1 00:00:00,576 --> 00:00:04,334 Sandi: 16 teams will be competing to have their spaceship immortalized - 2 00:00:04,334 --> 00:00:07,026 in the upcoming game Star Citizen. 3 00:00:07,026 --> 00:00:09,549 Last week, five teams qualified. 4 00:00:09,549 --> 00:00:12,197 This week, five teams will join them. 5 00:00:12,197 --> 00:00:14,848 Welcome to The Next Great Starship. 6 00:00:20,772 --> 00:00:25,777 Hi, everyone. I'm Sandi Gardiner, and this is the second episode of TNGS. 7 00:00:25,777 --> 00:00:31,893 This competition is about designing a starship for the upcoming space epic Star Citizen. 8 00:00:49,957 --> 00:00:52,949 Created by Chris Roberts. 9 00:00:53,226 --> 00:00:55,860 And our other judges: Mark Skelton. 10 00:00:55,860 --> 00:00:59,816 Mark: Art Director and style guru extraordinaire. 11 00:00:59,893 --> 00:01:01,134 Sandi: Sean Tracy. 12 00:01:01,134 --> 00:01:05,835 Sean: Crytek CryEngine evangelist - and the mean judge, apparently. 13 00:01:05,835 --> 00:01:07,400 Sandi: Chris Olivia. 14 00:01:07,400 --> 00:01:10,398 Chris O: Chief Visual Officer, Cloud Imperium Games. 15 00:01:10,398 --> 00:01:11,859 Sandi: And Chris Smith. 16 00:01:11,859 --> 00:01:13,441 Chris S: Lead Vehicle Modeller. 17 00:01:13,441 --> 00:01:18,570 Sandi: Now remember, to enter the competition teams had to design a gun. 18 00:01:26,769 --> 00:01:29,280 So we're going to do this again. We're going to see eight teams. 19 00:01:29,280 --> 00:01:31,935 You're going to vote on five: five are going to go through, 20 00:01:31,935 --> 00:01:34,300 and three are going to go into the Wildcard race. 21 00:01:34,300 --> 00:01:37,354 Are you ready? In the mood for judging? 22 00:01:37,354 --> 00:01:41,664 Alright, let's do this. Let's roll the first video. 23 00:01:44,357 --> 00:01:48,091 Alexander: Hello. I'm Alexander Lortkipanidze and I live in Georgia. 24 00:01:48,091 --> 00:01:49,812 I do modelling, I do texturing. 25 00:01:49,812 --> 00:01:52,885 I take pretty pictures and try to make them a reality. 26 00:01:52,885 --> 00:01:54,658 Andrew: Good time of day. My name is Andrew. 27 00:01:54,658 --> 00:01:58,030 Obviously enough, I'm also from Russia - from Vladimir, to be precise, 28 00:01:58,030 --> 00:02:00,153 a small city not far from Moscow. 29 00:02:00,153 --> 00:02:04,775 I'm a technical artist, and my specialization both generally and in this particular team - 30 00:02:04,775 --> 00:02:06,198 is to animate and integrate. 31 00:02:06,198 --> 00:02:08,280 I get a model and I make it breathe. 32 00:02:08,280 --> 00:02:11,190 Alexey: Hello. My name is Alexey Pyatov. I'm from Irkutsk. 33 00:02:11,190 --> 00:02:16,524 I deal primarily in concept art, and I normally specialize in sci-fi and game production. 34 00:02:16,524 --> 00:02:19,018 I'll be doing concept work and visualization. 35 00:02:41,114 --> 00:02:42,689 Sandi: Alright! Mark? 36 00:02:42,689 --> 00:02:44,029 Mark: I like that design a lot. 37 00:02:44,029 --> 00:02:46,067 This is one of my favorites from the competition. 38 00:02:46,067 --> 00:02:51,814 It's a great silhouette. I love the gas canisters that are just kind of stuck in the side. 39 00:02:51,814 --> 00:02:56,659 I love how the front kind of animates and turns, and then when it stops, 40 00:02:56,659 --> 00:02:59,910 I like how it kind of opens up a little bit. That feels really cool to me. 41 00:02:59,910 --> 00:03:04,983 Feels almost like a swordfish. It has that kind of long piercing nose on it. 42 00:03:04,983 --> 00:03:10,563 I think it's weighted really well, and I think the textures and how they implemented it are really nice. 43 00:03:10,563 --> 00:03:12,944 So, it's one of my favorites. Chris O: I concur. 44 00:03:14,497 --> 00:03:16,936 Sean: Yeah. Chris S: Agree with everything. Yeah. 45 00:03:16,936 --> 00:03:18,924 Sean: Actually, I agree completely, as well. 46 00:03:18,924 --> 00:03:23,026 It does look like a render in the end, but I mean it's a really good design. 47 00:03:23,026 --> 00:03:25,168 Mark: Even the concept work, man. 48 00:03:25,168 --> 00:03:27,611 Sean: Yeah, the concept artist work, the stuff that he was showing on screen there. 49 00:03:27,611 --> 00:03:30,416 Mark: Amazing stuff. Some of the best I've seen. 50 00:03:30,416 --> 00:03:32,243 Chris R: I like it. It's definitely one of my favorites. 51 00:03:32,243 --> 00:03:34,828 It's got the right amount of detail. 52 00:03:34,828 --> 00:03:37,355 It has a sense of weight. It looks interesting. 53 00:03:37,355 --> 00:03:40,022 I like the way it sort of closes in and opens up. 54 00:03:40,022 --> 00:03:42,188 You can see the execution on the concept. 55 00:03:42,188 --> 00:03:45,469 You can see the modeling, the detail in the modeling, the texturing. 56 00:03:45,469 --> 00:03:49,913 Pretty much all phases with the possible exception of in-engine implementation. 57 00:03:49,913 --> 00:03:51,835 That's some of the best work we've seen. 58 00:03:51,835 --> 00:03:56,645 That work's as good as anything that we would probably outsource to be in the game. 59 00:03:56,645 --> 00:03:58,134 Chris O: That's a great example of, like, 60 00:03:58,134 --> 00:04:02,648 doing really, really good concept and following it very, very closely. 61 00:04:02,648 --> 00:04:04,520 Sandi: Alright, well - a lot of love for this team. 62 00:04:04,520 --> 00:04:05,711 Have we got any negatives? 63 00:04:05,711 --> 00:04:08,054 I mean, questionable on in-engine, so? 64 00:04:08,054 --> 00:04:09,837 Sean: Just not sure whether it is or not. 65 00:04:09,837 --> 00:04:12,366 And if it is, that looks fantastic. 66 00:04:12,366 --> 00:04:13,412 But I'm not sure it is. 67 00:04:13,412 --> 00:04:19,560 Mark: If they did implement it in the engine, it would be nice to have maybe the metals be more metal. 68 00:04:19,560 --> 00:04:23,603 I mean, it looks like there's like a powder coat on it right now, which is cool, 69 00:04:23,603 --> 00:04:30,345 I dig that, but maybe have some spots that have variation in spec and gloss, that would've been nice. 70 00:04:30,345 --> 00:04:33,176 Chris S: My only comment would be, when the front barrel animates, 71 00:04:33,176 --> 00:04:37,355 it kind of looks like a cake mixer a little bit. 72 00:04:37,355 --> 00:04:40,929 I mean, I love the textures and modeling, too. It's a great gun. 73 00:04:40,929 --> 00:04:42,762 Sandi: Let's roll the next one. 74 00:04:43,116 --> 00:04:45,789 Benjamin: Greetings! My name is Benjamin Turner. 75 00:04:45,789 --> 00:04:47,192 I live in Mesa, Arizona. 76 00:04:47,192 --> 00:04:50,161 Being the only member on team Belafonte, 77 00:04:50,161 --> 00:04:58,119 all of the roles that are needed for the competition kind of fell on my lap. 78 00:04:58,443 --> 00:05:01,231 So, this is my entry for the competition, in-engine. 79 00:05:01,231 --> 00:05:05,277 But let's fire up the particle system and animation, so you can see it in motion. 80 00:05:05,277 --> 00:05:09,805 It's a little bit less outstanding without any sound effects, 81 00:05:09,805 --> 00:05:14,422 I'm sure it'd be a lot cooler with that "pew-pew, pew-pew, pew!" 82 00:05:19,392 --> 00:05:21,876 Sandi: Okay, well. In-engine? 83 00:05:21,876 --> 00:05:23,291 Sean: Yeah - absolutely. 84 00:05:23,291 --> 00:05:25,467 And definitely one of my favorite in the competition. 85 00:05:25,467 --> 00:05:31,020 It's a unique design, yet it looks very utilitarian - but I guess it would be anyways. 86 00:05:31,020 --> 00:05:34,881 And the in-engine implementation looks fantastic. I love the counter-rotation on the barrels. 87 00:05:34,881 --> 00:05:38,291 And the variation in material across that. It's really well done. 88 00:05:38,291 --> 00:05:39,720 Sandi: Chris, your opinion? 89 00:05:39,720 --> 00:05:45,348 Chris O: I liked it. It was an overall nice design, it looked pretty powerful, beastly. 90 00:05:45,348 --> 00:05:48,547 I think it could've had a little bit more alien fluid tech to it. 91 00:05:48,547 --> 00:05:49,591 Sandi: So Chris, what did you think? 92 00:05:49,591 --> 00:05:51,574 Chris S: Overall design of the gun was good. 93 00:05:51,574 --> 00:05:57,583 I think I agree with Chris, it could've used a little more alien manufacturing technology in there. 94 00:05:57,583 --> 00:06:01,959 It sort of looked only man made with human technology. 95 00:06:01,959 --> 00:06:06,655 And it looked a little bit similar to our gatling gun, that we already have. 96 00:06:06,655 --> 00:06:11,313 But I thought the texturing was pretty decent, the modeling was good. 97 00:06:11,773 --> 00:06:15,874 Implementing was good. It could use a little bit more work, though. 98 00:06:15,874 --> 00:06:17,513 Sandi: Mark, give us your opinion. 99 00:06:17,513 --> 00:06:20,412 Mark: The top cowling part was... 100 00:06:20,412 --> 00:06:23,385 It looked like there was some modeling problems with it on the top. 101 00:06:23,385 --> 00:06:28,854 It probably should be broke up a little more as far as that top cowling, specifically. 102 00:06:28,854 --> 00:06:35,295 But I love that, like, circular design on the back. It's almost like a tommy gun, you know, 103 00:06:35,295 --> 00:06:37,718 except it's around the back, which is cool. 104 00:06:37,718 --> 00:06:43,964 Really big, beefy gun. I like that, it feels like it's heavy and could really throw some lead. 105 00:06:43,964 --> 00:06:49,742 Chris R: I would definitely say it's pretty impressive that you had one person do that concept - 106 00:06:49,742 --> 00:06:54,698 and model it, animate it, put it in engine, do the particle effects. 107 00:06:54,698 --> 00:06:57,079 I did like something about the sort of stubby feel of the gun, 108 00:06:57,079 --> 00:07:00,961 because a lot of the guns we've had have all been very long. 109 00:07:00,961 --> 00:07:04,047 I liked the animation, I though it was really nice. 110 00:07:04,047 --> 00:07:05,817 It was pretty impressive. 111 00:07:05,817 --> 00:07:08,960 Sandi: Varied thoughts on that one. Let's roll the next one. 112 00:07:09,114 --> 00:07:11,056 Aeron: My name is Aeron Miles, 113 00:07:11,056 --> 00:07:12,796 I'm a 3D generalist, 114 00:07:12,796 --> 00:07:15,048 and I'm based in Surrey near London. 115 00:07:15,048 --> 00:07:18,272 I studied computer games design at university, 116 00:07:18,272 --> 00:07:20,685 although, I didn't go into the games industry. 117 00:07:20,685 --> 00:07:23,631 Currently I'm doing offline animation. 118 00:07:23,631 --> 00:07:27,826 I'm working on this project alone, so I'm covering the whole gamut. 119 00:07:48,323 --> 00:07:49,423 Sandi: Alright, well. 120 00:07:49,423 --> 00:07:50,347 Mark: Alright, who's going to say it? 121 00:07:50,347 --> 00:07:51,326 Sean: Who's going to say it? 122 00:07:51,326 --> 00:07:52,518 Mark: Who's going to say it? 123 00:07:52,518 --> 00:07:54,430 Chris R: What, looks like an air blower? 124 00:07:55,107 --> 00:07:56,526 Mark: Exactly. 125 00:07:56,526 --> 00:08:00,534 That's the most bad ass leaf blower I've ever seen in my life. 126 00:08:00,534 --> 00:08:06,877 The design, like, it's so much that, that your brain can't snap away from that. 127 00:08:06,877 --> 00:08:08,396 It's just, that's what it is... 128 00:08:08,396 --> 00:08:11,820 Chris R: Although, to be fair, I actually... 129 00:08:11,820 --> 00:08:14,207 Someone that grew up in England, I don't think you actually have leaf blowers in England. 130 00:08:14,207 --> 00:08:15,652 I've actually never seen them. 131 00:08:15,652 --> 00:08:18,922 I only ever saw a leaf blower when I first came to America. 132 00:08:18,922 --> 00:08:20,985 I think it's a complete American thing. 133 00:08:20,985 --> 00:08:25,264 Because it's like, we'll blow somewhere else and someone else can do the... 134 00:08:25,264 --> 00:08:28,793 I have to say I quite liked it, and I thought it was kind of nice when he put it on the Hornet, 135 00:08:28,809 --> 00:08:30,754 so you could actually see it mounted on the ship. 136 00:08:30,754 --> 00:08:32,871 It was sort of interesting because it wasn't the same as all the other ones, 137 00:08:32,871 --> 00:08:36,876 where it sort of feels like everyone kind of does some variation of a gatling gun. 138 00:08:36,876 --> 00:08:38,604 So I was actually quite impressed with it. 139 00:08:38,604 --> 00:08:43,395 I did think leaf blower, but I will say, he's English - we don't have leaf blowers in England. 140 00:08:43,395 --> 00:08:45,442 Mark: We give him a pass on the leaf blower? 141 00:08:45,442 --> 00:08:48,385 Chris S: I thought it was actually executed fairly decently. 142 00:08:48,385 --> 00:08:51,548 The modeling looked good and clean. 143 00:08:51,548 --> 00:08:56,106 And the texturing, I mean, it wasn't that roughed up look, it was sort of basic. 144 00:08:56,106 --> 00:08:58,794 Design wise it's not my favorite. 145 00:08:58,794 --> 00:09:01,112 Sean: Yeah, I would've liked to see a little more in in-engine. 146 00:09:01,112 --> 00:09:02,738 Not just the screenshot on the ship. 147 00:09:02,738 --> 00:09:06,998 I mean, that did save it for me, because it does look like a... 148 00:09:06,998 --> 00:09:10,667 It's a strange mix of materials on it. They don't look like they belong together. 149 00:09:10,667 --> 00:09:12,279 Sandi: Chris, you want to weigh in? 150 00:09:12,279 --> 00:09:14,185 Chris O: When I first saw it, I didn't like it at all, 151 00:09:14,185 --> 00:09:17,237 and then this was one of the ones that sort of grew on me a little bit. 152 00:09:18,099 --> 00:09:20,106 Just the unique design. 153 00:09:20,106 --> 00:09:24,068 Like Chris said I thought it was well modeled and put together. 154 00:09:24,068 --> 00:09:30,989 I agree that the color and the textures, and the color palette, seemed off putting for some reason. 155 00:09:30,989 --> 00:09:36,435 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. 156 00:09:36,435 --> 00:09:43,902 Sandi: Okay, so, if a design looks very similar to a leaf blower or a hair dryer, 157 00:09:43,902 --> 00:09:46,732 is this negatively affecting the design? 158 00:09:46,732 --> 00:09:48,739 Mark: I think it does hurt the design a little bit. 159 00:09:48,739 --> 00:09:53,217 Because once you see it, you can't unsee it. So... 160 00:09:53,217 --> 00:09:55,035 Every time you look at it, that's what it is... 161 00:09:55,035 --> 00:09:56,145 Chris O: Just like that shirt. 162 00:09:56,145 --> 00:09:59,055 Mark: ...and it sticks out. Yeah - like my shirt. 163 00:10:00,500 --> 00:10:03,439 Chris O: It's nice sometimes to take shades from real life - 164 00:10:03,439 --> 00:10:05,309 and integrate them, and incorporate them into something, 165 00:10:05,309 --> 00:10:07,234 because it's something that we can sort of relate to. 166 00:10:07,234 --> 00:10:09,216 And it's usually... 167 00:10:09,216 --> 00:10:14,481 Small objects in the real world kind of translate in really a cool way to different things, 168 00:10:14,481 --> 00:10:21,648 but if it's too literal, then it will take you out of the fiction of it. 169 00:10:21,648 --> 00:10:25,486 Chris S: I think this gun could be helped with maybe perhaps like different materials, 170 00:10:25,486 --> 00:10:29,320 different color, and stuff like that, to integrate it into a ship. 171 00:10:29,320 --> 00:10:34,757 I mean, you can get away with a certain shape, like Chris Olivia says. 172 00:10:34,757 --> 00:10:41,321 But I think everything like the color and everything, and the decals on it, it kind of made it more close... 173 00:10:41,321 --> 00:10:46,399 It just kind of read like hair dryer or something like that. 174 00:10:46,399 --> 00:10:47,506 Chris R: There's pros and cons. 175 00:10:47,506 --> 00:10:50,602 I just thought it was interesting, because it tried to do something different, 176 00:10:50,864 --> 00:10:55,486 which is nice, because normally when you think "weapon", everyone sort of just goes one way. 177 00:10:55,486 --> 00:10:58,527 Mark: Yeah, he definitely gets props for uniqueness. 178 00:10:58,527 --> 00:11:01,400 It's definitely one of the more unique weapons that we've seen. 179 00:11:01,400 --> 00:11:05,152 Sandi: So, props for the uniqueness on this. We'll see if it gets into the final five. 180 00:11:05,152 --> 00:11:07,666 Let's look at the next one. 181 00:11:11,605 --> 00:11:12,820 Niklas: Hello. My name is Niklas. 182 00:11:12,820 --> 00:11:17,899 I'm 22 years old. I live in Hamburg, and I work as a 3D artist in the game industry. 183 00:11:17,899 --> 00:11:21,105 Malte: Hi, my name is Malte Resenberger. I'm 28 years old, 184 00:11:21,105 --> 00:11:25,154 and I came from Berlin to Hamburg because of my 3D job, 185 00:11:25,154 --> 00:11:29,517 and I've worked in the games industry for about six years. 186 00:12:01,858 --> 00:12:04,958 Sean: That's absolutely phenomenal, that particular design. 187 00:12:04,958 --> 00:12:08,269 I think the presentation in in-engine is fantastic. 188 00:12:08,269 --> 00:12:10,587 The material variation along it, the way the shot it... 189 00:12:10,587 --> 00:12:12,800 I mean, there are tiny critiques, like, 190 00:12:13,215 --> 00:12:15,817 don't have such a deep depth of field, you're going to get halos on your objects, 191 00:12:15,817 --> 00:12:19,061 and things like this - and they have a little bit of that, but I mean... 192 00:12:19,199 --> 00:12:22,343 All in all, I think this is absolutely one of the best ones. 193 00:12:22,527 --> 00:12:25,283 Mark: I like the gun in the front. 194 00:12:25,283 --> 00:12:31,555 I like the barrels in the front. I like the detail that they did. I like the nurnies. 195 00:12:31,555 --> 00:12:34,982 Chris R: But, like, the back doesn't feel like the front. Mark: The back just fell apart completely for me. 196 00:12:34,982 --> 00:12:37,709 Chris R: Sort of felt like they've got their crocodile skin going in the back... 197 00:12:37,709 --> 00:12:40,848 Mark: Yeah, the big, like, hexes - it's almost like they ran out of time and went, like, 198 00:12:40,848 --> 00:12:44,219 "screw it, we'll just put a big texture on there and go for it." 199 00:12:44,388 --> 00:12:47,361 They needed to break the back up more than it was. 200 00:12:47,361 --> 00:12:51,260 Because the front part, you could tell they spent a lot of time on. 201 00:12:51,260 --> 00:12:55,485 And I like the way that the integration is. With the design in the front barrels, 202 00:12:55,485 --> 00:12:59,226 the way that they fit together, look really nice, and there's a lot of nice detail there. 203 00:12:59,226 --> 00:13:03,298 Chris R: I agree with Mark. I sort of felt like the front was really nice, I liked it... 204 00:13:03,298 --> 00:13:07,447 And in the back, it just didn't have the same level of detail or interest for me. 205 00:13:07,447 --> 00:13:10,984 I, sort of, didn't necessarily like the pattern. It didn't feel like it fit the front of the gun, 206 00:13:10,984 --> 00:13:14,556 it sort of felt like they took two different guns and then glued them together. 207 00:13:14,556 --> 00:13:16,362 Mark: The way they broke it up was not... 208 00:13:16,362 --> 00:13:19,527 Chris R: Yes. I mean, in the engine it was great, implementation... 209 00:13:19,527 --> 00:13:24,974 There's a whole bunch of stuff that's really impressive, but design wise for me... 210 00:13:25,098 --> 00:13:27,734 Yeah, I sort of felt like someone has sliced and diced, 211 00:13:27,734 --> 00:13:31,230 and there was a cool gun on the front and there was something on the back that didn't fit with it - 212 00:13:31,230 --> 00:13:35,069 and also didn't seem to have as much time and attention spent to it. 213 00:13:35,485 --> 00:13:38,506 Sandi: Front vs. back, for you two. Chris O, what did you think? 214 00:13:38,506 --> 00:13:42,679 Chris O: Well, yeah, I think that it is very different and I found myself, just, 215 00:13:42,679 --> 00:13:46,518 "oh wow, the front is cool, and then just this big blobby thing in the back." 216 00:13:46,518 --> 00:13:50,816 I think if they took some of the elements and the shapes from the back, 217 00:13:50,924 --> 00:13:53,939 and, sort of like, used them in the front and vice versa. 218 00:13:53,986 --> 00:13:57,840 Maybe opened it up a bit and had some of the straight structure towards the back to, 219 00:13:57,840 --> 00:14:00,131 sort of, "cohesify" everything... 220 00:14:00,331 --> 00:14:02,673 Chris R: Maybe their idea was the back's the Xi'an, the front's the human... 221 00:14:02,673 --> 00:14:05,204 Chris S: Right, that's what I'm thinking. 222 00:14:05,204 --> 00:14:11,503 They kind of went very alien in the back and then very human made in the front. 223 00:14:12,148 --> 00:14:14,620 And I agree, they should probably mix it up a little bit more. 224 00:14:14,620 --> 00:14:18,570 I really... The front barrel design is one of my favorite of all the guns. 225 00:14:18,570 --> 00:14:23,263 I mean, the material looks great, that sort of glossy white paint job. 226 00:14:23,263 --> 00:14:25,984 The detail is great, and the logos. 227 00:14:25,984 --> 00:14:28,067 But yeah, the back kind of falls apart. 228 00:14:28,067 --> 00:14:31,533 Mark: For me, because it was so big - those hexes were so big - 229 00:14:31,533 --> 00:14:34,068 and they just kind of slapped it on there, 230 00:14:34,068 --> 00:14:39,402 it made the back part feel like a different scale than, like, the front part. 231 00:14:39,402 --> 00:14:41,441 You know what I mean? And that blew it for me too. 232 00:14:41,441 --> 00:14:43,683 Sandi: But an overall feeling? 233 00:14:43,683 --> 00:14:46,087 Chris S: It's a good gun. It just needs some work in the back. 234 00:14:46,087 --> 00:14:49,942 Sean: Their in-engine work is one of the best, too. 235 00:14:50,619 --> 00:14:52,545 Chris R: Definitely, I think it's good. 236 00:14:54,175 --> 00:14:58,228 Chris O: It's impressive that Brendan Fraser's doing this stuff. 237 00:14:59,028 --> 00:15:00,293 Chris R: He's multi-talented. 238 00:15:00,293 --> 00:15:01,294 Mark: He is. 239 00:15:01,294 --> 00:15:04,154 Sandi: A lot of likes from the judges, so we'll see how this goes. 240 00:15:04,154 --> 00:15:06,458 Let's look at the next one. 241 00:15:09,536 --> 00:15:14,480 Patrik: My name is Patrik, and I currently work as a lead artist in the games industry. 242 00:15:14,480 --> 00:15:17,389 On this project I'm responsible for modeling and texturing. 243 00:15:17,389 --> 00:15:21,848 Next up we have Peter, who also works in the games industry as a concept artist, 244 00:15:21,848 --> 00:15:27,560 and on this project he is responsible for all the concept art and the blueprints that we need. 245 00:15:27,684 --> 00:15:31,291 And last but not least, we have Gustav, 246 00:15:31,291 --> 00:15:35,175 who is currently working in the gaming industry as a VFX artist. 247 00:15:35,175 --> 00:15:40,313 He is responsible for all the visual effects and the CryEngine integration on this project. 248 00:15:40,313 --> 00:15:47,762 So right now two of us work and live in Malmö, Sweden, and one of us lives in Vancouver, Canada. 249 00:16:20,197 --> 00:16:23,338 Sandi: Chris Roberts, come on, tell us what your thoughts are. 250 00:16:23,338 --> 00:16:26,912 Chris R: They obviously been taught, they're in the game business, 251 00:16:26,912 --> 00:16:31,422 but I sort of feel like the gun's not doing much. 252 00:16:31,422 --> 00:16:34,762 It's pretty simple, the particle effects for me had more things going on than the gun. 253 00:16:34,762 --> 00:16:39,254 I mean the gun is sort of sitting there, its not really got that much detail into it, 254 00:16:39,254 --> 00:16:43,007 and it's not really animating that much, so I could see in it something that said 255 00:16:43,007 --> 00:16:49,661 "Well, there could be something cool," but I just feel like it's the initial sketch and hasn't gone beyond that. 256 00:16:50,891 --> 00:16:53,097 I don't know what it is, recoil, something. 257 00:16:53,097 --> 00:16:56,008 I mean if you're going to be animating, you're going to be showing particle effects, 258 00:16:56,008 --> 00:16:58,535 you should be showing how that gun's firing and moving. 259 00:16:58,535 --> 00:17:03,754 Sean: So full disclosure, I actually worked with Gustav on Crysis 2, and his job is actually a VFX artist. 260 00:17:03,754 --> 00:17:08,308 That's why all the particles and everything look phenomenal, because this guy is amazing at that. 261 00:17:08,308 --> 00:17:11,486 Chris R: I said they were good, I just think probably on the concept side they 262 00:17:11,486 --> 00:17:16,115 went for something too simple for the judge's taste here. 263 00:17:16,115 --> 00:17:23,010 Mark: The gun design, itself I think was lacking. The three little glowy bits around the side... 264 00:17:23,010 --> 00:17:26,010 Chris R: I wonder he liked glowy bits with that reason and rhyme. 265 00:17:26,010 --> 00:17:32,699 Chris S: Glowy bits. The thing that makes it look so simplistic is that it's all just one color, one hue. 266 00:17:32,699 --> 00:17:41,308 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. 267 00:17:41,308 --> 00:17:43,007 There's no texture break up. 268 00:17:43,007 --> 00:17:48,341 I mean you can get a lot of detail out of a gun that's not necessarily modeled really detailed, 269 00:17:48,341 --> 00:17:58,672 but extra detail by just breaking up hues and colors and this was just all sort of flat, one thing. 270 00:17:58,672 --> 00:18:03,835 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. 271 00:18:04,296 --> 00:18:06,309 Mark: Cylon. 272 00:18:06,309 --> 00:18:08,120 Sean: Oh, it's not glowing, it's just green. 273 00:18:08,120 --> 00:18:10,095 [Judges laugh] 274 00:18:10,095 --> 00:18:11,530 Sandi: Let's see who's next. 275 00:18:16,454 --> 00:18:19,422 Scott: Right now we are based out of Edmonton, Alberta Canada, 276 00:18:19,422 --> 00:18:21,639 and we really look forward to showing you what we've got. 277 00:18:46,010 --> 00:18:48,034 Sandi: So, Chris Smith, what did you think? 278 00:18:48,342 --> 00:18:55,783 Chris S: The design over all seemed very simplistic again, not a lot of level changes. 279 00:18:55,783 --> 00:19:00,888 It's all sort of very one level and just a couple of panel lines cut in. 280 00:19:00,888 --> 00:19:04,125 It's not the most interesting looking gun, silhouette wise. 281 00:19:04,125 --> 00:19:08,561 I thought the modeling was fine, and the texturing was actually ok too. 282 00:19:08,561 --> 00:19:11,928 I don't care for the orange tint much. 283 00:19:11,928 --> 00:19:13,182 Sandi: In-engine right? 284 00:19:13,182 --> 00:19:17,704 Sean: Yep, in-engine, in our forest SDK level, and for anybody showing stuff in the engine, 285 00:19:17,704 --> 00:19:22,719 you can get rid of that display info stuff, just, you know, you don't need all the debug text, just sayin'. 286 00:19:23,242 --> 00:19:24,422 Sandi: Chris Olivia? 287 00:19:24,422 --> 00:19:32,594 Chris O: Yeah, decently executed, but it, you know, like a lot of the other things, you've got this really long sort of 288 00:19:32,594 --> 00:19:41,131 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. 289 00:19:41,131 --> 00:19:44,864 Chris R: Yeah, the Max, when they were showing it in Max animating, 290 00:19:44,864 --> 00:19:47,640 looked a lot more interesting than what they put in the engine. 291 00:19:47,640 --> 00:19:50,113 I think that was because you could see the different parts. 292 00:19:50,113 --> 00:19:55,279 You could actually see the recoil where as once it got to engine I think it was just all straight orange. 293 00:19:55,279 --> 00:19:59,979 Sean: I think it lost a lot of thickness, especially along the barrel. I mean it looked really thin there. 294 00:19:59,979 --> 00:20:06,192 Mark: It has a real "Stealth bomber," flare about it. I think it's the angles that they picked. 295 00:20:06,192 --> 00:20:11,833 Like you know on stealth bombers they have the radar bouncing angles and the way that it's like super flat. 296 00:20:12,141 --> 00:20:19,567 I think that if you were to take this weapon and put it say on some stealth bomber looking plane, 297 00:20:19,567 --> 00:20:27,344 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. 298 00:20:27,344 --> 00:20:30,506 It's not to say it's a bad design, 'cause it's not a bad design, 299 00:20:30,506 --> 00:20:34,381 I just don't think it's a design that belongs in our universe, that's all. 300 00:20:34,381 --> 00:20:38,820 Chris R: Well for me it didn't, especially the final product in engine didn't capture me. 301 00:20:38,820 --> 00:20:43,347 It looked more promising earlier, I mean there's definitely some talent and skill there, 302 00:20:43,347 --> 00:20:48,849 but I didn't get an emotional connection to the gun the way that I would hope. 303 00:20:48,849 --> 00:20:52,658 Sandi: Well, varying opinions on that one too. Let's roll to the next one. 304 00:21:00,597 --> 00:21:04,764 Midris Vorslov: Hi, I am the conceptual designer of our team. 305 00:21:04,764 --> 00:21:08,756 Hello, I am the 3D modeler of our team. 306 00:21:08,756 --> 00:21:12,964 Hi there, I am a texture designer for this project. 307 00:21:13,825 --> 00:21:19,010 As you guess, my team consists of only one member, and this is me. 308 00:21:19,010 --> 00:21:25,100 My name is Midris Vorslov, I am 32 years old, I know you won't believe, but it's true. 309 00:21:25,100 --> 00:21:31,445 I live in Saint Petersburgh, my design idea is to make something opposite to the usual weapon. 310 00:22:00,093 --> 00:22:02,279 Chris S: Again, interesting design for sure. 311 00:22:02,279 --> 00:22:10,721 Very unique, I thought the execution was actually well done, the texturing, if you go up close was pretty good, 312 00:22:10,721 --> 00:22:14,651 the weathering was nice, but some of the colors I'm not too crazy about personally. 313 00:22:14,651 --> 00:22:20,057 And the design, although unique, I don't know, it looks like finger bones to me in the front. 314 00:22:20,057 --> 00:22:21,519 Sean: Yeah, that's what I was about to say. 315 00:22:21,519 --> 00:22:25,059 Chris S: Like it's sort of got a little bit of a tribal feel to them. 316 00:22:25,059 --> 00:22:29,177 Mark: That's like a fantasy gun, or like Dungeon, Dragons. 317 00:22:29,177 --> 00:22:30,305 Chris R: Warhammer 40k. 318 00:22:30,305 --> 00:22:32,144 Judges: or like Warhammer 40k. 319 00:22:32,144 --> 00:22:33,809 Mark: Yeah, it feels like it belongs in that universe. 320 00:22:33,809 --> 00:22:41,045 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. 321 00:22:41,045 --> 00:22:45,509 I think he was trying to distract away from the bones with a lens flare half way through the video, 322 00:22:45,909 --> 00:22:48,096 and I didn't think that was necessary. 323 00:22:48,096 --> 00:22:49,227 Sandi: Sean, in-engine? 324 00:22:49,227 --> 00:22:54,491 Sean: Yeah, that was all in-engine, actually pretty well presented in-engine as well, he got real close in. 325 00:22:54,491 --> 00:23:00,096 The open design of the gun, though it was what he was going for, I'm not sure it really worked all together. 326 00:23:00,096 --> 00:23:05,235 And then you have like two different pieces. You have this front wide open piece, and then a weird shape in the back. 327 00:23:05,235 --> 00:23:09,063 Chris O: I think the bones would have worked better, well not bones, whatever they were— 328 00:23:09,063 --> 00:23:10,566 Sean: Carried all the way through? 329 00:23:10,566 --> 00:23:12,639 Chris O: Is if they didn't have a bone color too them. 330 00:23:12,639 --> 00:23:13,618 Sean: Yeah. 331 00:23:13,618 --> 00:23:16,263 Chris O: Like maybe if it was sort of a matte black. 332 00:23:16,263 --> 00:23:17,596 Sean: A matte black I was going to say. 333 00:23:17,596 --> 00:23:21,680 Chris O: Yeah, and like if it was reinforced either on the top so you had a thicker part and 334 00:23:21,680 --> 00:23:25,230 it seemed like it was more welded, it would have been more interesting. 335 00:23:25,230 --> 00:23:31,014 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. 336 00:23:31,014 --> 00:23:36,681 To not be the standard gun, and it kind of was going for an alien feel, 337 00:23:36,681 --> 00:23:40,674 although it's more Giger alien than it is what the Xi'an would be. 338 00:23:40,674 --> 00:23:44,847 When you go for that I sort of want to feel and understand how that gun works, 339 00:23:44,847 --> 00:23:49,100 so I didn't really understand how it was going to fire, 340 00:23:49,100 --> 00:23:53,347 like is it a rail gun that's accelerating something through that open track? What is it. 341 00:23:53,347 --> 00:23:57,182 Just something to help me understand why it's built that way. 342 00:23:57,182 --> 00:24:01,351 Those are the down sides, but I did like the attempt to do something new and I also thought the in-engine 343 00:24:01,351 --> 00:24:06,424 implementation was one of the better ones we had in terms of getting up close, seeing the texturing. 344 00:24:06,424 --> 00:24:10,514 It's not offline rendering, that's real time rendering on the system, so that was pretty good. 345 00:24:10,514 --> 00:24:15,416 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 346 00:24:15,416 --> 00:24:21,262 want to see on a ship in Star citizen, but I think he's, all three of him are very talented. 347 00:24:21,262 --> 00:24:23,989 [Judges laugh] 348 00:24:24,882 --> 00:24:27,010 Sandi: But a quick yes or no? Props for doing something different— 349 00:24:27,010 --> 00:24:29,381 Judges: Oh yeah, props. 350 00:24:29,381 --> 00:24:33,792 Sandi: Because this basically, this is a very different video from a lot of the others we've seen. 351 00:24:33,792 --> 00:24:36,262 We'll see if that's enough to get through to the final five. 352 00:24:36,262 --> 00:24:39,847 Ok guys, we've only got one video left, so let's roll it. 353 00:24:44,094 --> 00:24:46,678 EP: I'm EPhalanx, also known as EP. 354 00:24:46,678 --> 00:24:50,595 I'm with team Tri-Tri, I'm from Boise Idaho, and it's my job to come up with 355 00:24:50,595 --> 00:24:55,100 the initial designs that are going to make up our concepts overall. 356 00:24:55,100 --> 00:25:02,048 3DVice: Greetings citizens, my name is Vice, I come from Brovming Croatia, and I am team Tri-Tri's 3D modeler. 357 00:25:02,817 --> 00:25:06,424 Gryphen: Hi everyone, my name is Gryphen, I'm from Aletha Kansas, 358 00:25:06,424 --> 00:25:13,118 and I am the CryEngine specialist and animator for team Tri-Tri. 359 00:25:41,489 --> 00:25:45,292 Sandi: Chris Olivia, as our Chief Visual Officer here at Cloud Imperium games, let's let you kick this one off. 360 00:25:45,292 --> 00:25:49,110 Chris O: I thought it was a nice design. The concept was pretty good. 361 00:25:49,387 --> 00:25:56,374 They could have done a little bit more with the materials, but I think overall it was pretty solid. 362 00:25:56,374 --> 00:25:57,425 Sean: Safe. 363 00:25:57,425 --> 00:26:01,680 Chris O: Safe, yeah, somewhat safe, not taking a lot of chances, but 364 00:26:01,680 --> 00:26:03,929 Sandi: Mark, you concur then? 365 00:26:03,929 --> 00:26:06,379 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 367 00:26:14,065 --> 00:26:21,894 their safe zone a little bit and took some chances, I think this good gone could have been an amazing gun. 368 00:26:21,894 --> 00:26:25,368 Chris R: I thought it was, it had nice detail, the animation was good, 369 00:26:25,368 --> 00:26:28,872 and it was impressive that they put it on a Hornet and were flying around and shooting stuff. 370 00:26:30,441 --> 00:26:35,109 I do agree that the materials could do with some work, and the lighting could do with some work in that scene, 371 00:26:35,109 --> 00:26:36,685 they were probably hurt by the lighting there. 372 00:26:36,685 --> 00:26:40,225 So I think, I think they're a really talented team, you know, using the internet to 373 00:26:40,225 --> 00:26:47,599 work across geographic boundaries, Croatia and a couple places in America. But yeah, I think they're interesting. 374 00:26:47,599 --> 00:26:57,129 I like the design because, definitely it had the weapon feel, it didn't feel exactly like everything else, but it had, 375 00:26:57,129 --> 00:27:01,041 it sort of felt familiar but also felt like it was slightly different to me. 376 00:27:01,041 --> 00:27:03,714 There were some of the details on the weapon at the end and in the front, 377 00:27:03,714 --> 00:27:08,375 the way they handled the muzzel area and the back, it was sort of visually interesting to me. 378 00:27:08,375 --> 00:27:10,930 Chris S: I thought it actually integrated well with the ship. 379 00:27:10,930 --> 00:27:11,781 Sean: Yeah, it did. 380 00:27:11,781 --> 00:27:18,675 Chris S: And it looked like one of the weapons, I mean style, general style wise that we already have. 381 00:27:18,675 --> 00:27:21,106 So yeah, it was definitely very solid in that way. 382 00:27:22,029 --> 00:27:26,560 A little bit more love on the texture and color maybe, but everything else was great. 383 00:27:26,560 --> 00:27:30,265 Sean: Yeah, something really cool about it was when he was demonstrating the gun, 384 00:27:30,265 --> 00:27:33,762 there was this bright purple background, and all of that was actually in-engine. 385 00:27:33,762 --> 00:27:40,696 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. 386 00:27:40,696 --> 00:27:42,327 That's pretty impressive. 387 00:27:42,327 --> 00:27:48,513 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. 388 00:27:48,513 --> 00:27:52,224 Because it shows it off really nicely when it's up on the Hornet sideways right, 389 00:27:52,224 --> 00:27:55,555 because you've got this hole where you actually see the weapon firing through, 390 00:27:55,555 --> 00:28:00,970 but it really looks like it's some sort of alien cowling around a human weapon. 391 00:28:00,970 --> 00:28:02,896 Yeah, I really like this one. 392 00:28:02,896 --> 00:28:07,428 Mark: Yeah, it does integrate well with the ship, I'll give him that, it just like, 393 00:28:07,428 --> 00:28:10,970 maybe a little bit of silhouette break-up would have been nice. 394 00:28:10,970 --> 00:28:14,378 Sandi: Sounds like a team with talent that you guys could work with basically. 395 00:28:14,378 --> 00:28:19,223 Chris R: I think pretty much everyone that has stuff has talent, and some of out critiques are based upon, 396 00:28:19,223 --> 00:28:23,348 we have a different view of how things should look in the world than the person, 397 00:28:23,348 --> 00:28:28,856 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. 398 00:28:28,856 --> 00:28:35,433 So I think it's amazing the amount of talent. Last episode, this episode, the next one, 399 00:28:35,433 --> 00:28:40,066 it was hard getting down to 24, so it's going to be hard getting to 16. 400 00:28:41,019 --> 00:28:44,435 Sandi: Ok judges, you know what time it is, it's voting time. 401 00:28:44,435 --> 00:28:50,642 So you know how it works, send me your top five, I'm going to tally them up, top five go through. 402 00:28:51,042 --> 00:29:05,409 [Time passing music] 403 00:29:12,425 --> 00:29:13,634 Chris R: Ok, I sent it to you. 404 00:29:13,634 --> 00:29:16,768 Sandi: That's, that was fast. Speedy. 405 00:29:17,906 --> 00:29:19,910 Chris R: Well, I know what I like. 406 00:29:21,817 --> 00:29:25,683 Sandi: Alright guys, well the results are in, and it seems to me that you're all on the same wavelength. 407 00:29:25,683 --> 00:29:27,175 Chris R: Alright. 408 00:29:27,175 --> 00:29:30,885 Sandi: Because we've got four teams who have five votes each. 409 00:29:30,885 --> 00:29:38,628 And those teams are: Troyka, team Belefonte, VisionCut, and Tri-Tri. 410 00:29:38,628 --> 00:29:43,905 And I'm sorry to say that Sakura Moon and To the Stars and Beyond got zero votes. 411 00:29:43,905 --> 00:29:47,871 Which leaves us with team AEM or team Catapult. 412 00:29:47,871 --> 00:29:54,428 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 413 00:29:54,428 --> 00:29:57,379 thoughts on each team and why you chose the one you chose. Mark. 414 00:29:57,379 --> 00:30:05,019 Mark: I chose Catapult because, [Sigh], I just, I mean the hairdryer one, 415 00:30:05,019 --> 00:30:12,794 I like it, it's just I think the design is a little too weird for me. 416 00:30:12,794 --> 00:30:21,878 I like the clean of the Catapult desgin, it had some nice texture work, some nice nicks and stuff in it. 417 00:30:21,878 --> 00:30:26,717 The orange is not my favorite, but you know, maybe I can talk them into changing it. 418 00:30:26,717 --> 00:30:32,499 Chris R: Let's see, I went for AEM which is the hairdryer/leafblower— 419 00:30:32,499 --> 00:30:34,209 Mark: Always got to be different from me. 420 00:30:34,209 --> 00:30:41,348 Chris R: No, no, no, I would rather go for something that felt like it tried to to something unique and original, 421 00:30:41,348 --> 00:30:45,513 and I felt it was cool, and it kind of looked, when it was sitting on the Hornet. 422 00:30:45,513 --> 00:30:48,016 I would never have thought that thing would actually fit on the front of the Hornet, 423 00:30:48,016 --> 00:30:57,213 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. 424 00:30:57,213 --> 00:31:00,105 I mean catapult was good too, but AEM got the vote from me. 425 00:31:00,905 --> 00:31:02,181 Sandi: One each, Sean. 426 00:31:02,181 --> 00:31:04,180 Sean: Yeah, for me it's Catapult all the way. 427 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.