bouncing angles and the way that it's like super flat.
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I think that if you were to take this weapon and put it say on some stealth bomber looking plane,
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that it would look correct, but again, if you put this on like a Hornet, it's gonna look weird, it's not gonna look quite right.
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It's not to say it's a bad design, 'cause it's not a bad design,
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I just don't think it's a design that belongs in our universe, that's all.
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Chris R: Well for me it didn't, especially the final product in engine didn't capture me.
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It looked more promising earlier, I mean there's definitely some talent and skill there,
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but I didn't get an emotional connection to the gun the way that I would hope.
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Sandi: Well, varying opinions on that one too. Let's roll to the next one.
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Midris Vorslov: Hi, I am the conceptual designer of our team.
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Hello, I am the 3D modeler of our team.
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Hi there, I am a texture designer for this project.
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As you guess, my team consists of only one member, and this is me.
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My name is Midris Vorslov, I am 32 years old, I know you won't believe, but it's true.
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I live in Saint Petersburgh, my design idea is to make something opposite to the usual weapon.
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Chris S: Again, interesting design for sure.
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Very unique, I thought the execution was actually well done, the texturing, if you go up close was pretty good,
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the weathering was nice, but some of the colors I'm not too crazy about personally.
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And the design, although unique, I don't know, it looks like finger bones to me in the front.
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Sean: Yeah, that's what I was about to say.
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Chris S: Like it's sort of got a little bit of a tribal feel to them.
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Mark: That's like a fantasy gun, or like Dungeon, Dragons.
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Chris R: Warhammer 40k.
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Judges: or like Warhammer 40k.
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Mark: Yeah, it feels like it belongs in that universe.
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Chris O: Anything that, it looks like I can just snap off, and those little bones around it just sort of bug me a lot.
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I think he was trying to distract away from the bones with a lens flare half way through the video,
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and I didn't think that was necessary.
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Sandi: Sean, in-engine?
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Sean: Yeah, that was all in-engine, actually pretty well presented in-engine as well, he got real close in.
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The open design of the gun, though it was what he was going for, I'm not sure it really worked all together.
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And then you have like two different pieces. You have this front wide open piece, and then a weird shape in the back.
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Chris O: I think the bones would have worked better, well not bones, whatever they were—
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Sean: Carried all the way through?
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Chris O: Is if they didn't have a bone color too them.
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Sean: Yeah.
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Chris O: Like maybe if it was sort of a matte black.
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Sean: A matte black I was going to say.
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Chris O: Yeah, and like if it was reinforced either on the top so you had a thicker part and
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it seemed like it was more welded, it would have been more interesting.
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Chris R: I was torn on this one when I saw it because I definitely think it's props for trying to do something different.
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To not be the standard gun, and it kind of was going for an alien feel,
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although it's more Giger alien than it is what the Xi'an would be.
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When you go for that I sort of want to feel and understand how that gun works,
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so I didn't really understand how it was going to fire,
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like is it a rail gun that's accelerating something through that open track? What is it.
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Just something to help me understand why it's built that way.
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Those are the down sides, but I did like the attempt to do something new and I also thought the in-engine
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implementation was one of the better ones we had in terms of getting up close, seeing the texturing.
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It's not offline rendering, that's real time rendering on the system, so that was pretty good.
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So I think there's definitely talent there, I'm not sure that would be one of my picks for a weapon that I would
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want to see on a ship in Star citizen, but I think he's, all three of him are very talented.
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[Judges laugh]
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Sandi: But a quick yes or no? Props for doing something different—
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Judges: Oh yeah, props.
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Sandi: Because this basically, this is a very different video from a lot of the others we've seen.
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We'll see if that's enough to get through to the final five.
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Ok guys, we've only got one video left, so let's roll it.
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EP: I'm EPhalanx, also known as EP.
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I'm with team Tri-Tri, I'm from Boise Idaho, and it's my job to come up with
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the initial designs that are going to make up our concepts overall.
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3DVice: Greetings citizens, my name is Vice, I come from Brovming Croatia, and I am team Tri-Tri's 3D modeler.
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Gryphen: Hi everyone, my name is Gryphen, I'm from Aletha Kansas,
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and I am the CryEngine specialist and animator for team Tri-Tri.
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Sandi: Chris Olivia, as our Chief Visual Officer here at Cloud Imperium games, let's let you kick this one off.
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Chris O: I thought it was a nice design. The concept was pretty good.
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They could have done a little bit more with the materials, but I think overall it was pretty solid.
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Sean: Safe.
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Chris O: Safe, yeah, somewhat safe, not taking a lot of chances, but
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Sandi: Mark, you concur then?
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Mark: It's solid, and the textures are good.
366
00:26:06,379 --> 00:26:14,065
They have the talent to push themselves harder, and I think honestly if they would have just gone out of
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their safe zone a little bit and took some chances, I think this good gone could have been an amazing gun.
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Chris R: I thought it was, it had nice detail, the animation was good,
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and it was impressive that they put it on a Hornet and were flying around and shooting stuff.
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I do agree that the materials could do with some work, and the lighting could do with some work in that scene,
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they were probably hurt by the lighting there.
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So I think, I think they're a really talented team, you know, using the internet to
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work across geographic boundaries, Croatia and a couple places in America. But yeah, I think they're interesting.
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I like the design because, definitely it had the weapon feel, it didn't feel exactly like everything else, but it had,
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it sort of felt familiar but also felt like it was slightly different to me.
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There were some of the details on the weapon at the end and in the front,
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the way they handled the muzzel area and the back, it was sort of visually interesting to me.
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Chris S: I thought it actually integrated well with the ship.
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Sean: Yeah, it did.
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Chris S: And it looked like one of the weapons, I mean style, general style wise that we already have.
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So yeah, it was definitely very solid in that way.
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A little bit more love on the texture and color maybe, but everything else was great.
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Sean: Yeah, something really cool about it was when he was demonstrating the gun,
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there was this bright purple background, and all of that was actually in-engine.
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And he even did all the, sort of 'flash' stuff right in-engine, so that's really, it takes some know-how to do that.
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That's pretty impressive.
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I think I know exactly what he's going for which is having that alien shell of a weapon, with a human interior stuck into it.
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Because it shows it off really nicely when it's up on the Hornet sideways right,
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because you've got this hole where you actually see the weapon firing through,
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but it really looks like it's some sort of alien cowling around a human weapon.
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Yeah, I really like this one.
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Mark: Yeah, it does integrate well with the ship, I'll give him that, it just like,
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maybe a little bit of silhouette break-up would have been nice.
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Sandi: Sounds like a team with talent that you guys could work with basically.
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Chris R: I think pretty much everyone that has stuff has talent, and some of out critiques are based upon,
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we have a different view of how things should look in the world than the person,
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but we haven't had a chance to even work with them. So a lot of times in this, direction makes a big difference anyway.
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So I think it's amazing the amount of talent. Last episode, this episode, the next one,
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it was hard getting down to 24, so it's going to be hard getting to 16.
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Sandi: Ok judges, you know what time it is, it's voting time.
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So you know how it works, send me your top five, I'm going to tally them up, top five go through.
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[Time passing music]
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Chris R: Ok, I sent it to you.
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Sandi: That's, that was fast. Speedy.
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Chris R: Well, I know what I like.
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Sandi: Alright guys, well the results are in, and it seems to me that you're all on the same wavelength.
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Chris R: Alright.
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Sandi: Because we've got four teams who have five votes each.
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And those teams are: Troyka, team Belefonte, VisionCut, and Tri-Tri.
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And I'm sorry to say that Sakura Moon and To the Stars and Beyond got zero votes.
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Which leaves us with team AEM or team Catapult.
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This is a really close one, so I'm going to get you guys to judge this out live and you can give us your
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thoughts on each team and why you chose the one you chose. Mark.
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Mark: I chose Catapult because, [Sigh], I just, I mean the hairdryer one,
415
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I like it, it's just I think the design is a little too weird for me.
416
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I like the clean of the Catapult desgin, it had some nice texture work, some nice nicks and stuff in it.
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The orange is not my favorite, but you know, maybe I can talk them into changing it.
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Chris R: Let's see, I went for AEM which is the hairdryer/leafblower—
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Mark: Always got to be different from me.
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Chris R: No, no, no, I would rather go for something that felt like it tried to to something unique and original,
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and I felt it was cool, and it kind of looked, when it was sitting on the Hornet.
422
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I would never have thought that thing would actually fit on the front of the Hornet,
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but it looked better on the Hornet than I thought it was. I just felt I wanted to give a nod there, and AEM would be good.
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I mean catapult was good too, but AEM got the vote from me.
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Sandi: One each, Sean.
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Sean: Yeah, for me it's Catapult all the way.
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00:31:04,180 --> 00:31:07,082
First of all they're Canadian, they mentioned Alberta from my home town,
428
00:31:07,082 --> 00:31:08,379
[Judges laugh]
429
00:31:08,379 --> 00:31:10,885
so I've got to give them just that little couple more points.
430
00:31:10,885 --> 00:31:18,430
My mother's there. So it was animated in the engine, it was in engine, I didn't see the other one in engine really clearly.
431
00:31:18,430 --> 00:31:21,768
I mean yeah there was a screenshot, but there was nothing moving around. So yeah, Catapult all the way for me.
432
00:31:24,168 --> 00:31:27,263
Sandi: Alright, Chris, you could be the vote decider at this point.
433
00:31:27,263 --> 00:31:30,266
Chris O: I thought they were both very close.
434
00:31:32,204 --> 00:31:38,999
I think AEM had a sort of really interesting, bold take on it.
435
00:31:41,183 --> 00:31:48,823
Catapult at first I was sort of underwhelmed because it became sort of too muddy, but Mark convinced me,
436
00:31:48,823 --> 00:31:53,183
"Oh if it was on a stealth fighter, then it would fit a little bit better."
437
00:31:54,752 --> 00:31:57,348
So, I went with Catapult.
438
00:31:57,748 --> 00:31:59,233
Sean: Yes, rock on.
439
00:31:59,233 --> 00:32:00,637
Mark: Alright buddy.
440
00:32:00,637 --> 00:32:08,184
Sandi: Alright well, community, if you disagree with Mark, Sean, and Chris Olivia, then get in for the wildcard vote.
441
00:32:08,184 --> 00:32:09,983
Mark: I win, bam.
442
00:32:09,983 --> 00:32:11,763
Sandi: Next week's a big one.
443
00:32:11,763 --> 00:32:17,600
You're going to vote for your final five, and then the last three wildcard teams so that we can move on.
444
00:32:17,600 --> 00:32:19,553
We'll have 16 teams that go into create—
445
00:32:19,553 --> 00:32:21,558
Chris R: The Next Great Starship.
446
00:32:21,558 --> 00:32:25,959
And that's going to be the fun part, where we actually get to making the
447
00:32:25,959 --> 00:32:30,968
starship, spaceship, designing it, modeling it, texturing it, making it in-engine.
448
00:32:30,968 --> 00:32:38,047
Really looking forward to everyone here working with the talented people that we already have in our competition—
449
00:32:38,047 --> 00:32:40,104
Sandi: Give it up to the teams, go on.
450
00:32:40,104 --> 00:32:43,933
Judges: Great job.
451
00:32:43,933 --> 00:32:45,810
Chris R: So yeah, it's going to be fun, I'm really looking forward to it.
452
00:32:45,810 --> 00:32:52,018
Sandi: So tune in next Friday for The Next Great Starship.
453
00:32:52,018 --> 00:32:54,527
Sandi: Bye.