1 00:00:00,991 --> 00:00:04,114 Hi, I'm Sandi Garner. Coming to you from the Youtube space 2 00:00:04,114 --> 00:00:06,908 In Los Angeles, California. 3 00:00:06,908 --> 00:00:12,156 And right now, 24 teams begin a journey to become part of videogaming history. 4 00:00:12,156 --> 00:00:14,322 by designing the next great starship. 5 00:00:14,322 --> 00:00:20,741 [music] 6 00:00:20,741 --> 00:00:23,789 Welcome to the first Episode of The Next Great Starship. 7 00:00:23,789 --> 00:00:28,291 i'm here with Chris Roberts, the creator of the Wing Commander franchise. 8 00:00:28,291 --> 00:00:31,329 Privateer, Starlancer, Freelancer 9 00:00:31,329 --> 00:00:34,743 and then he took a hiatus to do film, and now he's back 10 00:00:34,743 --> 00:00:37,661 with his next epic, Star Citizen. 11 00:00:37,661 --> 00:00:39,877 Tell us what brought you back Chris. 12 00:00:39,877 --> 00:00:46,744 Chris: Star Citizen is the game I always wanted to make, but never been able to make in the past. 13 00:00:46,744 --> 00:00:52,392 The technology wasn't there, just in terms of the fidelity.. of the simulation 14 00:00:52,392 --> 00:00:57,065 and also in terms of how people can interact in a sort of living, breathing universe 15 00:00:57,065 --> 00:01:01,624 So, I finally felt like when technology changed I could always come back and make the game I always wanted to make. 16 00:01:01,624 --> 00:01:07,994 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 17 00:01:07,994 --> 00:01:12,571 get in that ship, fly anywhere in the galaxy, and find my adventures. 18 00:01:12,571 --> 00:01:15,472 That's really what Star Citizen does. And you can pretty much play any character, or role 19 00:01:15,472 --> 00:01:23,225 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 20 00:01:23,225 --> 00:01:26,988 you can be a pirate. If you want to be an explorer, you can be an explorer. And you go from planet to planet 21 00:01:26,988 --> 00:01:31,831 discovering things, buying, selling, upgrading your ship. Just doing whatever you want 22 00:01:31,831 --> 00:01:34,358 and creating a name for yourself in the galaxy. 23 00:01:34,358 --> 00:01:37,394 And I think that's something I always wanted as a game player 24 00:01:37,394 --> 00:01:40,989 And luckily there's a lot of people out there that want the same thing. That is Star Citizen. 25 00:01:40,989 --> 00:01:48,208 Sandi: Star Citizen is crowdfunded which is quite a unique project. We have over 300,000 fans (backers) 26 00:01:48,208 --> 00:01:50,578 Chris: Thank you to everyone out there 27 00:01:50,578 --> 00:01:56,279 CR: It's pretty crazy I mean you're out there helping us with marketing and to do the crowdfunding 28 00:01:56,279 --> 00:02:03,490 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 29 00:02:03,490 --> 00:02:09,625 with the way the internet works, you can reach directly to the game players. And that was another reason why I came back 30 00:02:09,625 --> 00:02:15,468 When I left before, it felt like it was stagnating, nobody was taking risks. It was very traditional 31 00:02:15,468 --> 00:02:21,103 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 32 00:02:21,103 --> 00:02:24,775 that can connect with the game players out there, you can go straight to them 33 00:02:24,775 --> 00:02:30,179 and they can respond and support you which they have done with Star Citizen which is amazing. 34 00:02:30,179 --> 00:02:35,518 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 35 00:02:35,518 --> 00:02:41,104 the big publishers. One of the things that we felt would be really special, which also ties into another core or part of 36 00:02:41,104 --> 00:02:48,997 the game is we're very focused on (especially in PC gaming) user-generated content, where the players themselves can create 37 00:02:48,997 --> 00:02:55,160 content and put it into the universe. The Next Great Starship is in celebration of that. One of the tenants of that 38 00:02:55,160 --> 00:03:03,823 to allow players to do some of their own modding, maybe create a local server to mod and play the game down the road 39 00:03:03,823 --> 00:03:09,929 A long time ago I made a game called Freelancer and we sort of put modding in as an afterthought 40 00:03:09,929 --> 00:03:16,330 and 10 years later and there are still servers running Freelancer even though the game hasn't been for sale, or supported 41 00:03:16,330 --> 00:03:22,662 by Microsoft for over 9 years.. people creating all different universes they can mod in- and that was an afterthought 42 00:03:22,662 --> 00:03:29,079 so from the beginning we were trying to have the tools there for the users and we thought what better way to bring 43 00:03:29,079 --> 00:03:38,227 to the forefront and involve the community in the process of building it, not just playing it in the end. It's to 44 00:03:38,227 --> 00:03:47,246 create a competition with the members of our community that are artistically inclined with building spaceships and can show off their skills 45 00:03:47,246 --> 00:03:56,778 and the community outside of that can participate and choose the one they like, opening the process up to everyone 46 00:03:56,778 --> 00:04:05,187 to allow them to see how it gets made and to pick their one starship they want to see in the game. 47 00:04:05,187 --> 00:04:09,980 I think that's going to be fantastic and the talent we got here is amazing. I'm completely blown away 48 00:04:09,980 --> 00:04:20,825 by the level... what we do internally with.. you know.. serious hardcore professionals that have been doing this a long time. 49 00:04:20,825 --> 00:04:26,109 Sandi: speaking of the professionals that are also going to be judging with you. 50 00:04:26,109 --> 00:04:29,078 Let's meet the judges 51 00:04:29,078 --> 00:04:35,441 Mark: My name is Mark Skelton, I'm an art director here at CIG and I've been here since January 2013 52 00:04:35,441 --> 00:04:42,742 Mark: As far as the weapons and the ships go, I want to see history and I want you to convey a story. 53 00:04:42,742 --> 00:04:47,219 As art director, my role is to clarify Chris Robert's vision. 54 00:04:47,219 --> 00:04:50,743 And to help him realize the world of Star Citizen. 55 00:04:50,743 --> 00:04:56,202 Chris Olivia: My name is Chris Olivia and I am chief visual officer and I've been here since January 2013. 56 00:04:56,202 --> 00:05:02,379 My role is to oversee the big picture "look and feel" of the art in Star Citizen. this start with working with concept artists 57 00:05:02,379 --> 00:05:09,108 to flesh out the universe, the end goal being quality and consistency is carried out throughout the game asset. 58 00:05:09,108 --> 00:05:14,497 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 59 00:05:14,497 --> 00:05:19,244 to provide feedback and direction on all art, make sure everything ultimately meets that vision. 60 00:05:19,244 --> 00:05:26,034 Chris Smith: I'm Chris Smith, lead vehicle artist at CIG, I started in January 2013. Modeling is an important process 61 00:05:26,034 --> 00:05:37,033 for our ship creation pipeline. Taking a concept from a drawing to a finished game asset is a very exacting process. 62 00:05:37,033 --> 00:05:45,111 I personally enjoy making the game asset as real as possible. I use a lot of real-world references 63 00:05:45,111 --> 00:05:53,324 and mix them up with sci-fi elements to create a real good feel for the player, sort of immersive 64 00:05:53,324 --> 00:05:56,073 but yet futuristic. 65 00:05:56,073 --> 00:06:04,907 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 66 00:06:04,907 --> 00:06:13,995 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 67 00:06:13,995 --> 00:06:17,542 a visionary like Chris Roberts, he needs to see exactly what his players are going to see 68 00:06:17,542 --> 00:06:24,578 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. 69 00:06:24,578 --> 00:06:28,997 Sandi: And here we are with the judges who have different expertise in the creation of 70 00:06:28,997 --> 00:06:34,464 the next great starship. All of these judges are very pivotal in the creation of the world of SC. 71 00:06:34,464 --> 00:06:40,828 Sandi: First of all, Mark, Chris, Chris, Chris, and Sean [laughs] 72 00:06:40,828 --> 00:06:47,773 Sandi: We have 3 Chrisses. We have over 200 entries from all over the world. About 65 countries entered 73 00:06:47,773 --> 00:06:53,789 Sandi: and the judges were very pivotal in looking at all of the videos and there were some pretty chartable talent 74 00:06:53,789 --> 00:06:58,882 Sandi: throughout. They looked over them over the new year, they did their first selects 75 00:06:58,882 --> 00:07:03,076 Mark: Unfortunately.. chopped [all] chopped it down 76 00:07:03,076 --> 00:07:12,128 Chris O: Because there were so many good ones, when we're going through them, we listed them like "ok well, this is 77 00:07:12,128 --> 00:07:19,706 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 78 00:07:19,706 --> 00:07:26,646 Mark: I was totally blown away at how much talent there were, how much creativity went into the videos 79 00:07:26,646 --> 00:07:34,911 how much time, thought effort... it was amazing. What a fantastic opportunity for these guys too 80 00:07:34,911 --> 00:07:38,364 I was not expecting that caliber of talent 81 00:07:38,364 --> 00:07:48,660 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 82 00:07:48,660 --> 00:07:57,777 and we whittled it down to 42, and then that was tough getting that down to 24 which is in the show now 83 00:07:57,777 --> 00:08:04,659 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 84 00:08:04,659 --> 00:08:06,580 but I think that's what it is about. 85 00:08:06,580 --> 00:08:18,127 Sandi: so guys, as artists, designers, modelers and judges.. how big of a deal is this for the teams? 86 00:08:18,127 --> 00:08:28,437 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 87 00:08:28,437 --> 00:08:34,492 stuff seen by a lot of people and that's a huge opportunity for any artist/designer. 88 00:08:34,492 --> 00:08:40,660 Mark: I wish I had this opportunity when I was just starting out, that would have been amazing 89 00:08:40,660 --> 00:08:49,161 CR: Yeah as a platform it's probably bigger. There are other modeling competitions but they are in the art community, while this 90 00:08:49,161 --> 00:09:00,324 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 91 00:09:00,324 --> 00:09:06,167 and I think it's a huge platform for people to show their work. It's fantastic work. It's brilliant. 92 00:09:06,167 --> 00:09:10,404 Sandi: Why don't you tell us the requirements for entering the competition? 93 00:09:10,404 --> 00:09:22,631 CR: The thing that will be most useful would be to put the contestants through a mini version of the things they would 94 00:09:22,631 --> 00:09:26,473 have to to building the bigger ships, so that would be conceptual, design, modeling, getting into the engine 95 00:09:26,473 --> 00:09:33,830 of course a ship is a big thing so we decided let's take a weapon, one of the weapons from the universe 96 00:09:33,830 --> 00:09:47,992 Sekura Sun corporation which combines Xi'an and human technology and asked them to build the Sekura Sun "Windfarer." 97 00:09:47,992 --> 00:09:50,827 and gave them some specs on it. 98 00:09:50,827 --> 00:09:55,191 [music] 99 00:09:55,191 --> 00:10:00,661 Mark: The cool thing about the weapons is that it's a good small version of a ship 100 00:10:00,661 --> 00:10:12,712 You can tell if someone designs it out, you can tell their concept sense, their design sense. and also 101 00:10:12,712 --> 00:10:23,395 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. 102 00:10:23,395 --> 00:10:28,924 Sandi: Let's get to it. We have 8 teams we're going to review but only 5 can go through. 103 00:10:28,924 --> 00:10:31,540 Let's roll the first contestant 104 00:10:31,540 --> 00:10:39,306 [sorry I can't spell some names :{] I'm from Argentina for team Eris 105 00:10:39,306 --> 00:10:45,310 Hello, I'm the 3d artist from the team, I'm from Melbourne, Australia 106 00:10:45,310 --> 00:10:55,966 I'm from Des Moines Iowa and fill the role of game integration. My responsibilities were animation, implementation, and setup in the SDK 107 00:10:55,966 --> 00:10:59,060 [music] 108 00:11:14,475 --> 00:11:18,758 Sandi: Alright guys that was Eris Heavy Manufacturing. Mark what are your thoughts? 109 00:11:18,758 --> 00:11:26,333 Mark: I really like this weapon. I think the silhouette is really good. I like the gas canisters that poke out the bottom. 110 00:11:26,333 --> 00:11:34,584 I like the way he bowed the barrel instead of keeping it straight. They were all good choices. 111 00:11:34,584 --> 00:11:39,476 Chris: the silhouette was nice but I thought the canisters seemed tacked on 112 00:11:39,476 --> 00:11:48,421 Mark: You know what bugged me about it? the glowy strips up top. They weren't symmetrical. 113 00:11:48,421 --> 00:11:58,206 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 114 00:11:58,206 --> 00:12:09,441 Chris O: The texture work was quite nice I thought it had nice details in there. It was decently executed 115 00:12:09,441 --> 00:12:13,348 Sean: Nice colors, a little rebel alliance red. 116 00:12:13,348 --> 00:12:21,894 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. 117 00:12:21,894 --> 00:12:25,205 I would have like to see more shadows coming off the object. 118 00:12:25,205 --> 00:12:31,600 Chris S: A lot of times the lighting will either make it or break it. 119 00:12:31,600 --> 00:12:41,982 CR: I could have done with more detail. I would like to see more greable. I felt like the weapon itself 120 00:12:41,982 --> 00:12:50,651 was lower res than I would like to see in the game. We're already upgrading our weapons so when 121 00:12:50,651 --> 00:12:56,651 you get close up you can see the moving bits. 122 00:12:56,651 --> 00:13:02,273 I felt that was not quite the level of high-poly detail that I like. 123 00:13:02,273 --> 00:13:10,401 Mark: I think it could use some gribly bits. it's super.. very ...even 124 00:13:10,401 --> 00:13:17,568 Chris S: What are gribly bits for those who don't know? 125 00:13:17,568 --> 00:13:20,568 Sandi: I was wondering what that was. 126 00:13:20,568 --> 00:13:26,984 [All] It's fiddly bits. A Chris Roberts-ism. 127 00:13:26,984 --> 00:13:35,034 CR: Comes from old-school modeling, like Star Wars they would make a real model. Those bits of detail 128 00:13:35,034 --> 00:13:43,706 didn't mean anything but would get them off of model kids and glue them on to make it look interesting 129 00:13:43,706 --> 00:13:47,901 That's the name for greble 130 00:13:47,901 --> 00:13:50,897 Sandi: I have learned a new word with this team [stumbles over word] 131 00:13:50,897 --> 00:13:53,913 CR: Grieble [Note: HOW DO YOU SPELL THIS?] 132 00:13:53,913 --> 00:13:57,312 Sandi: Alright guys so overall thoughts? 133 00:13:57,312 --> 00:14:01,599 Mark: I think it's solid, there's a few things that bother me. 134 00:14:01,599 --> 00:14:10,338 Sean: I like the presentation, obvious he got what he wanted outside the engine and brought it in. 135 00:14:10,338 --> 00:14:15,177 CR: Pretty good. A lot of positives to it. It would definitely be something you'd see in other games 136 00:14:15,177 --> 00:14:23,917 In our game we're going to the next level, higher detail, more polys. Would it fit in SC today? No. 137 00:14:23,917 --> 00:14:33,814 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. 138 00:14:33,814 --> 00:14:37,132 Sandi: Let's roll on to the next contestant 139 00:14:37,132 --> 00:14:47,339 We're team Raging Vertex. We live in Germany and are very excited to join the cast. 140 00:14:47,339 --> 00:14:51,974 [music] 141 00:15:02,768 --> 00:15:05,434 [laughing] 142 00:15:05,434 --> 00:15:14,019 Mark: I love those guys. I want action figures of them so I can put them on my desk. 143 00:15:14,019 --> 00:15:17,183 Sandi: I think they're from your hometown [to Chris O] 144 00:15:17,183 --> 00:15:25,804 Chris 0: they are indeed. I think the modeling left a little to be desired. It seems like they put a lot of thought 145 00:15:25,804 --> 00:15:30,929 into it mechanically-wise, but their textures and modeling are not quite up to snuff 146 00:15:30,929 --> 00:15:37,360 Sean: This is German engineering at its finest. It's very nice. The art might not be there but 147 00:15:37,360 --> 00:15:45,724 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. 148 00:15:45,724 --> 00:15:52,104 They even have the effect of motion blur 149 00:15:52,104 --> 00:15:57,035 CR: I thought the engine implementation was really good, and the little details like recoil 150 00:15:57,035 --> 00:16:03,521 the animation was quite good but yes the actual gun itself was a little simplistic and the texture was too simple 151 00:16:03,521 --> 00:16:07,978 For me it needs more detail, tactile feel to it. 152 00:16:07,978 --> 00:16:15,346 Chris S (I think?): Overall the color didn't seem to have a cohesiveness to the texture/color 153 00:16:15,346 --> 00:16:18,003 it was just too contrasting and distracting. 154 00:16:18,003 --> 00:16:30,139 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 155 00:16:30,139 --> 00:16:44,348 of how it connects. They just crashed it into the geometry. That's one thing you need to think through. Is it welded? 156 00:16:44,348 --> 00:16:55,070 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. 157 00:16:55,070 --> 00:16:58,349 Sandi: Sounds like the in game engine part is- 158 00:16:58,349 --> 00:17:00,684 Sean: Well done 159 00:17:00,684 --> 00:17:09,101 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 160 00:17:09,101 --> 00:17:14,789 engine implementation. and it's not easy to do that. and they have a great name, Raging Vertex 161 00:17:14,789 --> 00:17:22,688 I can see them with glow sticks at a night club 162 00:17:22,688 --> 00:17:27,738 Sandi: On to the next contestant 163 00:17:27,738 --> 00:17:34,595 My name is vladimir and I'm true team captain and director. I live in the 164 00:17:34,595 --> 00:17:48,156 I'm Aleksandr from the Russian Federation and I'm lead designer. Main job was 3-d modeling of the cannon 165 00:17:48,156 --> 00:17:53,785 I'm Dmitriy, freelance designer. 166 00:17:53,785 --> 00:17:59,259 [music] 167 00:18:11,611 --> 00:18:13,690 Sandi: Team TRUE what did you guys think? 168 00:18:13,690 --> 00:18:22,383 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 169 00:18:22,383 --> 00:18:26,708 and the weapon's rotating and you got a lot of mechanisms and I think that's really cool 170 00:18:26,708 --> 00:18:34,393 but then you get to the back of the weapon and it looks strange, it's normal mapped and indented but none 171 00:18:34,393 --> 00:18:42,744 of the actual geometry is following those shapes. The effects are fantastic in the engine and that's hard to achieve 172 00:18:42,744 --> 00:18:52,295 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 173 00:18:52,295 --> 00:19:01,496 they laid in the normal maps feel a little weird to me. the detail level is not there 174 00:19:01,496 --> 00:19:11,297 it feel like they tried to make up the level of detail of the surfaces with random normal chunks 175 00:19:11,297 --> 00:19:16,873 Feels like they should have cut out or recessed a little more. 176 00:19:16,873 --> 00:19:23,418 The way it spins inside itself is a little cool 177 00:19:23,418 --> 00:19:32,212 Chris S: I like the barrel part the best. The way the secondary plates came out and it's rotating within itself 178 00:19:32,212 --> 00:19:41,955 the back of the gun was very simply modeled and they used engravings and stuff which has an alien feel to it 179 00:19:41,955 --> 00:19:54,787 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 180 00:19:54,787 --> 00:20:04,879 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 181 00:20:04,879 --> 00:20:11,734 very interesting detail. I felt the execution would be better. 182 00:20:11,734 --> 00:20:18,297 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 183 00:20:18,297 --> 00:20:24,788 Sandi: Sounds like we like the alien technology parts of it, in game nice after effects... 184 00:20:24,788 --> 00:20:33,488 Mark: It's pretty cool, I mean for a vacuum. I think Dyson would like it. It has a cool little Dyson design 185 00:20:33,488 --> 00:20:38,826 but or a weapon... ehhh 186 00:20:38,826 --> 00:20:46,373 Sandi: Let's see if team TRUE makes the final 16. Are we ready for the next video? 187 00:20:46,373 --> 00:20:53,241 Hi, I'm Sean. On the internet I go by Fuzzy Modem 188 00:20:53,241 --> 00:20:58,246 I'm an independent film maker and visual effects artist, and I live in Fox, Alaska. 189 00:20:58,246 --> 00:21:06,621 This is Fox. There's the liquor store. The bar, and the brewery. 190 00:21:06,621 --> 00:21:10,316 And that's the town of Fox. 191 00:21:10,316 --> 00:21:14,621 For the first part of the contest 192 00:21:14,621 --> 00:21:23,541 I latched onto the description of a particle accelerator with alien technology 193 00:21:23,541 --> 00:21:26,578 Sandi: I have to say wow on that one.. I know nothing but what do you think? 194 00:21:26,578 --> 00:21:32,013 Chris S: Liquor store, bar, and brewery 195 00:21:32,013 --> 00:21:37,629 I'm surprised his gun didn't turn out like a bottle or something 196 00:21:37,629 --> 00:21:43,492 Sean: I really liked his design, I feel like it's one of the best designs in the competition 197 00:21:43,492 --> 00:21:48,930 It was the only one I voted for that wasn't in engine 198 00:21:48,930 --> 00:21:55,504 CR: I thought you would rag on it because it wasn't in engine 199 00:21:55,504 --> 00:22:00,501 Sean: I love this Hadron Collider look. It doesn't look like a leaf blower or something like that. 200 00:22:00,501 --> 00:22:11,879 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 201 00:22:11,879 --> 00:22:22,547 theme, this one felt like it had an identity, really nice detail, interesting and sort of- did- feel like an alien gun 202 00:22:22,547 --> 00:22:27,457 infusing human technology. I was super impressed with it. I really liked it. 203 00:22:27,457 --> 00:22:29,995 Sandi: before we go to the artists, Chris Smith what do you think? 204 00:22:29,995 --> 00:22:36,748 Chris S: I liked it- CR: He's an artist! [laughs] 205 00:22:36,748 --> 00:22:40,007 CR: "An ar-teeest" 206 00:22:40,007 --> 00:22:44,275 Chris S: I liked the design a lot as well, he had a cool theme and everything 207 00:22:44,275 --> 00:22:47,249 Some of the execution could have been done a little better 208 00:22:47,249 --> 00:22:50,598 I thought the textures..but it was a very good start. 209 00:22:50,598 --> 00:22:55,592 Mark: I liked it too, man, I thought the design was.. turned out really well 210 00:22:55,592 --> 00:22:57,693 Chris S: It had a lot of depth to it, so. 211 00:22:57,693 --> 00:23:01,272 Mark: It was multiple layers of things happening. And again, silhouette 212 00:23:01,272 --> 00:23:07,613 I keep going back to it but it had a very interesting silhouette and was weighted nicely for me. 213 00:23:07,613 --> 00:23:15,130 Chris S: I was hoping for some sound effects Mark: pew pew pew! 214 00:23:15,130 --> 00:23:24,348 Chris S: I heard actually in Alaska sometimes the electricity goes out in the wintertime so I applaud him for.. pushing through 215 00:23:24,348 --> 00:23:26,998 ..with a generator or.. 216 00:23:26,998 --> 00:23:35,571 Mark: hunched over his keyboard with a generator "errrrrrr" in the background and he's making some awesome weapon 217 00:23:35,571 --> 00:23:40,297 Sandi: It sounds like overall.. like? Maybe he could have pushed it a bit further? 218 00:23:40,297 --> 00:23:43,078 Chris S: Yeah. I liked it 219 00:23:43,078 --> 00:23:48,351 Sean: ...it in game, but like I said it was such a good design I couldn't rag on him 220 00:23:48,351 --> 00:23:54,137 for not getting it in game, 'cause from what it looks like it's prett ymuch ready to go in game right away 221 00:23:54,137 --> 00:23:57,085 Chris S: It would have helped to see it in game, for sure. 222 00:23:57,085 --> 00:24:03,658 Sandi: Ok, you guys ready for the next team? Here we go. 223 00:24:03,658 --> 00:24:10,438 I'm Skyzone, I'm very excited and looking forward to showing you some of our team's work 224 00:24:10,438 --> 00:24:16,002 I live in western Victoria in a little town called Portland 225 00:24:16,002 --> 00:24:20,284 .. come up with the design.. 226 00:24:20,284 --> 00:24:27,089 I'm [unknown] I'm the graphics designer from team Zues. I live in Germany 227 00:24:27,089 --> 00:24:31,707 I'm John Sanchez aka War maze here. I'm an aspiring programmer from the frosty 228 00:24:31,707 --> 00:24:35,431 regions of middleton, Wisconsin. My job is to provide coding support to the team 229 00:24:35,431 --> 00:24:41,162 which in this instance means staring at xml files [laughs] I hope you guys really like our project 230 00:24:41,162 --> 00:24:45,543 [music] 231 00:25:05,614 --> 00:25:10,058 Mark: I wonder if that guy knows there's something green eating his head. He seems 232 00:25:10,058 --> 00:25:12,444 completely clueless about it 233 00:25:12,444 --> 00:25:14,609 Sandi: Chris Roberts, what did you think? 234 00:25:14,609 --> 00:25:18,614 CR: This is one of my least favorite of the 24 we have left 235 00:25:18,614 --> 00:25:24,029 mainly just because A) we've mainly seen that shape and design before 236 00:25:24,029 --> 00:25:28,806 but also it wouldn't excite me. It's not a weapon I would want to buy and put on my spaceship 237 00:25:28,806 --> 00:25:36,440 It's good that they got it in engine, and all the way through the pipeline, even have some pew pew sounds 238 00:25:36,440 --> 00:25:42,490 but I felt the actual gun itselfwas more simplistic than I would like. 239 00:25:42,490 --> 00:25:50,856 Mark: I wish they would have done more with the lighting. The lighting really killed it. 240 00:25:50,856 --> 00:25:53,511 It's so flat. 241 00:25:53,511 --> 00:25:56,698 Chris: I'm sure he likes the gold texture [laughs] 242 00:25:56,698 --> 00:25:58,983 Mark: I like the gold touch. 243 00:25:58,983 --> 00:26:03,884 Chris O?: I think it was overly metallic looking, you know.. sort of glitzy 244 00:26:03,884 --> 00:26:07,745 Sean: It was metallic looking but no gloss 245 00:26:07,745 --> 00:26:10,888 Sandi: How good was the in-engine sruff? 246 00:26:10,888 --> 00:26:14,531 Sean The in-engine stuff was ok. I'm impressed they got it in, got it mountable 247 00:26:14,531 --> 00:26:20,614 It was, obviously in the pre-SDK you could jump in, shoot at humvees and that's cool. The implementation was cool 248 00:26:20,614 --> 00:26:26,641 but the presentation in engine leaves a little bit to be desired. Just turn the time of day a bit 249 00:26:26,641 --> 00:26:34,251 so the lighting isn't directly above like this. It didn't do some of the texture work justice 250 00:26:34,251 --> 00:26:36,198 in terms of the in-engine presentation 251 00:26:36,198 --> 00:26:38,876 Chris S:I think in this instance they could have spent a little more time 252 00:26:38,876 --> 00:26:43,276 trying different concepts on paper before they moved to building it 253 00:26:43,276 --> 00:26:51,500 Chris O: One thing many people respond to is the simplicity, it's only one hue, one color 254 00:26:51,500 --> 00:26:58,858 it's not really broken up there. there's not any greys in there that breaks up the gun, even texturally even then 255 00:26:58,858 --> 00:27:05,367 the modeling part seemed very simplistic- like Chris mentioned. some other guns there's a lot 256 00:27:05,367 --> 00:27:09,362 of thought put into the animation, and this one is just sort of basic 257 00:27:09,362 --> 00:27:18,827 Mark: Like we were talking about before, there's no rest in your eye.. and what's with the fish fins on the side? 258 00:27:18,827 --> 00:27:20,857 Doesn't that seem kinda strange? 259 00:27:20,857 --> 00:27:25,167 Sean: I think this one suffers from not having the extrusions and things as well, it kills the silhouette, you have thei wierd sort 260 00:27:25,167 --> 00:27:28,771 of alien back end, and this human sort of front end. 261 00:27:28,771 --> 00:27:33,691 Chris S: I think people tend to, when they think of alien design or alien fusion 262 00:27:33,691 --> 00:27:44,652 they go overly smooth instead of thinking of more interesting ways to construct it. 263 00:27:44,652 --> 00:27:48,099 Sandi: Alright let's move on to the next one 264 00:27:48,099 --> 00:27:53,779 My name is Paul 265 00:27:53,779 --> 00:27:58,613 Talon corporation 266 00:27:58,613 --> 00:28:01,505 ... and it's only going to be me on the team 267 00:28:01,505 --> 00:28:06,211 [music] 268 00:28:26,817 --> 00:28:28,693 Sandi: Chris what do you think? 269 00:28:28,693 --> 00:28:34,412 Chris S: I really like the idea of the shell and casing and the opening and how it was really nice take on it 270 00:28:34,412 --> 00:28:36,751 Chris O: It was 3 different guns too 271 00:28:36,751 --> 00:28:40,946 Chris S: I think the last one was done a lot better, they have to be careful with 272 00:28:40,946 --> 00:28:46,852 just the forms and the shapes, because it can get lumpy feeling with no specific 273 00:28:46,852 --> 00:28:54,834 shape or form. But it was pretty well done overall 274 00:28:54,834 --> 00:29:01,863 Mark: borderline lumpy, although the shapes they were molding into it were interesting. 275 00:29:01,863 --> 00:29:09,162 I love the way they were kinda thinking about animation while they were building it obviously 276 00:29:09,162 --> 00:29:10,914 that's super-important 277 00:29:10,914 --> 00:29:12,971 CR: I think it's just one person, I could be wrong 278 00:29:12,971 --> 00:29:15,046 Mark: One guy? That's pretty amazing 279 00:29:15,046 --> 00:29:24,745 Thinking about the animation is huge, and this guy obviously had a lot of forethought into how he's building stuff 280 00:29:24,745 --> 00:29:32,745 andmiates out, and folds up cool but I do agree with Chris that it's a little lumpy. 281 00:29:32,745 --> 00:29:37,497 They could have tightened places up a little bit but I think overall it's very interesting 282 00:29:37,497 --> 00:29:39,637 It's a very alien design, I like it 283 00:29:39,637 --> 00:29:46,272 Chris O: I like it, there's some cool design to it. some of the materials and textures could still be worked on 284 00:29:46,272 --> 00:29:51,912 It's borderline lumpy, some of the shape is.. I like the first design it's kinda cool, since it is 285 00:29:51,912 --> 00:30:01,381 a human/alien technology I like how the barrel looks human made, more angular looking, more tratitional 286 00:30:01,381 --> 00:30:05,685 while the outside was an alien sort of shape. A good mixture of that stuff 287 00:30:05,685 --> 00:30:10,125 Sean: I don't like this one. this one's probably my least favorite 288 00:30:10,125 --> 00:30:11,667 CR: It's not in the engine damnit! [laughs] 289 00:30:11,667 --> 00:30:15,748 Sean: That's one point, absolutely. it didn't make it to engine I don't think it could 290 00:30:15,748 --> 00:30:19,964 the way over already poly count that was going to be done. We talked about the outside of the 291 00:30:19,964 --> 00:30:25,974 shapes looking lumpy, I absolutely think it looks lumpy. It looks strange because it's like this outer caccoon abyss... you know 292 00:30:25,974 --> 00:30:32,789 human gun.. but usually when you're covering some sort of weapon, it's not really with a sophisticated casing such as this 293 00:30:32,789 --> 00:30:38,334 it's usually a very simple with latches so I think that would have it a lot more justice 294 00:30:38,334 --> 00:30:39,696 Chris O: Batman would disagree 295 00:30:39,696 --> 00:30:41,329 Sean: Batman would disagree with me[all laugh] 296 00:30:41,329 --> 00:30:48,585 CR: I really like the 3rd iteration of the gun 297 00:30:48,585 --> 00:30:53,417 The delivery, design... 3 variations like the base model and going up but the last one 298 00:30:53,417 --> 00:31:02,876 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 299 00:31:02,876 --> 00:31:10,722 I just wanna see like, really cool deployment animations, and really cool firing animations. I think that's half the fun of stuff 300 00:31:10,722 --> 00:31:16,503 So I thought that was very well thought out and interesting, it didn't feel like all the other weapons we did 301 00:31:16,503 --> 00:31:27,778 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 302 00:31:27,778 --> 00:31:34,106 Sandi: Varying thoughts on that one, we'll see if it makes the final 16. Let's roll the next one. 303 00:31:35,398 --> 00:31:41,929 Greetings fellow citizens my name is Elwin Dachiller Jr I'm currently a 3d artist working out of New York city 304 00:31:41,929 --> 00:31:46,594 working on mobile games. As soon as I hear about SC I immeadately started modeling my own ship 305 00:31:46,594 --> 00:31:54,307 because I was detemined to mod it into the game. Fortunately for me the NGS competition was announced which gave me 306 00:31:54,307 --> 00:32:01,999 the perfect way to get my ship designs into the game proper. Not just modded in, but for everyone to enjoy 307 00:32:01,999 --> 00:32:08,397 I got super excited about that. The weapon itself was inspired by the Sekura flower, which you'll notice the cannon 308 00:32:08,397 --> 00:32:11,588 has 5 barrels to represent that. 309 00:32:11,588 --> 00:32:15,024 [music] 310 00:32:25,336 --> 00:32:27,791 Mark: Sick!.. So sick! 311 00:32:27,791 --> 00:32:34,685 The design is great, I love the way the deployment animations, I love the geometry which 312 00:32:34,685 --> 00:32:44,088 is super clean. The materials are nice, very nice and the "weight" of the gun itself looks ERRRRR like 313 00:32:44,088 --> 00:32:45,955 it'll just rip through a ship 314 00:32:45,955 --> 00:32:52,229 Chris S: It looks like eevry piece had a purpose to it, nothing seemed tacked on 315 00:32:52,229 --> 00:32:54,956 Sean: My only critique of it would be maybe- 316 00:32:54,956 --> 00:32:56,746 CR: Was that in engine? 317 00:32:56,746 --> 00:33:03,464 Sean No that was not in engine.. it was rendered but..that's going to move to engine no problem 318 00:33:03,464 --> 00:33:08,488 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 319 00:33:08,488 --> 00:33:10,050 it's got so many pieces on 320 00:33:10,050 --> 00:33:14,999 CR: Are you saying that because you feel the barrels are more squared off verus being- 321 00:33:14,999 --> 00:33:18,964 Chris O: It doesn't mean lower poly count 322 00:33:18,964 --> 00:33:24,829 Mark: It feels like he was definitely intending that, to have more angular things. It wasn't like he just threw it in there 323 00:33:24,829 --> 00:33:30,714 because he decided to go low poly, it feels like he actually wanted the creases there 324 00:33:30,714 --> 00:33:42,876 CR: You've got this flower, the petals, it's all about the deploy, and how it fires.. feeling the recoil, feeling the weight 325 00:33:42,876 --> 00:33:52,093 So, I think of the ones that I saw that was one of my absolute favorites in terms of feeling that weapon 326 00:33:52,093 --> 00:33:59,790 I would feel good-faring, I'd feel like a badass with that. I really liked that. That was a good entry 327 00:33:59,790 --> 00:34:06,079 Sean: Nice material veriation, rounded too. A lot of different layers of types of materials 328 00:34:06,079 --> 00:34:08,008 Sandi: Chris smith you didn't weign in, what do you think? 329 00:34:08,008 --> 00:34:10,274 Chris S: One of my favorite weapons for sure 330 00:34:10,274 --> 00:34:15,044 Great design, great textures already there and the modeling looks very clean 331 00:34:15,044 --> 00:34:22,434 from what I can tell.. definitely great. I love the way when the weapon shoots you see the whole shaking of the plates 332 00:34:22,434 --> 00:34:23,656 and everything 333 00:34:23,656 --> 00:34:28,995 Sean: he keeps shaking us too, yeah [everyone laughs] 334 00:34:28,995 --> 00:34:32,879 Sandi: A lot of energy for that one, let's see if that makes the final 16 335 00:34:32,879 --> 00:34:35,548 Sandi: alright guys, last team of the day 336 00:34:40,577 --> 00:34:45,883 Hello everyone my name is [unintelligible] and I'm a professional designer in the auto industry 337 00:34:45,883 --> 00:34:54,550 Officially in this team I'm a modeler and I care about building the polygons, topology, groups, etc 338 00:34:54,550 --> 00:35:02,021 My name's Derek Crospy, I live in Los Angeles, CA I am the Cry Engine technology expert 339 00:35:02,021 --> 00:35:03,820 Hello, my name is 340 00:35:03,820 --> 00:35:06,358 And I live in Frankfort Germany 341 00:35:06,358 --> 00:35:13,139 I've got my pen, my imagination, and plenty of coffee. I'm ready. 342 00:35:13,139 --> 00:35:16,972 [music] 343 00:35:28,577 --> 00:35:32,829 Mark: I like this gun. It's cool. It's very clean how he modelled it 344 00:35:32,829 --> 00:35:37,108 which you can tell, like the guy intended it that way, with clean lines 345 00:35:37,108 --> 00:35:44,450 For me it got a little... maybe too alien for me, there's not enough human elements to it 346 00:35:44,450 --> 00:35:50,358 it would be nice to see more human elements involved.. I didn't get a whole lot of scale on it 347 00:35:50,358 --> 00:35:55,445 the weighting is cool, it almost looks like a ship to me 348 00:35:55,445 --> 00:36:04,113 how the wings come down on the side and you have a central power cell or whatever that is inside of it 349 00:36:04,113 --> 00:36:09,555 In my opinion I would want to see more elements that give me a clue 350 00:36:09,555 --> 00:36:15,090 to how big this is and a clue there is some human element to it 351 00:36:15,090 --> 00:36:19,128 Chris O:and the scale thing with griebles 352 00:36:19,128 --> 00:36:21,197 Mark: Griebls are good 353 00:36:21,197 --> 00:36:31,325 Chris O: I like the way the energy formed in the one part, overall it could use more detail 354 00:36:31,325 --> 00:36:40,416 and I didn't like the way the outer part was light colored and the barrel was dark, and they put it against 355 00:36:40,416 --> 00:36:44,824 a dark background it's about presentation and you don't get to see a lot of it 356 00:36:44,824 --> 00:36:52,778 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 357 00:36:52,778 --> 00:37:01,407 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 358 00:37:01,407 --> 00:37:06,313 CR: My problem is that it wasn't well presented. Is it a spaceship or is it a gun? 359 00:37:06,313 --> 00:37:17,990 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. 360 00:37:17,990 --> 00:37:27,796 Sean: I like that nice iphone look, and it's really hard to get that right, especially in-engine 361 00:37:27,796 --> 00:37:31,070 That was in engine right? Yeah, that definitely was in engine 362 00:37:31,070 --> 00:37:34,374 Sean: I could tell by the shader on the planet [laughs] 363 00:37:34,374 --> 00:37:42,055 CR: for me, there was some nice ideas, but it doesn't quite get to me.. it's not all the way there 364 00:37:42,055 --> 00:37:49,615 I do like the idea of some of the clean lines, I like the idea of a different kind of material, not metallic 365 00:37:49,615 --> 00:37:59,527 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? 366 00:37:59,527 --> 00:38:03,637 The identity of it being a gun wasn't that clear to me. 367 00:38:03,637 --> 00:38:08,195 Sandi: So this team overall sounds like maybe with your guidance from each judge at this stage 368 00:38:08,195 --> 00:38:14,865 I mean, obviously they got it in engine, they can.. sounds like you all are saying it was slightly... 369 00:38:14,865 --> 00:38:25,762 Sean: heading in the right direction. he did say his experience was in automotive anyways, it shows 370 00:38:25,762 --> 00:38:28,943 Sandi: We've seen 8 teams, but only 5 can go through 371 00:38:28,943 --> 00:38:39,382 [random banter] 372 00:38:39,382 --> 00:38:46,729 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 373 00:38:46,729 --> 00:38:58,561 [reality show music] 374 00:39:20,523 --> 00:39:23,623 Sandi: Alright everyone, so I tallied the votes 375 00:39:23,623 --> 00:39:27,961 3 teams were unanimous with votes from all 5 of you 376 00:39:27,961 --> 00:39:31,563 The first being Eris Heavy Manufacturing 377 00:39:31,563 --> 00:39:34,664 The Second is Skyguard Fabrications 378 00:39:34,664 --> 00:39:38,068 And the third, Cryo 379 00:39:38,068 --> 00:39:49,236 Sandi: One team got 4 votes from the judges. 380 00:39:49,236 --> 00:39:51,392 So, Sean do you know which team that might be? 381 00:39:51,392 --> 00:39:56,115 Sean: [Playfully] I wonder who that might be? You know you all can still change your mind. 382 00:39:56,115 --> 00:39:58,737 Sandi: Talon Corp 383 00:39:58,737 --> 00:40:00,456 Chris S: Nicely done 384 00:40:00,456 --> 00:40:03,228 Sandi: Unfortunately, team Zeus got no votes, so they will not be moving on 385 00:40:03,228 --> 00:40:05,566 All: Sorry gentlemen 386 00:40:05,566 --> 00:40:09,486 Sandi: For the 5th spot, we have a 3-way tie 387 00:40:09,486 --> 00:40:16,777 Damage, TRUE, and Raging Vertex. So only one can go through... what are we going to do? 388 00:40:16,777 --> 00:40:18,400 Chris S: Fight each other? 389 00:40:18,400 --> 00:40:20,673 Sean: You guys can still change, I'm telling you... 390 00:40:20,673 --> 00:40:25,852 Sandi: Let's take another look 391 00:40:25,852 --> 00:40:28,974 [music] 392 00:41:26,175 --> 00:41:33,232 Sandi: Only one team can go through, so what we're going to do here is 393 00:41:33,447 --> 00:41:39,525 yuo are going to vote for the team you would like in and 3 votes- the team's in 394 00:41:39,525 --> 00:41:41,992 Mark: I like Damage 395 00:41:41,992 --> 00:41:44,158 Chris O: Damage 396 00:41:44,158 --> 00:41:46,035 Sandi: 2 for Damage 397 00:41:46,035 --> 00:41:51,136 CR: I'm going to go for, I think, TRUE because I prefer that to Damage 398 00:41:51,136 --> 00:41:57,914 Chris S: I think i'm going to have to go with TRUE as well. I think they have a little more potential 399 00:41:57,914 --> 00:42:02,992 Sean: I'm going to have to go with TRUE as well 400 00:42:02,992 --> 00:42:06,188 CR: Our couch wins! 401 00:42:06,188 --> 00:42:09,412 Mark: you guys are off my Christmas list 402 00:42:09,412 --> 00:42:12,217 Sandi: Congratulations TRUE, you advance to the next round 403 00:42:12,217 --> 00:42:18,433 So 3 teams unfortunately, Team Zeus, Raging Vertex, and Damage didn't make it through 404 00:42:18,433 --> 00:42:23,939 But that doesn't mean they're out of the competition because there's a wildcard vote 405 00:42:23,939 --> 00:42:30,081 Each episode 3 teams will be eliminated and will go into the wildcard race, so for this episode it's 406 00:42:30,081 --> 00:42:34,619 Team Zeus, Damage, and Raging Vertex who go into the wildcard. 407 00:42:34,619 --> 00:42:39,740 Once we have all 9 wildcard teams, you guys will vote and put one back into the competition 408 00:42:39,740 --> 00:42:44,245 so if you diagree with the judges, get your vote in and let your voice be heard 409 00:42:44,245 --> 00:42:50,232 And in the spirit of community involvement you guys have already been voting and last week almost 30,000 410 00:42:50,232 --> 00:42:54,664 votes for the ship that you guys would like the contestants to build 411 00:42:54,664 --> 00:42:57,299 the winner being the mercenary gunship. 412 00:42:57,299 --> 00:43:02,474 Sandi: So that' sit guys, 5 teams are in, 3 teams are out. Are you excited do the nets one? 413 00:43:02,474 --> 00:43:04,958 All: yep, yep bring it on 414 00:43:04,958 --> 00:43:08,741 Sandi: Another 8 teams, another 5 going through and another 3 in the wildcard race 415 00:43:08,741 --> 00:43:15,049 tune in every Friday for The Next Great Starship 416 00:43:15,049 --> 00:43:19,194 Captions by Bulldog [BDCI] 417 00:43:19,194 --> 00:43:21,519 If you would like to volunteer to help visit my thread at 418 00:43:21,519 --> 00:43:27,638 https://forums.robertsspaceindustries.com/discussion/103213/closed-captioning-request-and-status-thread