WEBVTT 00:00:00.991 --> 00:00:04.114 Hi, I'm Sandi Garner. Coming to you from the Youtube space 00:00:04.114 --> 00:00:06.908 In Los Angeles, California. 00:00:06.908 --> 00:00:12.156 And right now, 24 teams begin a journey to become part of videogaming history. 00:00:12.156 --> 00:00:14.322 by designing the next great starship. 00:00:14.322 --> 00:00:20.741 [music] 00:00:20.741 --> 00:00:23.789 Welcome to the first Episode of The Next Great Starship. 00:00:23.789 --> 00:00:28.291 i'm here with Chris Roberts, the creator of the Wing Commander franchise. 00:00:28.291 --> 00:00:31.329 Privateer, Starlancer, Freelancer 00:00:31.329 --> 00:00:34.743 and then he took a hiatus to do film, and now he's back 00:00:34.743 --> 00:00:37.661 with his next epic, Star Citizen. 00:00:37.661 --> 00:00:39.877 Tell us what brought you back Chris. 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. 00:00:46.744 --> 00:00:52.392 The technology wasn't there, just in terms of the fidelity.. of the simulation 00:00:52.392 --> 00:00:57.065 and also in terms of how people can interact in a sort of living, breathing universe 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. 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 00:01:07.994 --> 00:01:12.571 get in that ship, fly anywhere in the galaxy, and find my adventures. 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 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 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 00:01:26.988 --> 00:01:31.831 discovering things, buying, selling, upgrading your ship. Just doing whatever you want 00:01:31.831 --> 00:01:34.358 and creating a name for yourself in the galaxy. 00:01:34.358 --> 00:01:37.394 And I think that's something I always wanted as a game player 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. 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) 00:01:48.208 --> 00:01:50.578 Chris: Thank you to everyone out there 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 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 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 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 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 00:02:21.103 --> 00:02:24.775 that can connect with the game players out there, you can go straight to them 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. 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 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 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 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 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 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 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 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 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 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 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 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 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. 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 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. 00:04:20.825 --> 00:04:26.109 Sandi: speaking of the professionals that are also going to be judging with you. 00:04:26.109 --> 00:04:29.078 Let's meet the judges 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 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. 00:04:42.742 --> 00:04:47.219 As art director, my role is to clarify Chris Robert's vision. 00:04:47.219 --> 00:04:50.743 And to help him realize the world of Star Citizen. 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. 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 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. 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 00:05:14.497 --> 00:05:19.244 to provide feedback and direction on all art, make sure everything ultimately meets that vision. 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 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. 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 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 00:05:53.324 --> 00:05:56.073 but yet futuristic. 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 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 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 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. 00:06:24.578 --> 00:06:28.997 Sandi: And here we are with the judges who have different expertise in the creation of 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. 00:06:34.464 --> 00:06:40.828 Sandi: First of all, Mark, Chris, Chris, Chris, and Sean [laughs] 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 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 00:06:53.789 --> 00:06:58.882 Sandi: throughout. They looked over them over the new year, they did their first selects 00:06:58.882 --> 00:07:03.076 Mark: Unfortunately.. chopped [all] chopped it down 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 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 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 00:07:26.646 --> 00:07:34.911 how much time, thought effort... it was amazing. What a fantastic opportunity for these guys too 00:07:34.911 --> 00:07:38.364 I was not expecting that caliber of talent 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 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 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 00:08:04.659 --> 00:08:06.580 but I think that's what it is about. 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? 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 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. 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 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 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 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. 00:09:06.167 --> 00:09:10.404 Sandi: Why don't you tell us the requirements for entering the competition? 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 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 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 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." 00:09:47.992 --> 00:09:50.827 and gave them some specs on it. 00:09:50.827 --> 00:09:55.191 [music] 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 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 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. 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. 00:10:28.924 --> 00:10:31.540 Let's roll the first contestant 00:10:31.540 --> 00:10:39.306 [sorry I can't spell some names :{] I'm from Argentina for team Eris 00:10:39.306 --> 00:10:45.310 Hello, I'm the 3d artist from the team, I'm from Melbourne, Australia 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 00:10:55.966 --> 00:10:59.060 [music] 00:11:14.475 --> 00:11:18.758 Sandi: Alright guys that was Eris Heavy Manufacturing. Mark what are your thoughts? 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. 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. 00:11:34.584 --> 00:11:39.476 Chris: the silhouette was nice but I thought the canisters seemed tacked on 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. 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 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 00:12:09.441 --> 00:12:13.348 Sean: Nice colors, a little rebel alliance red. 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. 00:12:21.894 --> 00:12:25.205 I would have like to see more shadows coming off the object. 00:12:25.205 --> 00:12:31.600 Chris S: A lot of times the lighting will either make it or break it. 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 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 00:12:50.651 --> 00:12:56.651 you get close up you can see the moving bits. 00:12:56.651 --> 00:13:02.273 I felt that was not quite the level of high-poly detail that I like. 00:13:02.273 --> 00:13:10.401 Mark: I think it could use some gribly bits. it's super.. very ...even 00:13:10.401 --> 00:13:17.568 Chris S: What are gribly bits for those who don't know? 00:13:17.568 --> 00:13:20.568 Sandi: I was wondering what that was. 00:13:20.568 --> 00:13:26.984 [All] It's fiddly bits. A Chris Roberts-ism. 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 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 00:13:43.706 --> 00:13:47.901 That's the name for greble 00:13:47.901 --> 00:13:50.897 Sandi: I have learned a new word with this team [stumbles over word] 00:13:50.897 --> 00:13:53.913 CR: Grieble [Note: HOW DO YOU SPELL THIS?] 00:13:53.913 --> 00:13:57.312 Sandi: Alright guys so overall thoughts? 00:13:57.312 --> 00:14:01.599 Mark: I think it's solid, there's a few things that bother me. 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. 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 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. 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. 00:14:33.814 --> 00:14:37.132 Sandi: Let's roll on to the next contestant 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. 00:14:47.339 --> 00:14:51.974 [music] 00:15:02.768 --> 00:15:05.434 [laughing] 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. 00:15:14.019 --> 00:15:17.183 Sandi: I think they're from your hometown [to Chris O] 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 00:15:25.804 --> 00:15:30.929 into it mechanically-wise, but their textures and modeling are not quite up to snuff 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 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. 00:15:45.724 --> 00:15:52.104 They even have the effect of motion blur 00:15:52.104 --> 00:15:57.035 CR: I thought the engine implementation was really good, and the little details like recoil 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 00:16:03.521 --> 00:16:07.978 For me it needs more detail, tactile feel to it. 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 00:16:15.346 --> 00:16:18.003 it was just too contrasting and distracting. 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 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? 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. 00:16:55.070 --> 00:16:58.349 Sandi: Sounds like the in game engine part is- 00:16:58.349 --> 00:17:00.684 Sean: Well done 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 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 00:17:14.789 --> 00:17:22.688 I can see them with glow sticks at a night club 00:17:22.688 --> 00:17:27.738 Sandi: On to the next contestant 00:17:27.738 --> 00:17:34.595 My name is vladimir and I'm true team captain and director. I live in the 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 00:17:48.156 --> 00:17:53.785 I'm Dmitriy, freelance designer. 00:17:53.785 --> 00:17:59.259 [music] 00:18:11.611 --> 00:18:13.690 Sandi: Team TRUE what did you guys think? 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 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 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 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 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 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 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 00:19:11.297 --> 00:19:16.873 Feels like they should have cut out or recessed a little more. 00:19:16.873 --> 00:19:23.418 The way it spins inside itself is a little cool 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 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 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 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 00:20:04.879 --> 00:20:11.734 very interesting detail. I felt the execution would be better. 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 00:20:18.297 --> 00:20:24.788 Sandi: Sounds like we like the alien technology parts of it, in game nice after effects... 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 00:20:33.488 --> 00:20:38.826 but or a weapon... ehhh 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? 00:20:46.373 --> 00:20:53.241 Hi, I'm Sean. On the internet I go by Fuzzy Modem 00:20:53.241 --> 00:20:58.246 I'm an independent film maker and visual effects artist, and I live in Fox, Alaska. 00:20:58.246 --> 00:21:06.621 This is Fox. There's the liquor store. The bar, and the brewery. 00:21:06.621 --> 00:21:10.316 And that's the town of Fox. 00:21:10.316 --> 00:21:14.621 For the first part of the contest 00:21:14.621 --> 00:21:23.541 I latched onto the description of a particle accelerator with alien technology 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? 00:21:26.578 --> 00:21:32.013 Chris S: Liquor store, bar, and brewery 00:21:32.013 --> 00:21:37.629 I'm surprised his gun didn't turn out like a bottle or something 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 00:21:43.492 --> 00:21:48.930 It was the only one I voted for that wasn't in engine 00:21:48.930 --> 00:21:55.504 CR: I thought you would rag on it because it wasn't in engine 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. 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 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 00:22:22.547 --> 00:22:27.457 infusing human technology. I was super impressed with it. I really liked it. 00:22:27.457 --> 00:22:29.995 Sandi: before we go to the artists, Chris Smith what do you think? 00:22:29.995 --> 00:22:36.748 Chris S: I liked it- CR: He's an artist! [laughs] 00:22:36.748 --> 00:22:40.007 CR: "An ar-teeest" 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 00:22:44.275 --> 00:22:47.249 Some of the execution could have been done a little better 00:22:47.249 --> 00:22:50.598 I thought the textures..but it was a very good start. 00:22:50.598 --> 00:22:55.592 Mark: I liked it too, man, I thought the design was.. turned out really well 00:22:55.592 --> 00:22:57.693 Chris S: It had a lot of depth to it, so. 00:22:57.693 --> 00:23:01.272 Mark: It was multiple layers of things happening. And again, silhouette 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. 00:23:07.613 --> 00:23:15.130 Chris S: I was hoping for some sound effects Mark: pew pew pew! 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 00:23:24.348 --> 00:23:26.998 ..with a generator or.. 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 00:23:35.571 --> 00:23:40.297 Sandi: It sounds like overall.. like? Maybe he could have pushed it a bit further? 00:23:40.297 --> 00:23:43.078 Chris S: Yeah. I liked it 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 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 00:23:54.137 --> 00:23:57.085 Chris S: It would have helped to see it in game, for sure. 00:23:57.085 --> 00:24:03.658 Sandi: Ok, you guys ready for the next team? Here we go. 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 00:24:10.438 --> 00:24:16.002 I live in western Victoria in a little town called Portland 00:24:16.002 --> 00:24:20.284 .. come up with the design.. 00:24:20.284 --> 00:24:27.089 I'm [unknown] I'm the graphics designer from team Zues. I live in Germany 00:24:27.089 --> 00:24:31.707 I'm John Sanchez aka War maze here. I'm an aspiring programmer from the frosty 00:24:31.707 --> 00:24:35.431 regions of middleton, Wisconsin. My job is to provide coding support to the team 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 00:24:41.162 --> 00:24:45.543 [music] 00:25:05.614 --> 00:25:10.058 Mark: I wonder if that guy knows there's something green eating his head. He seems 00:25:10.058 --> 00:25:12.444 completely clueless about it 00:25:12.444 --> 00:25:14.609 Sandi: Chris Roberts, what did you think? 00:25:14.609 --> 00:25:18.614 CR: This is one of my least favorite of the 24 we have left 00:25:18.614 --> 00:25:24.029 mainly just because A) we've mainly seen that shape and design before 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 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 00:25:36.440 --> 00:25:42.490 but I felt the actual gun itselfwas more simplistic than I would like. 00:25:42.490 --> 00:25:50.856 Mark: I wish they would have done more with the lighting. The lighting really killed it. 00:25:50.856 --> 00:25:53.511 It's so flat. 00:25:53.511 --> 00:25:56.698 Chris: I'm sure he likes the gold texture [laughs] 00:25:56.698 --> 00:25:58.983 Mark: I like the gold touch. 00:25:58.983 --> 00:26:03.884 Chris O?: I think it was overly metallic looking, you know.. sort of glitzy 00:26:03.884 --> 00:26:07.745 Sean: It was metallic looking but no gloss 00:26:07.745 --> 00:26:10.888 Sandi: How good was the in-engine sruff? 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 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 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 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 00:26:34.251 --> 00:26:36.198 in terms of the in-engine presentation 00:26:36.198 --> 00:26:38.876 Chris S:I think in this instance they could have spent a little more time 00:26:38.876 --> 00:26:43.276 trying different concepts on paper before they moved to building it 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 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 00:26:58.858 --> 00:27:05.367 the modeling part seemed very simplistic- like Chris mentioned. some other guns there's a lot 00:27:05.367 --> 00:27:09.362 of thought put into the animation, and this one is just sort of basic 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? 00:27:18.827 --> 00:27:20.857 Doesn't that seem kinda strange? 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 00:27:25.167 --> 00:27:28.771 of alien back end, and this human sort of front end. 00:27:28.771 --> 00:27:33.691 Chris S: I think people tend to, when they think of alien design or alien fusion 00:27:33.691 --> 00:27:44.652 they go overly smooth instead of thinking of more interesting ways to construct it. 00:27:44.652 --> 00:27:48.099 Sandi: Alright let's move on to the next one 00:27:48.099 --> 00:27:53.779 My name is Paul 00:27:53.779 --> 00:27:58.613 Talon corporation 00:27:58.613 --> 00:28:01.505 ... and it's only going to be me on the team 00:28:01.505 --> 00:28:06.211 [music] 00:28:26.817 --> 00:28:28.693 Sandi: Chris what do you think? 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 00:28:34.412 --> 00:28:36.751 Chris O: It was 3 different guns too 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 00:28:40.946 --> 00:28:46.852 just the forms and the shapes, because it can get lumpy feeling with no specific 00:28:46.852 --> 00:28:54.834 shape or form. But it was pretty well done overall 00:28:54.834 --> 00:29:01.863 Mark: borderline lumpy, although the shapes they were molding into it were interesting. 00:29:01.863 --> 00:29:09.162 I love the way they were kinda thinking about animation while they were building it obviously 00:29:09.162 --> 00:29:10.914 that's super-important 00:29:10.914 --> 00:29:12.971 CR: I think it's just one person, I could be wrong 00:29:12.971 --> 00:29:15.046 Mark: One guy? That's pretty amazing 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 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. 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 00:29:37.497 --> 00:29:39.637 It's a very alien design, I like it 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 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 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 00:30:01.381 --> 00:30:05.685 while the outside was an alien sort of shape. A good mixture of that stuff 00:30:05.685 --> 00:30:10.125 Sean: I don't like this one. this one's probably my least favorite 00:30:10.125 --> 00:30:11.667 CR: It's not in the engine damnit! [laughs] 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 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 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 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 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 00:30:38.334 --> 00:30:39.696 Chris O: Batman would disagree 00:30:39.696 --> 00:30:41.329 Sean: Batman would disagree with me[all laugh] 00:30:41.329 --> 00:30:48.585 CR: I really like the 3rd iteration of the gun 00:30:48.585 --> 00:30:53.417 The delivery, design... 3 variations like the base model and going up but the last one 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 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 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 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 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. 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 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 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 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 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 00:32:08.397 --> 00:32:11.588 has 5 barrels to represent that. 00:32:11.588 --> 00:32:15.024 [music] 00:32:25.336 --> 00:32:27.791 Mark: Sick!.. So sick! 00:32:27.791 --> 00:32:34.685 The design is great, I love the way the deployment animations, I love the geometry which 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 00:32:44.088 --> 00:32:45.955 it'll just rip through a ship 00:32:45.955 --> 00:32:52.229 Chris S: It looks like eevry piece had a purpose to it, nothing seemed tacked on 00:32:52.229 --> 00:32:54.956 Sean: My only critique of it would be maybe- 00:32:54.956 --> 00:32:56.746 CR: Was that in engine? 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 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 00:33:08.488 --> 00:33:10.050 it's got so many pieces on 00:33:10.050 --> 00:33:14.999 CR: Are you saying that because you feel the barrels are more squared off verus being- 00:33:14.999 --> 00:33:18.964 Chris O: It doesn't mean lower poly count 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 00:33:24.829 --> 00:33:30.714 because he decided to go low poly, it feels like he actually wanted the creases there 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 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 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 00:33:59.790 --> 00:34:06.079 Sean: Nice material veriation, rounded too. A lot of different layers of types of materials 00:34:06.079 --> 00:34:08.008 Sandi: Chris smith you didn't weign in, what do you think? 00:34:08.008 --> 00:34:10.274 Chris S: One of my favorite weapons for sure 00:34:10.274 --> 00:34:15.044 Great design, great textures already there and the modeling looks very clean 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 00:34:22.434 --> 00:34:23.656 and everything 00:34:23.656 --> 00:34:28.995 Sean: he keeps shaking us too, yeah [everyone laughs] 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 00:34:32.879 --> 00:34:35.548 Sandi: alright guys, last team of the day 00:34:40.577 --> 00:34:45.883 Hello everyone my name is [unintelligible] and I'm a professional designer in the auto industry 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 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 00:35:02.021 --> 00:35:03.820 Hello, my name is 00:35:03.820 --> 00:35:06.358 And I live in Frankfort Germany 00:35:06.358 --> 00:35:13.139 I've got my pen, my imagination, and plenty of coffee. I'm ready. 00:35:13.139 --> 00:35:16.972 [music] 00:35:28.577 --> 00:35:32.829 Mark: I like this gun. It's cool. It's very clean how he modelled it 00:35:32.829 --> 00:35:37.108 which you can tell, like the guy intended it that way, with clean lines 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 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 00:35:50.358 --> 00:35:55.445 the weighting is cool, it almost looks like a ship to me 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 00:36:04.113 --> 00:36:09.555 In my opinion I would want to see more elements that give me a clue 00:36:09.555 --> 00:36:15.090 to how big this is and a clue there is some human element to it 00:36:15.090 --> 00:36:19.128 Chris O:and the scale thing with griebles 00:36:19.128 --> 00:36:21.197 Mark: Griebls are good 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 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 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 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 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 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? 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. 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 00:37:27.796 --> 00:37:31.070 That was in engine right? Yeah, that definitely was in engine 00:37:31.070 --> 00:37:34.374 Sean: I could tell by the shader on the planet [laughs] 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 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 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? 00:37:59.527 --> 00:38:03.637 The identity of it being a gun wasn't that clear to me. 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 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... 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 00:38:25.762 --> 00:38:28.943 Sandi: We've seen 8 teams, but only 5 can go through 00:38:28.943 --> 00:38:39.382 [random banter] 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 00:38:46.729 --> 00:38:58.561 [reality show music] 00:39:20.523 --> 00:39:23.623 Sandi: Alright everyone, so I tallied the votes 00:39:23.623 --> 00:39:27.961 3 teams were unanimous with votes from all 5 of you 00:39:27.961 --> 00:39:31.563 The first being Eris Heavy Manufacturing 00:39:31.563 --> 00:39:34.664 The Second is Skyguard Fabrications 00:39:34.664 --> 00:39:38.068 And the third, Cryo 00:39:38.068 --> 00:39:49.236 Sandi: One team got 4 votes from the judges. 00:39:49.236 --> 00:39:51.392 So, Sean do you know which team that might be? 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. 00:39:56.115 --> 00:39:58.737 Sandi: Talon Corp 00:39:58.737 --> 00:40:00.456 Chris S: Nicely done 00:40:00.456 --> 00:40:03.228 Sandi: Unfortunately, team Zeus got no votes, so they will not be moving on 00:40:03.228 --> 00:40:05.566 All: Sorry gentlemen 00:40:05.566 --> 00:40:09.486 Sandi: For the 5th spot, we have a 3-way tie 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? 00:40:16.777 --> 00:40:18.400 Chris S: Fight each other? 00:40:18.400 --> 00:40:20.673 Sean: You guys can still change, I'm telling you... 00:40:20.673 --> 00:40:25.852 Sandi: Let's take another look 00:40:25.852 --> 00:40:28.974 [music] 00:41:26.175 --> 00:41:33.232 Sandi: Only one team can go through, so what we're going to do here is 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 00:41:39.525 --> 00:41:41.992 Mark: I like Damage 00:41:41.992 --> 00:41:44.158 Chris O: Damage 00:41:44.158 --> 00:41:46.035 Sandi: 2 for Damage 00:41:46.035 --> 00:41:51.136 CR: I'm going to go for, I think, TRUE because I prefer that to Damage 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 00:41:57.914 --> 00:42:02.992 Sean: I'm going to have to go with TRUE as well 00:42:02.992 --> 00:42:06.188 CR: Our couch wins! 00:42:06.188 --> 00:42:09.412 Mark: you guys are off my Christmas list 00:42:09.412 --> 00:42:12.217 Sandi: Congratulations TRUE, you advance to the next round 00:42:12.217 --> 00:42:18.433 So 3 teams unfortunately, Team Zeus, Raging Vertex, and Damage didn't make it through 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 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 00:42:30.081 --> 00:42:34.619 Team Zeus, Damage, and Raging Vertex who go into the wildcard. 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 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 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 00:42:50.232 --> 00:42:54.664 votes for the ship that you guys would like the contestants to build 00:42:54.664 --> 00:42:57.299 the winner being the mercenary gunship. 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? 00:43:02.474 --> 00:43:04.958 All: yep, yep bring it on 00:43:04.958 --> 00:43:08.741 Sandi: Another 8 teams, another 5 going through and another 3 in the wildcard race 00:43:08.741 --> 00:43:15.049 tune in every Friday for The Next Great Starship 00:43:15.049 --> 00:43:19.194 Captions by Bulldog [BDCI] 00:43:19.194 --> 00:43:21.519 If you would like to volunteer to help visit my thread at 00:43:21.519 --> 00:43:27.638 https://forums.robertsspaceindustries.com/discussion/103213/closed-captioning-request-and-status-thread