Hi, I'm Sandi Garner. Coming to you from the Youtube space
In Los Angeles, California.
And right now, 24 teams begin a journey to become part of videogaming history.
by designing the next great starship.
[music]
Welcome to the first Episode of The Next Great Starship.
i'm here with Chris Roberts, the creator of the Wing Commander franchise.
Privateer, Starlancer, Freelancer
and then he took a hiatus to do film, and now he's back
with his next epic, Star Citizen.
Tell us what brought you back Chris.
Chris: Star Citizen is the game I always wanted to make, but never been able to make in the past.
The technology wasn't there, just in terms of the fidelity.. of the simulation
and also in terms of how people can interact in a sort of living, breathing universe
So, I finally felt like when technology changed I could always come back and make the game I always wanted to make.
Essentially the game is the dream. When I was a kid and watched Star Wars when I was 8, and wanted to be Han Solo
get in that ship, fly anywhere in the galaxy, and find my adventures.
That's really what Star Citizen does. And you can pretty much play any character, or role
You want to be a merchant, you can be a merchant. Want to be a mercenary, be a mercenary. Want to be a pirate, be a pirate
you can be a pirate. If you want to be an explorer, you can be an explorer. And you go from planet to planet
discovering things, buying, selling, upgrading your ship. Just doing whatever you want
and creating a name for yourself in the galaxy.
And I think that's something I always wanted as a game player
And luckily there's a lot of people out there that want the same thing. That is Star Citizen.
Sandi: Star Citizen is crowdfunded which is quite a unique project. We have over 300,000 fans (backers)
Chris: Thank you to everyone out there
CR: It's pretty crazy I mean you're out there helping us with marketing and to do the crowdfunding
CR: and it's a really special way to do it. In the past, you weren't able to do this, but in today's world
with the way the internet works, you can reach directly to the game players. And that was another reason why I came back
When I left before, it felt like it was stagnating, nobody was taking risks. It was very traditional
Big publisher, go to the stores, everyone wants to make a sequel, whereas now it feels like if you can come up with an idea
that can connect with the game players out there, you can go straight to them
and they can respond and support you which they have done with Star Citizen which is amazing.
It's allowing us to make this game at a level that I probably wouldn't be able to make even if I was doing this with one of
the big publishers. One of the things that we felt would be really special, which also ties into another core or part of
the game is we're very focused on (especially in PC gaming) user-generated content, where the players themselves can create
content and put it into the universe. The Next Great Starship is in celebration of that. One of the tenants of that
to allow players to do some of their own modding, maybe create a local server to mod and play the game down the road
A long time ago I made a game called Freelancer and we sort of put modding in as an afterthought
and 10 years later and there are still servers running Freelancer even though the game hasn't been for sale, or supported
by Microsoft for over 9 years.. people creating all different universes they can mod in- and that was an afterthought
so from the beginning we were trying to have the tools there for the users and we thought what better way to bring
to the forefront and involve the community in the process of building it, not just playing it in the end. It's to
create a competition with the members of our community that are artistically inclined with building spaceships and can show off their skills
and the community outside of that can participate and choose the one they like, opening the process up to everyone
to allow them to see how it gets made and to pick their one starship they want to see in the game.
I think that's going to be fantastic and the talent we got here is amazing. I'm completely blown away
by the level... what we do internally with.. you know.. serious hardcore professionals that have been doing this a long time.
Sandi: speaking of the professionals that are also going to be judging with you.
Let's meet the judges
Mark: My name is Mark Skelton, I'm an art director here at CIG and I've been here since January 2013
Mark: As far as the weapons and the ships go, I want to see history and I want you to convey a story.
As art director, my role is to clarify Chris Robert's vision.
And to help him realize the world of Star Citizen.
Chris Olivia: My name is Chris Olivia and I am chief visual officer and I've been here since January 2013.
My role is to oversee the big picture "look and feel" of the art in Star Citizen. this start with working with concept artists
to flesh out the universe, the end goal being quality and consistency is carried out throughout the game asset.
Chris O: In working with Chris Roberts my goal is to help realize his aesthetic vision for the game, so he and I will work together
to provide feedback and direction on all art, make sure everything ultimately meets that vision.
Chris Smith: I'm Chris Smith, lead vehicle artist at CIG, I started in January 2013. Modeling is an important process
for our ship creation pipeline. Taking a concept from a drawing to a finished game asset is a very exacting process.
I personally enjoy making the game asset as real as possible. I use a lot of real-world references
and mix them up with sci-fi elements to create a real good feel for the player, sort of immersive
but yet futuristic.
Sean: My name is Sean Patrick Tracy I'm a Cryengine Evangelist for Crytek and I've been working with SC and CR since the inception of the game
mt design philosophy is to get the asset in the engine as soon as possible. You can work with it in DCC tools, but when working with
a visionary like Chris Roberts, he needs to see exactly what his players are going to see
as he has a very specific vision. And if he can deliver this vision with the Cryengine than that makes me that much more happy.
Sandi: And here we are with the judges who have different expertise in the creation of
the next great starship. All of these judges are very pivotal in the creation of the world of SC.
Sandi: First of all, Mark, Chris, Chris, Chris, and Sean [laughs]
Sandi: We have 3 Chrisses. We have over 200 entries from all over the world. About 65 countries entered
Sandi: and the judges were very pivotal in looking at all of the videos and there were some pretty chartable talent
Sandi: throughout. They looked over them over the new year, they did their first selects
Mark: Unfortunately.. chopped [all] chopped it down
Chris O: Because there were so many good ones, when we're going through them, we listed them like "ok well, this is
a ten, a nine, an eight." We have to go back and rewatch it and eliminate one slowly. It was very difficult and took a long time
Mark: I was totally blown away at how much talent there were, how much creativity went into the videos
how much time, thought effort... it was amazing. What a fantastic opportunity for these guys too
I was not expecting that caliber of talent
CR: I didn't expect it to be as difficult to whittle it down. I was hoping we'd get 16 that would be good enough
and we whittled it down to 42, and then that was tough getting that down to 24 which is in the show now
and I don't know if those 24.. I mean for me all of them could go through. We'll have come arguments on this show I think
but I think that's what it is about.
Sandi: so guys, as artists, designers, modelers and judges.. how big of a deal is this for the teams?
Sean: It's a huge deal. A huge opportunity. They're getting their stuff seen. Wether it's for SC or someone else. They get their
stuff seen by a lot of people and that's a huge opportunity for any artist/designer.
Mark: I wish I had this opportunity when I was just starting out, that would have been amazing
CR: Yeah as a platform it's probably bigger. There are other modeling competitions but they are in the art community, while this
one is not just for the art community, it's the 300+ thousand that have already backed SC and probably more people lurking about the show
and I think it's a huge platform for people to show their work. It's fantastic work. It's brilliant.
Sandi: Why don't you tell us the requirements for entering the competition?
CR: The thing that will be most useful would be to put the contestants through a mini version of the things they would
have to to building the bigger ships, so that would be conceptual, design, modeling, getting into the engine
of course a ship is a big thing so we decided let's take a weapon, one of the weapons from the universe
Sekura Sun corporation which combines Xi'an and human technology and asked them to build the Sekura Sun "Windfarer."
and gave them some specs on it.
[music]
Mark: The cool thing about the weapons is that it's a good small version of a ship
You can tell if someone designs it out, you can tell their concept sense, their design sense. and also
a bead on how they build stuff, and if they build it clean, a nice first step to a bigger ship. It's a great way to get your feet wet.
Sandi: Let's get to it. We have 8 teams we're going to review but only 5 can go through.
Let's roll the first contestant
[sorry I can't spell some names :{] I'm from Argentina for team Eris
Hello, I'm the 3d artist from the team, I'm from Melbourne, Australia
I'm from Des Moines Iowa and fill the role of game integration. My responsibilities were animation, implementation, and setup in the SDK
[music]
Sandi: Alright guys that was Eris Heavy Manufacturing. Mark what are your thoughts?
Mark: I really like this weapon. I think the silhouette is really good. I like the gas canisters that poke out the bottom.
I like the way he bowed the barrel instead of keeping it straight. They were all good choices.
Chris: the silhouette was nice but I thought the canisters seemed tacked on
Mark: You know what bugged me about it? the glowy strips up top. They weren't symmetrical.
If you're going to do it, either give it to me clean or break them up. They seem kinda wonky and it threw me a bit
Chris O: The texture work was quite nice I thought it had nice details in there. It was decently executed
Sean: Nice colors, a little rebel alliance red.
I liked the way it looked in engine. It had a little grime on it. It looked like it could go on a ship right away.
I would have like to see more shadows coming off the object.
Chris S: A lot of times the lighting will either make it or break it.
CR: I could have done with more detail. I would like to see more greable. I felt like the weapon itself
was lower res than I would like to see in the game. We're already upgrading our weapons so when
you get close up you can see the moving bits.
I felt that was not quite the level of high-poly detail that I like.
Mark: I think it could use some gribly bits. it's super.. very ...even
Chris S: What are gribly bits for those who don't know?
Sandi: I was wondering what that was.
[All] It's fiddly bits. A Chris Roberts-ism.
CR: Comes from old-school modeling, like Star Wars they would make a real model. Those bits of detail
didn't mean anything but would get them off of model kids and glue them on to make it look interesting
That's the name for greble
Sandi: I have learned a new word with this team [stumbles over word]
CR: Grieble [Note: HOW DO YOU SPELL THIS?]
Sandi: Alright guys so overall thoughts?
Mark: I think it's solid, there's a few things that bother me.
Sean: I like the presentation, obvious he got what he wanted outside the engine and brought it in.
CR: Pretty good. A lot of positives to it. It would definitely be something you'd see in other games
In our game we're going to the next level, higher detail, more polys. Would it fit in SC today? No.
Does this team have talent to get there? Yes I think they do. Does it fit in the 16? I don't know. Definitely in the 24.
Sandi: Let's roll on to the next contestant
We're team Raging Vertex. We live in Germany and are very excited to join the cast.
[music]
[laughing]
Mark: I love those guys. I want action figures of them so I can put them on my desk.
Sandi: I think they're from your hometown [to Chris O]
Chris 0: they are indeed. I think the modeling left a little to be desired. It seems like they put a lot of thought
into it mechanically-wise, but their textures and modeling are not quite up to snuff
Sean: This is German engineering at its finest. It's very nice. The art might not be there but
there's a lot of implementation that they didn't have to do. It's tricky to get the weapon on the ship, firing and animations.
They even have the effect of motion blur
CR: I thought the engine implementation was really good, and the little details like recoil
the animation was quite good but yes the actual gun itself was a little simplistic and the texture was too simple
For me it needs more detail, tactile feel to it.
Chris S (I think?): Overall the color didn't seem to have a cohesiveness to the texture/color
it was just too contrasting and distracting.
Mark: On a pure modeling level the way it crashes into the main hull of it is just put in there instead of any thought
of how it connects. They just crashed it into the geometry. That's one thing you need to think through. Is it welded?
Is there a plate that bolts to it? Those little details clue you in A) how big it is, B) how well it's built.
Sandi: Sounds like the in game engine part is-
Sean: Well done
CR: It's strong on one side but not on the other side, there's plenty of others who don't have nearly as good
engine implementation. and it's not easy to do that. and they have a great name, Raging Vertex
I can see them with glow sticks at a night club
Sandi: On to the next contestant
My name is vladimir and I'm true team captain and director. I live in the
I'm Aleksandr from the Russian Federation and I'm lead designer. Main job was 3-d modeling of the cannon
I'm Dmitriy, freelance designer.
[music]
Sandi: Team TRUE what did you guys think?
Sean: I'm a little torn. The longer the video goes on the more you see, there's this one part where you're panning across
and the weapon's rotating and you got a lot of mechanisms and I think that's really cool
but then you get to the back of the weapon and it looks strange, it's normal mapped and indented but none
of the actual geometry is following those shapes. The effects are fantastic in the engine and that's hard to achieve
Mark: It looks like a hand held vacuum. I don't know why. Maybe it feels like it has a handle on the top, just the way
they laid in the normal maps feel a little weird to me. the detail level is not there
it feel like they tried to make up the level of detail of the surfaces with random normal chunks
Feels like they should have cut out or recessed a little more.
The way it spins inside itself is a little cool
Chris S: I like the barrel part the best. The way the secondary plates came out and it's rotating within itself
the back of the gun was very simply modeled and they used engravings and stuff which has an alien feel to it
CR: I liked what they were going for, alien feeling, and I did like the effect of the two barrels and how they reveal the
inside. And if you go back into the main body of the gun the fan area, it would show in that. Those were two areas of
very interesting detail. I felt the execution would be better.
Mark: If I was going to art direct it I would want them to give me a couple variations to see where they could push it
Sandi: Sounds like we like the alien technology parts of it, in game nice after effects...
Mark: It's pretty cool, I mean for a vacuum. I think Dyson would like it. It has a cool little Dyson design
but or a weapon... ehhh
Sandi: Let's see if team TRUE makes the final 16. Are we ready for the next video?
Hi, I'm Sean. On the internet I go by Fuzzy Modem
I'm an independent film maker and visual effects artist, and I live in Fox, Alaska.
This is Fox. There's the liquor store. The bar, and the brewery.
And that's the town of Fox.
For the first part of the contest
I latched onto the description of a particle accelerator with alien technology
Sandi: I have to say wow on that one.. I know nothing but what do you think?
Chris S: Liquor store, bar, and brewery
I'm surprised his gun didn't turn out like a bottle or something
Sean: I really liked his design, I feel like it's one of the best designs in the competition
It was the only one I voted for that wasn't in engine
CR: I thought you would rag on it because it wasn't in engine
Sean: I love this Hadron Collider look. It doesn't look like a leaf blower or something like that.
CR: I really liked it, in an artistic sense.. also a one-man-bad in Fox Alaska. A lot of the other guns had a very common
theme, this one felt like it had an identity, really nice detail, interesting and sort of- did- feel like an alien gun
infusing human technology. I was super impressed with it. I really liked it.
Sandi: before we go to the artists, Chris Smith what do you think?
Chris S: I liked it- CR: He's an artist! [laughs]
CR: "An ar-teeest"
Chris S: I liked the design a lot as well, he had a cool theme and everything
Some of the execution could have been done a little better
I thought the textures..but it was a very good start.
Mark: I liked it too, man, I thought the design was.. turned out really well
Chris S: It had a lot of depth to it, so.
Mark: It was multiple layers of things happening. And again, silhouette
I keep going back to it but it had a very interesting silhouette and was weighted nicely for me.
Chris S: I was hoping for some sound effects Mark: pew pew pew!
Chris S: I heard actually in Alaska sometimes the electricity goes out in the wintertime so I applaud him for.. pushing through
..with a generator or..
Mark: hunched over his keyboard with a generator "errrrrrr" in the background and he's making some awesome weapon
Sandi: It sounds like overall.. like? Maybe he could have pushed it a bit further?
Chris S: Yeah. I liked it
Sean: ...it in game, but like I said it was such a good design I couldn't rag on him
for not getting it in game, 'cause from what it looks like it's prett ymuch ready to go in game right away
Chris S: It would have helped to see it in game, for sure.
Sandi: Ok, you guys ready for the next team? Here we go.
I'm Skyzone, I'm very excited and looking forward to showing you some of our team's work
I live in western Victoria in a little town called Portland
.. come up with the design..
I'm [unknown] I'm the graphics designer from team Zues. I live in Germany
I'm John Sanchez aka War maze here. I'm an aspiring programmer from the frosty
regions of middleton, Wisconsin. My job is to provide coding support to the team
which in this instance means staring at xml files [laughs] I hope you guys really like our project
[music]
Mark: I wonder if that guy knows there's something green eating his head. He seems
completely clueless about it
Sandi: Chris Roberts, what did you think?
CR: This is one of my least favorite of the 24 we have left
mainly just because A) we've mainly seen that shape and design before
but also it wouldn't excite me. It's not a weapon I would want to buy and put on my spaceship
It's good that they got it in engine, and all the way through the pipeline, even have some pew pew sounds
but I felt the actual gun itselfwas more simplistic than I would like.
Mark: I wish they would have done more with the lighting. The lighting really killed it.
It's so flat.
Chris: I'm sure he likes the gold texture [laughs]
Mark: I like the gold touch.
Chris O?: I think it was overly metallic looking, you know.. sort of glitzy
Sean: It was metallic looking but no gloss
Sandi: How good was the in-engine sruff?
Sean The in-engine stuff was ok. I'm impressed they got it in, got it mountable
It was, obviously in the pre-SDK you could jump in, shoot at humvees and that's cool. The implementation was cool
but the presentation in engine leaves a little bit to be desired. Just turn the time of day a bit
so the lighting isn't directly above like this. It didn't do some of the texture work justice
in terms of the in-engine presentation
Chris S:I think in this instance they could have spent a little more time
trying different concepts on paper before they moved to building it
Chris O: One thing many people respond to is the simplicity, it's only one hue, one color
it's not really broken up there. there's not any greys in there that breaks up the gun, even texturally even then
the modeling part seemed very simplistic- like Chris mentioned. some other guns there's a lot
of thought put into the animation, and this one is just sort of basic
Mark: Like we were talking about before, there's no rest in your eye.. and what's with the fish fins on the side?
Doesn't that seem kinda strange?
Sean: I think this one suffers from not having the extrusions and things as well, it kills the silhouette, you have thei wierd sort
of alien back end, and this human sort of front end.
Chris S: I think people tend to, when they think of alien design or alien fusion
they go overly smooth instead of thinking of more interesting ways to construct it.
Sandi: Alright let's move on to the next one
My name is Paul
Talon corporation
... and it's only going to be me on the team
[music]
Sandi: Chris what do you think?
Chris S: I really like the idea of the shell and casing and the opening and how it was really nice take on it
Chris O: It was 3 different guns too
Chris S: I think the last one was done a lot better, they have to be careful with
just the forms and the shapes, because it can get lumpy feeling with no specific
shape or form. But it was pretty well done overall
Mark: borderline lumpy, although the shapes they were molding into it were interesting.
I love the way they were kinda thinking about animation while they were building it obviously
that's super-important
CR: I think it's just one person, I could be wrong
Mark: One guy? That's pretty amazing
Thinking about the animation is huge, and this guy obviously had a lot of forethought into how he's building stuff
andmiates out, and folds up cool but I do agree with Chris that it's a little lumpy.
They could have tightened places up a little bit but I think overall it's very interesting
It's a very alien design, I like it
Chris O: I like it, there's some cool design to it. some of the materials and textures could still be worked on
It's borderline lumpy, some of the shape is.. I like the first design it's kinda cool, since it is
a human/alien technology I like how the barrel looks human made, more angular looking, more tratitional
while the outside was an alien sort of shape. A good mixture of that stuff
Sean: I don't like this one. this one's probably my least favorite
CR: It's not in the engine damnit! [laughs]
Sean: That's one point, absolutely. it didn't make it to engine I don't think it could
the way over already poly count that was going to be done. We talked about the outside of the
shapes looking lumpy, I absolutely think it looks lumpy. It looks strange because it's like this outer caccoon abyss... you know
human gun.. but usually when you're covering some sort of weapon, it's not really with a sophisticated casing such as this
it's usually a very simple with latches so I think that would have it a lot more justice
Chris O: Batman would disagree
Sean: Batman would disagree with me[all laugh]
CR: I really like the 3rd iteration of the gun
The delivery, design... 3 variations like the base model and going up but the last one
I really like, I like the details, I like the shell opening up, like on the weapons we're going to do in our game, and in general
I just wanna see like, really cool deployment animations, and really cool firing animations. I think that's half the fun of stuff
So I thought that was very well thought out and interesting, it didn't feel like all the other weapons we did
obviously there's a knock that it's not in the engine, so... the modeling and animation especially on the 3rd one I thought was really good
Sandi: Varying thoughts on that one, we'll see if it makes the final 16. Let's roll the next one.
Greetings fellow citizens my name is Elwin Dachiller Jr I'm currently a 3d artist working out of New York city
working on mobile games. As soon as I hear about SC I immeadately started modeling my own ship
because I was detemined to mod it into the game. Fortunately for me the NGS competition was announced which gave me
the perfect way to get my ship designs into the game proper. Not just modded in, but for everyone to enjoy
I got super excited about that. The weapon itself was inspired by the Sekura flower, which you'll notice the cannon
has 5 barrels to represent that.
[music]
Mark: Sick!.. So sick!
The design is great, I love the way the deployment animations, I love the geometry which
is super clean. The materials are nice, very nice and the "weight" of the gun itself looks ERRRRR like
it'll just rip through a ship
Chris S: It looks like eevry piece had a purpose to it, nothing seemed tacked on
Sean: My only critique of it would be maybe-
CR: Was that in engine?
Sean No that was not in engine.. it was rendered but..that's going to move to engine no problem
He's got it UV'd and everything will be fine. He's got a low poly count but he's probably done that because
it's got so many pieces on
CR: Are you saying that because you feel the barrels are more squared off verus being-
Chris O: It doesn't mean lower poly count
Mark: It feels like he was definitely intending that, to have more angular things. It wasn't like he just threw it in there
because he decided to go low poly, it feels like he actually wanted the creases there
CR: You've got this flower, the petals, it's all about the deploy, and how it fires.. feeling the recoil, feeling the weight
So, I think of the ones that I saw that was one of my absolute favorites in terms of feeling that weapon
I would feel good-faring, I'd feel like a badass with that. I really liked that. That was a good entry
Sean: Nice material veriation, rounded too. A lot of different layers of types of materials
Sandi: Chris smith you didn't weign in, what do you think?
Chris S: One of my favorite weapons for sure
Great design, great textures already there and the modeling looks very clean
from what I can tell.. definitely great. I love the way when the weapon shoots you see the whole shaking of the plates
and everything
Sean: he keeps shaking us too, yeah [everyone laughs]
Sandi: A lot of energy for that one, let's see if that makes the final 16
Sandi: alright guys, last team of the day
Hello everyone my name is [unintelligible] and I'm a professional designer in the auto industry
Officially in this team I'm a modeler and I care about building the polygons, topology, groups, etc
My name's Derek Crospy, I live in Los Angeles, CA I am the Cry Engine technology expert
Hello, my name is
And I live in Frankfort Germany
I've got my pen, my imagination, and plenty of coffee. I'm ready.
[music]
Mark: I like this gun. It's cool. It's very clean how he modelled it
which you can tell, like the guy intended it that way, with clean lines
For me it got a little... maybe too alien for me, there's not enough human elements to it
it would be nice to see more human elements involved.. I didn't get a whole lot of scale on it
the weighting is cool, it almost looks like a ship to me
how the wings come down on the side and you have a central power cell or whatever that is inside of it
In my opinion I would want to see more elements that give me a clue
to how big this is and a clue there is some human element to it
Chris O:and the scale thing with griebles
Mark: Griebls are good
Chris O: I like the way the energy formed in the one part, overall it could use more detail
and I didn't like the way the outer part was light colored and the barrel was dark, and they put it against
a dark background it's about presentation and you don't get to see a lot of it
Chris S: It's a pretty decent gun, a deccent design, it seems like he took a lot of cues from automotive design to me
like those clean swooping lines in the back, it does look like a litlle fighter ship with a little blaster and thruster in the back
CR: My problem is that it wasn't well presented. Is it a spaceship or is it a gun?
Chris S: I like where he's going with some of the shapes but I don't think it's really pulled together quite....right.
Sean: I like that nice iphone look, and it's really hard to get that right, especially in-engine
That was in engine right? Yeah, that definitely was in engine
Sean: I could tell by the shader on the planet [laughs]
CR: for me, there was some nice ideas, but it doesn't quite get to me.. it's not all the way there
I do like the idea of some of the clean lines, I like the idea of a different kind of material, not metallic
that's sort of Star Trek. But the back of the gun, the front of the gun, where's the weapon? how big is it? where does it fit?
The identity of it being a gun wasn't that clear to me.
Sandi: So this team overall sounds like maybe with your guidance from each judge at this stage
I mean, obviously they got it in engine, they can.. sounds like you all are saying it was slightly...
Sean: heading in the right direction. he did say his experience was in automotive anyways, it shows
Sandi: We've seen 8 teams, but only 5 can go through
[random banter]
Sandi: I need you all to give us your 5 in an email, then I will tally them up and we'll come back for the results
[reality show music]
Sandi: Alright everyone, so I tallied the votes
3 teams were unanimous with votes from all 5 of you
The first being Eris Heavy Manufacturing
The Second is Skyguard Fabrications
And the third, Cryo
Sandi: One team got 4 votes from the judges.
So, Sean do you know which team that might be?
Sean: [Playfully] I wonder who that might be? You know you all can still change your mind.
Sandi: Talon Corp
Chris S: Nicely done
Sandi: Unfortunately, team Zeus got no votes, so they will not be moving on
All: Sorry gentlemen
Sandi: For the 5th spot, we have a 3-way tie
Damage, TRUE, and Raging Vertex. So only one can go through... what are we going to do?
Chris S: Fight each other?
Sean: You guys can still change, I'm telling you...
Sandi: Let's take another look
[music]
Sandi: Only one team can go through, so what we're going to do here is
yuo are going to vote for the team you would like in and 3 votes- the team's in
Mark: I like Damage
Chris O: Damage
Sandi: 2 for Damage
CR: I'm going to go for, I think, TRUE because I prefer that to Damage
Chris S: I think i'm going to have to go with TRUE as well. I think they have a little more potential
Sean: I'm going to have to go with TRUE as well
CR: Our couch wins!
Mark: you guys are off my Christmas list
Sandi: Congratulations TRUE, you advance to the next round
So 3 teams unfortunately, Team Zeus, Raging Vertex, and Damage didn't make it through
But that doesn't mean they're out of the competition because there's a wildcard vote
Each episode 3 teams will be eliminated and will go into the wildcard race, so for this episode it's
Team Zeus, Damage, and Raging Vertex who go into the wildcard.
Once we have all 9 wildcard teams, you guys will vote and put one back into the competition
so if you diagree with the judges, get your vote in and let your voice be heard
And in the spirit of community involvement you guys have already been voting and last week almost 30,000
votes for the ship that you guys would like the contestants to build
the winner being the mercenary gunship.
Sandi: So that' sit guys, 5 teams are in, 3 teams are out. Are you excited do the nets one?
All: yep, yep bring it on
Sandi: Another 8 teams, another 5 going through and another 3 in the wildcard race
tune in every Friday for The Next Great Starship
Captions by Bulldog [BDCI]
If you would like to volunteer to help visit my thread at
https://forums.robertsspaceindustries.com/discussion/103213/closed-captioning-request-and-status-thread