1 00:00:00,230 --> 00:00:03,810 Welcome back to Cloud Imperium Santa Monica offices. 2 00:00:03,840 --> 00:00:07,750 Tonight we reveal the two teams you chose to save. 3 00:00:07,750 --> 00:00:15,600 Plus, we've got a chance for fifty of you, yes fifty, to join us live to see our winner crowned at the end. 4 00:00:15,600 --> 00:00:18,500 This is The Next Great Starship. 5 00:00:59,460 --> 00:01:04,200 Hi, I'm Sandi Gardiner. Welcome to episode eight of the Next Great Starship. 6 00:01:04,640 --> 00:01:09,350 The concept art phase is over, and the judges have selected their top ten teams. 7 00:01:09,900 --> 00:01:14,780 After the judges gave their feedback, the teams have a chance to update their concept designs. 8 00:01:14,780 --> 00:01:16,090 Let's take a look. 9 00:01:19,380 --> 00:01:22,720 1 Bit Amoeba here, and I'll show you update on my gunship. 10 00:01:23,280 --> 00:01:28,510 The previous version had a very simple missile launcher which was just a pod. 11 00:01:29,100 --> 00:01:35,690 I've changed it with this, kind of revolver mechanism launcher. 12 00:01:36,340 --> 00:01:42,080 Thrusters didn't look well and didn't work well either, 13 00:01:42,080 --> 00:01:45,560 so I restarted it from the scratch and set it to go with this one. 14 00:01:46,120 --> 00:01:50,710 Here are some quick animations for all necessary flight maneuvers 15 00:01:51,670 --> 00:01:55,430 to make sure that the thrusters have enough space to rotate correctly. 16 00:01:56,700 --> 00:02:00,010 All thrusters work three dimensional 17 00:02:00,010 --> 00:02:07,060 so it's not necessary to turn 180 degrees to give thrust in the opposite direction. 18 00:02:07,730 --> 00:02:13,190 My first paintover and the new name and manufacturer for the ship. 19 00:02:13,930 --> 00:02:17,870 I hope you enjoyed it. I for sure had a lot of fun to create it. 20 00:02:20,010 --> 00:02:26,820 I figured we made an update on how we believe the thrusters would work on our gunship, the Redeemer. 21 00:02:27,270 --> 00:02:31,480 The front manoeuvring thrusters are here, on top, and right below the cockpit. 22 00:02:32,540 --> 00:02:35,900 The main thrusters are embedded in the big wing itselves. 23 00:02:36,730 --> 00:02:38,880 Here's pitch. 24 00:02:39,540 --> 00:02:44,670 Bottom thrusters fired at the back, and the front handling the ship up. 25 00:02:47,080 --> 00:02:51,990 And reverse, obviously, handling the ship back down. 26 00:02:53,770 --> 00:03:00,640 Here's how the ship yaws: it fires its thrusters on one side, and use the manoeuvring thrusters in the front to steer effectively. 27 00:03:02,420 --> 00:03:07,460 This's also the part that we're not entirely sure about if it'll work in engine 28 00:03:07,460 --> 00:03:11,000 because this whole system depends on tank steering 29 00:03:11,910 --> 00:03:17,090 and we're not entirely sure if that's 100% doable within Star Citizen. 30 00:03:18,060 --> 00:03:25,300 That's why we also came up with two small alternatives to make yaw more feasible. 31 00:03:25,300 --> 00:03:29,540 Here's option one; we add retro-thrusters on one side. 32 00:03:29,680 --> 00:03:36,060 And here's option two, where we rotate the whole engine body to provide more sideaway thrust. 33 00:03:36,490 --> 00:03:38,500 And finish up: here's VTOL. 34 00:03:44,540 --> 00:03:49,260 Let me introduce you to the Guardian AX-2, manufactured by Aegis Dynamics. 35 00:03:49,260 --> 00:03:53,750 So this new design incorporates all of the core features of the original design; 36 00:03:53,750 --> 00:03:57,930 the overall feel of the ship has more of an Aegis Dynamics look to it. 37 00:03:58,080 --> 00:04:05,850 I've addressed many of the points brought up by the judges, starting with the size of the wings in comparison to the main body of the ship. 38 00:04:05,850 --> 00:04:10,970 I've rebalance it so it doesn't look like the wings are too small for the amount of weight they are carrying. 39 00:04:10,970 --> 00:04:14,090 I've changed the profile of the ship, 40 00:04:14,090 --> 00:04:19,269 so that it no longer looks like it's drooping down; it's no longer sort of a hunch back ship. 41 00:04:19,269 --> 00:04:23,470 One of the other big changes is the entire front end of the ship. 42 00:04:23,470 --> 00:04:26,340 So the cockpit area was completely redesigned. 43 00:04:26,340 --> 00:04:29,170 The cockpit sits pretty high on the ship at this point, 44 00:04:29,170 --> 00:04:34,720 and the pilot is able to see clearly around almost the entire perimeter of the ship. 45 00:04:34,720 --> 00:04:41,050 You'll notice here that all of the weapons are able to hide inside of the ship: the class 3, 4 and 5s. 46 00:04:41,510 --> 00:04:45,120 I've also paid a lot more attention to the thruster placement. 47 00:04:45,120 --> 00:04:52,690 My original design had some pretty serious technical issues with its ability to rotate to different directions, 48 00:04:53,440 --> 00:04:57,160 it didn't quite fit properly on the ship, so I redesigned it completely 49 00:04:57,160 --> 00:05:01,040 and I incorporated the maneuvering thruster technology 50 00:05:01,040 --> 00:05:06,940 where it would gimble at a specific point, at the very base of the nozzle of the thruster; 51 00:05:07,780 --> 00:05:13,220 and added that to all four of the TR3 so each one of them can now rotate independently in place. 52 00:05:13,540 --> 00:05:18,730 The Guardian AX-2 as manufactured by Aegis Dynamics. 53 00:05:21,490 --> 00:05:26,740 First off, we would like to thank the judges for the insightful feedback of our ship, the AX114 Boomslang. 54 00:05:27,000 --> 00:05:33,220 Because of the positive response we received on our last round, we've made only minor final adjustments to the general design, 55 00:05:33,220 --> 00:05:36,000 while at the same time flushing out our ship's functionality. 56 00:05:36,000 --> 00:05:42,030 We've chose Origin Jumpworks for our ship manufacturer since our own design philosophy of function and form match theirs. 57 00:05:42,460 --> 00:05:49,390 Their anti-piracy policy would also explain their production of a gunship tailored specifically for the needs of mercenaries and bounty hunters. 58 00:05:49,680 --> 00:05:52,630 The first thing we did for this phase was tighten the ship silhouette, 59 00:05:52,810 --> 00:05:57,250 since we realised that the ship was still too big for the fifteen tonne maximum cargo capacity. 60 00:05:57,250 --> 00:06:01,680 We slimed down the hull and redesigned the wings to give it a sleeker and more aggressive profile. 61 00:06:01,680 --> 00:06:07,050 As for the pilot's field of view, here's a rough wide angle approximation of the view inside the pilot's seat. 62 00:06:07,050 --> 00:06:12,890 The ship's canopy provides excellent visibility for both the pilot and crew member seated in jump seats on the upper deck. 63 00:06:12,890 --> 00:06:19,090 Here's our final design for the AX114 Boomslang mercenary gunship by Origin Jumpworks, concepted by Ikarus. 64 00:06:19,430 --> 00:06:22,210 We strived to make our final rendering as realistic as possible. 65 00:06:22,520 --> 00:06:26,250 As before, we hoped that the function of the different ship parts are evident at a glance. 66 00:06:26,660 --> 00:06:30,970 The weapons, with the exception of the pilot-controlled class 4 turret, can be retracted into the hull. 67 00:06:32,060 --> 00:06:38,340 The heavily armoured AX115, our Bushmaster variant, is a later version developed independently by the UEE Navy. 68 00:06:38,410 --> 00:06:41,630 Thank you for the opportunity to be included in this competition, 69 00:06:41,630 --> 00:06:46,090 and this is truly the ship we want to fly, and we hope to get that chance. Thank you. 70 00:06:49,260 --> 00:06:51,170 Greetings Citizen, Fuzzy Modem here. 71 00:06:51,410 --> 00:06:55,260 Last time, the judges liked my backstory and the idea of sword and shield, 72 00:06:55,260 --> 00:06:57,790 but they weren't sold on my execution and presentation. 73 00:07:19,350 --> 00:07:24,430 Because the judges weren't really taken with my design, I've come up with three different versions for them to choose from. 74 00:07:24,430 --> 00:07:26,680 The first is by Roberts Space Industries. 75 00:07:27,260 --> 00:07:32,900 I've smoothed it over, and I've removed the rabbets. The moving form I've made it more like the Aurora and the Constellation. 76 00:07:42,220 --> 00:07:46,600 The second is by Consolidated Outland, inspired by the work we've seen thus far on the Mustang. 77 00:07:46,940 --> 00:07:53,370 It's the most asymmetrical of the three options, and instead of traditional turrets, the weapons are built into the shield. 78 00:07:57,900 --> 00:08:04,900 The third design is by Kruger Intergalactic. It abandons the asymmetry in favour of a second shield on the other side. 79 00:08:14,260 --> 00:08:18,290 I can move forward in one of these directions, or I can mix and match parts between them. 80 00:08:18,720 --> 00:08:20,640 I look forward to the next round of critique. 81 00:08:22,060 --> 00:08:27,130 Hello fellow citizens. Welcome to team IXM's concept progress report. 82 00:08:27,620 --> 00:08:31,980 After receiving feedback from the judges, we started improving our hull design. 83 00:08:32,419 --> 00:08:34,919 We tried to achieve an overall bulkier look. 84 00:08:34,919 --> 00:08:37,909 In several steps, we reduced a bit of length; 85 00:08:37,909 --> 00:08:41,289 we also increased the height by 0.3 meters, 86 00:08:41,289 --> 00:08:43,480 and especially made the nose more bulky. 87 00:08:43,700 --> 00:08:47,300 The cockpit shape was changes after trying different variants. 88 00:08:47,300 --> 00:08:53,210 We also tried adding some thick armour at different spots, giving it more detail and adding some substance. 89 00:08:54,220 --> 00:08:57,280 And finally, we started adding some rough texture to the ship. 90 00:08:58,340 --> 00:09:03,340 We also went ahead an improved turret access and deployment from the standby position. 91 00:09:06,670 --> 00:09:11,210 The turret position and field of view for the class 4 hardpoint was added as well. 92 00:09:15,720 --> 00:09:19,070 And we have some ideas for the class 3 missile racks, 93 00:09:19,070 --> 00:09:22,200 which in our case developed into a missile revolver, 94 00:09:22,970 --> 00:09:27,250 holding more missiles while keeping it low file as it wouldn't need to deploy completely. 95 00:09:29,410 --> 00:09:36,290 To give you an idea of how the ship would land, and also how the VTOL system would work, we added this short landing sequence. 96 00:09:49,370 --> 00:09:52,830 Alright, so for comparison, here's the original three quarters paintover of the ship, 97 00:09:53,360 --> 00:09:59,220 and there are actually thrusters there, but maybe it just looks odd, maybe it's not obvious enough, so we updated that. 98 00:09:59,410 --> 00:10:03,130 Here's the reverse view of the ship with the RCS thrusters, 99 00:10:03,620 --> 00:10:08,130 so we can see at a better angle to show off how the remote thrusters changed the shape of our ship. 100 00:10:08,210 --> 00:10:10,910 We moved the variable thrusters back into the middle, 101 00:10:10,910 --> 00:10:16,490 so that the upper coloured binder and nozzle at the outside can do a different purpose. 102 00:10:16,490 --> 00:10:22,940 So, and we also trimmed the front of the drop pod, so that drop pod can be picked up easier, 103 00:10:22,940 --> 00:10:27,050 because the older design, there's no easy way for the gunship to pick it up after it come off. 104 00:10:27,180 --> 00:10:32,010 Here you can see the turret deployment, the docking ladder and door deployment, 105 00:10:32,010 --> 00:10:34,800 and the docking ring been deployed. You'll see that at the back of the video. 106 00:10:34,800 --> 00:10:41,120 Next is the intakes on the engine animating for atmospheric flight, and open and close like that, 107 00:10:41,120 --> 00:10:44,020 to become air breathing and non-air breathing. 108 00:10:44,020 --> 00:10:47,570 Next is the upper engine afterburners that you can see opening very soon. 109 00:10:48,970 --> 00:10:54,490 There's actually functional lower afterburners, but the lower engine mostly just using effect for that. 110 00:10:54,870 --> 00:10:57,090 That's the animation. 111 00:10:57,090 --> 00:11:03,740 Next you will see the landing sequence of the ship, with the engine in VTOL position and the nozzles help that. 112 00:11:04,090 --> 00:11:06,410 The lower engine pivots some more, 113 00:11:06,410 --> 00:11:09,610 and the rear engine also pivots with the thruster 114 00:11:09,610 --> 00:11:11,290 and the landing gear popping up. 115 00:11:11,320 --> 00:11:16,760 Speaking of the landing gear, here's some close up of the landing gear, 116 00:11:16,750 --> 00:11:19,300 with first pass position on the hydraulics. We're looking at it. And that's about it. 117 00:11:22,740 --> 00:11:27,160 So here's the newly dubbed AX14 Silverback by Drake Interplanetary. 118 00:11:27,160 --> 00:11:31,960 After hearing Mark nicknamed it the Silverback, it just fit so well with the ship so we run with it. 119 00:11:31,960 --> 00:11:38,660 Also we went with Drake as well because Chris liked it, and we were also leaning in that direction.Thanks Guys. 120 00:11:39,080 --> 00:11:44,720 Most of this is in 3D. This's outdated cause we've refined the model and working on several things. 121 00:11:44,720 --> 00:11:50,100 Here's some orbital views. You'll see we have multi manned turrets on the top and bottom, providing coverage, 122 00:11:50,100 --> 00:11:55,940 at least 360 horizontal and 180 vertically on the top and bottom of the ship. 123 00:11:55,940 --> 00:12:01,290 We have two modes of flight for this, we have a cruise mode and a battle attack mode. 124 00:12:01,290 --> 00:12:08,150 The wings flip back puts it in cruise mode, provides faster forward speed while sacrificing some lateral movement. 125 00:12:08,150 --> 00:12:13,140 We've also redesigned the thrusters a bit to balance out the frame and provides more articulation. 126 00:12:15,020 --> 00:12:23,080 The wings provide atmosphere control surfaces, use to help you vector in your descent in the atmosphere; helpful with landing as well. 127 00:12:23,530 --> 00:12:26,510 We also put some interior shots in here for you. 128 00:12:27,210 --> 00:12:32,540 These sort of look like only done in half, but may change up. 129 00:12:34,020 --> 00:12:37,640 We also have a pretty complex missile loading system 130 00:12:37,780 --> 00:12:43,970 that goes inside the ship so you can see the missiles load, and also they get taken into the wing. 131 00:12:45,070 --> 00:12:49,360 So guys, thanks for watching. That's our update. 132 00:13:57,800 --> 00:14:03,550 Ship is able to concentrate fire of all turrets to the ground, or to the top side of the ship we are going to board. 133 00:14:03,960 --> 00:14:08,220 There are just minimal blind holes, pilot is able to cover marines during attack or retreat. 134 00:14:08,680 --> 00:14:13,670 Gunners have their own cabins; there are sleeping pods for everyone - pilot, gunners, and up to six marines. 135 00:14:13,740 --> 00:14:17,320 The civilian variant has space for pilot cabin as well. 136 00:14:46,460 --> 00:14:52,810 Early this week, I got a chance to check in with the ten teams, and get their reaction to moving on to the modelling phase. 137 00:14:55,630 --> 00:14:57,840 Alright. Hold on, I need to turn my sound up. 138 00:14:57,960 --> 00:14:59,530 No, you're good. You're sounding good. 139 00:15:01,590 --> 00:15:02,870 Oh. Well, not anymore. 140 00:15:03,260 --> 00:15:06,780 Hi, Sandi. It's Shawn, team Cyro here all the way from Alaska. 141 00:15:06,780 --> 00:15:07,860 How's the connection today? 142 00:15:08,310 --> 00:15:11,270 That's not bad. You do look like fuzzy modem still. 143 00:15:11,600 --> 00:15:12,410 Ok, say something. 144 00:15:12,950 --> 00:15:13,570 Hello ~ 145 00:15:15,480 --> 00:15:17,850 Hi, Sandi. I'm Alexander from team Troyka. 146 00:15:18,100 --> 00:15:21,170 Hey Sandi, this is Elwin Bachiller from SkyGuard Fabrications. 147 00:15:21,340 --> 00:15:23,220 Hey Sandi, Brian from Shard Collective. 148 00:15:23,500 --> 00:15:25,530 Hi Sandi, It's Paul from team Four Horsemen. 149 00:15:25,940 --> 00:15:27,860 Hi Sandi, It's Jan from 1 Bit Amoeba. 150 00:15:28,070 --> 00:15:30,250 Hi Sandi, this is InfiniteXueMonkey. 151 00:15:30,350 --> 00:15:32,340 Hi Sandi, we're team Shimapan. 152 00:15:32,500 --> 00:15:35,410 Hi Sandi, and it's Vladimir from team TRUE. 153 00:15:35,770 --> 00:15:38,100 Hi Sandi, Ephalanx from Tri-Tri. 154 00:15:39,090 --> 00:15:42,350 Congratulations team Shimapan on making it through to the next round. 155 00:15:44,560 --> 00:15:46,500 Congratulations InfiniteXueMonkey. 156 00:15:46,850 --> 00:15:47,710 Thanks. It's awesome! Thank you. 157 00:15:47,820 --> 00:15:49,510 How are you feeling in the competition? 158 00:15:49,660 --> 00:15:50,790 I'm feeling pretty good. 159 00:15:50,930 --> 00:15:54,390 I just think we had some good luck here, hopefully we can keep it going. 160 00:15:54,510 --> 00:16:01,350 I had a great response from the whole community, and from the judges as well. I'm feeling pretty motivated. 161 00:16:01,500 --> 00:16:08,600 First of all, we're a bit flattered by making it so far. I think we can beat into the top twelve 162 00:16:08,600 --> 00:16:13,600 is really great, considering the level of competition and growing demand of professionalism. 163 00:16:13,850 --> 00:16:19,150 Very excited, but also very tired, so we can't like express the excitement properly. 164 00:16:22,700 --> 00:16:27,000 I'm glad that I'm still here, but I'm still going for that no.1 spot. 165 00:16:27,430 --> 00:16:33,220 Well we felt good of course, but we've not actually won. We had our doubts, 166 00:16:33,220 --> 00:16:36,670 but we are still on the flight, and we're going to do our best to keep flying. 167 00:16:36,900 --> 00:16:41,060 How does it feel to have been the wildcard, and now you're in the next round? 168 00:16:41,540 --> 00:16:46,800 Well, I have to say that's definitely awesome, we're all really really happy about that, 169 00:16:49,260 --> 00:16:55,780 especially since we also felt like the pressure of lots of people really put their trust in us. 170 00:16:56,200 --> 00:17:00,390 Next step is really good feeling for us, I have to say. 171 00:17:00,840 --> 00:17:03,970 How did your team feel about the feedback of the judges? 172 00:17:04,280 --> 00:17:09,200 A bit of overwhelmed. We felt proud, of course, naturally. 173 00:17:09,200 --> 00:17:15,339 But we also felt very burdened by how much stress we were given. 174 00:17:15,869 --> 00:17:19,000 We've got some good feedback from both the judges and the community. 175 00:17:19,369 --> 00:17:20,720 You think the judges were too hard on you? 176 00:17:21,060 --> 00:17:25,170 No, of course not. On me, they are very gentle. 177 00:17:25,599 --> 00:17:29,230 The critique we felt actually turned out very good in the end. 178 00:17:29,360 --> 00:17:35,820 I thrive on feedbacks, so it's really exciting to get feedback from people I respect so much. 179 00:17:36,000 --> 00:17:39,980 They liked it more than we thought they would, so we are pretty excited about that. 180 00:17:40,410 --> 00:17:43,390 How's your modelling and texturing phase moving along? 181 00:17:43,510 --> 00:17:47,900 I haven't got into texturing yet, but I'm definitely into the modelling phase. 182 00:17:48,290 --> 00:17:54,190 Right now, we're just modelling like crazy; trying to get all the pieces in, cause there're tons of pieces. 183 00:17:54,450 --> 00:17:56,670 Have you guys started on the modelling phase? 184 00:17:57,000 --> 00:18:01,120 Well, of course we did. We are doing our best to make it in game. 185 00:18:01,470 --> 00:18:06,480 Texturing isn't there yet, because we're still changing the exterior, 186 00:18:06,480 --> 00:18:11,500 and the artist is currently working on specific elements of internal design. 187 00:18:11,700 --> 00:18:15,630 We're just plugging along, and we've got some good stuff coming. 188 00:18:15,680 --> 00:18:19,250 I need to do a few prototyping things, 189 00:18:19,250 --> 00:18:24,760 especially for the texturing, before actually start working on the final model. 190 00:18:24,860 --> 00:18:29,340 We have a very good feeling about the modelling steps; I think we've come very far now. 191 00:18:30,010 --> 00:18:35,760 I'm feeling very confident that I'll do well in the next stage. It's nice to completely left the pencil and paper behind, 192 00:18:35,950 --> 00:18:41,530 and to be working just in Maya now. Maya and Photoshop are my comfort zone; the modelling and texturing. 193 00:18:41,650 --> 00:18:45,570 What did you think of the competing teams' work? 194 00:18:46,140 --> 00:18:52,760 It was very varied. Some of the teams that I've seen were really good, like better than I expected them to be; 195 00:18:52,760 --> 00:18:55,120 like Shimapan, for example, did an excellent job. 196 00:18:55,830 --> 00:18:59,000 There are some really really good designs that I've seen. 197 00:18:59,260 --> 00:19:04,410 So like I said, yes, there are every reason to respect our competition. 198 00:19:04,620 --> 00:19:11,160 Which teams are you most in fear of at the minute? Or do you think give you the most competition? 199 00:19:11,280 --> 00:19:12,260 All of it. 200 00:19:13,820 --> 00:19:16,160 I would say Four Horsemen. 201 00:19:16,340 --> 00:19:17,000 Four Horsemen. 202 00:19:17,090 --> 00:19:19,640 Tri-Tri and Four Horsemen are really big in the game right now. 203 00:19:19,790 --> 00:19:22,900 I don't know, I feel like Troyka could be very scary. 204 00:19:22,900 --> 00:19:26,040 Troyka is going to come out of nowhere, I know. They're going to be pretty scary. 205 00:19:26,400 --> 00:19:29,070 I have to admit I'm a bit of fan of Troyka, obviously. 206 00:19:29,460 --> 00:19:32,740 I actually really like Tallon, like Cyro, 207 00:19:32,870 --> 00:19:34,720 SkyGuard as well; he's cool. 208 00:19:34,960 --> 00:19:37,490 So it sounds like you guys are feeling pretty confident now. 209 00:19:37,800 --> 00:19:39,140 Yeah, that's our will. 210 00:19:39,900 --> 00:19:41,370 Alright, you gotta be bold. 211 00:19:41,480 --> 00:19:46,840 Yeah, I feel confident; I mean our approaches are clearly different, and so I feel good about that. 212 00:19:47,140 --> 00:19:50,090 Confidence should be shown through actions, not words. 213 00:19:50,200 --> 00:19:53,850 So I'll do my best to act, instead of talk. Roll in, Troyka will. 214 00:19:53,980 --> 00:19:58,780 We're feeling pretty confident, but still, you know, not overconfident. 215 00:19:58,890 --> 00:20:00,190 Very confident, I have to say. 216 00:20:00,340 --> 00:20:02,930 We feel pretty good about it. We don't want to be too cocky. 217 00:20:03,110 --> 00:20:04,610 Alright, we'll see you next time. 218 00:20:04,880 --> 00:20:05,830 Yeah, Awesome. Thanks. 219 00:20:06,060 --> 00:20:08,950 Thanks a lot, see you in the verse. 220 00:20:09,180 --> 00:20:10,860 Alright, see you guys. Later. 221 00:20:13,410 --> 00:20:20,410 As the field continues to narrow, we thought the teams could use a little motivation and insight from our new community ambassador. 222 00:20:20,810 --> 00:20:24,810 Like you, he's a super fan, but he's also no stranger to winning. 223 00:20:26,140 --> 00:20:30,560 Hey, my name is Dan Gheesling. I'm the new community ambassador for TNGS. 224 00:20:30,610 --> 00:20:37,880 I'm from Michigan, and I first gained a little notoriety from winning the reality TV show Big Brother, and I won half a million dollar, 225 00:20:37,880 --> 00:20:41,170 and just like playing a video game, Big Brother took strategy, 226 00:20:41,170 --> 00:20:46,700 reflexes, reading your enemies, and making the right decision at the critical time, just like you would in a video game. 227 00:20:46,830 --> 00:20:50,470 A lot of people go into reality TV show, and they aren't focus on the game, 228 00:20:50,470 --> 00:20:54,580 and as a gamer, that's the only thing I focus on, treating everyone like an enemy. 229 00:20:54,610 --> 00:21:01,640 So coming off reality TV, I had some opportunities as a motivational speaker, I travel across the country to universities and colleges, 230 00:21:01,780 --> 00:21:04,080 talking about leadership and motivation, 231 00:21:04,360 --> 00:21:08,760 and specifically how you can take action to put yourself in a better position for success. 232 00:21:08,870 --> 00:21:14,340 And I'm hoping that I can bring that experience, that background, to help some of the teams competing in TNGS, 233 00:21:14,580 --> 00:21:19,130 so they can push themselves a little bit further, and really connect with the Star Citizen community. 234 00:21:20,270 --> 00:21:25,200 Chris Roberts has had a huge impact at my early childhood gaming days. You know, I grew up playing Wing Commander. 235 00:21:25,380 --> 00:21:31,010 And playing that as a young kid, it wasn't just a video game; it's moment of story really captivated you, 236 00:21:31,610 --> 00:21:37,080 and also kind of help me develop what I look for and expected for in video games thereafter. 237 00:21:37,080 --> 00:21:41,970 It's done like a movie production, and back at the early 90s, you didn't see anything like that. 238 00:21:41,970 --> 00:21:47,450 And so playing that as a kid had definitely raised my expectations for video games, even to what I play right now. 239 00:21:47,550 --> 00:21:50,440 When I first learned about Star Citizen, I freaked out, 240 00:21:50,440 --> 00:21:55,520 because we all know that CR took a little bit of hiatus from creating video games and PC games. 241 00:21:55,920 --> 00:21:59,020 And I can remember exactly where I was when I first saw the trailer, 242 00:21:59,190 --> 00:22:00,990 and said "you thought I was dead" 243 00:22:00,990 --> 00:22:02,830 and I'm like "CR didn't die, did he?" 244 00:22:03,100 --> 00:22:07,260 I remember watching that trailer eight times over right away, 245 00:22:07,720 --> 00:22:13,880 because the emotion that was evoked from that trailer, and not only that, but the backing that's going to come behind it. 246 00:22:14,730 --> 00:22:19,400 CR is coming back out of pseudo retirement; CR is coming back from his hiatus; 247 00:22:19,400 --> 00:22:21,870 it's something that you don't want to miss. 248 00:22:52,470 --> 00:22:56,600 Right at the middle of the trailer, I stopped everything and I just went and gave money. 249 00:22:56,760 --> 00:23:02,180 And I feel like a lot of people did that as well, because this is Star Citizen; something we've all been waiting for. 250 00:23:02,180 --> 00:23:05,980 And I did't want to delay; I wanted to be one of the first to back the game, 251 00:23:05,980 --> 00:23:09,620 because chances are if you are one of the early backers, you'll get some cool rewards, 252 00:23:09,620 --> 00:23:15,180 but beyond that, it was just a way for me to thank CR for everything that he's created up until this point. 253 00:23:15,640 --> 00:23:20,450 I know that Star Citizen is going to be around for a long time, and I'm hoping one day, I can share with my kids 254 00:23:20,450 --> 00:23:23,290 like the same experience I had with CR's early games. 255 00:23:24,610 --> 00:23:30,290 Being a mega fan, it is a complete honour to be selected to be the community ambassador for TNGS. 256 00:23:30,440 --> 00:23:37,350 I want to ask the questions that everyone wants to know, that maybe I can get away with asking because I don't work directly for CR. 257 00:23:37,560 --> 00:23:40,350 Just like you guys, I'm a huge fan of statships, 258 00:23:40,350 --> 00:23:43,880 and we recently just had a chance to check out the concept stages of the Mustang. 259 00:23:43,880 --> 00:23:46,200 Let's go take a look and see how far they've come. 260 00:23:47,260 --> 00:23:50,470 Hey guys, what's going on? My name is Dan, the community ambassador for TNGS. 261 00:23:50,470 --> 00:23:52,330 David: David Hobbins. Dan: Nice to meet you, I know all about you. 262 00:23:52,330 --> 00:23:54,010 Chris. It's a pleasure. 263 00:23:54,180 --> 00:24:00,610 So the reason I'm here is I want to find out more about the Mustang and its development. So, can you tell me a bit more about what's changed in the Mustang since we last saw it? 264 00:24:00,960 --> 00:24:06,050 DH: Since the last episode, I've go and fleshed out the cockpit, the interior, 265 00:24:06,460 --> 00:24:11,430 and the EVA chamber allows pilots to get in and out on the under side of it. 266 00:24:11,590 --> 00:24:17,050 The other major changes are the addition of thrusters which are absolutely important, 267 00:24:17,690 --> 00:24:24,200 as well, I got a large air brake to the rear of it when it's in atmosphere. 268 00:24:24,200 --> 00:24:28,750 DG: Great. So these are some significant final changes, and then now that's done, 269 00:24:28,750 --> 00:24:33,990 is the concept of Mustang ready to be passed over to Chris? And what's the next step for you? 270 00:24:34,040 --> 00:24:36,930 DH: Definitely. CR has signed off on all of these, 271 00:24:38,340 --> 00:24:43,610 and so I pretty much just forward the concept imagery and my rough geometry 272 00:24:43,730 --> 00:24:46,260 which Chris Smith will use it as a template, 273 00:24:46,600 --> 00:24:48,410 and I've just got that over to him. 274 00:24:48,550 --> 00:24:52,910 DG: Ok. And for you, once you're done with it, and sign off, 275 00:24:52,910 --> 00:24:55,320 is that the last you're gonna deal with the Mustang? Once you pass it over to Chris, is that it for you? Or what happens for you? 276 00:24:55,470 --> 00:25:00,570 DH: Chris Smith is an accomplished modeller and designer at his own right, 277 00:25:00,570 --> 00:25:06,750 but there are instances where there'll be a significant change, and that'll mean 278 00:25:06,750 --> 00:25:11,240 end up back in my lab, where I'll be focusing on a particular aspect, or guiding the process a bit more, 279 00:25:11,240 --> 00:25:16,660 but generally, he's got it; I have complete faith. Can't wait to see what he comes up with. 280 00:25:16,780 --> 00:25:23,770 DG: So Chris, now the Mustang has passed over to you, can you talk me through your process, and what's the first thing you're gonna do with Dave's concept? 281 00:25:23,980 --> 00:25:27,650 CS: I usually take a concept like that, since it's 3D, 282 00:25:27,650 --> 00:25:31,660 I probably need to repolygise it, that is rebuild it, 283 00:25:31,660 --> 00:25:35,600 and get it ready for game asset. 284 00:25:37,040 --> 00:25:41,170 And then move on to texturing, and then we'll set it up, and get it ready for the game. 285 00:25:41,330 --> 00:25:45,980 DG: Chris, thanks so much for showing me the Mustang. I know we're going to seeing more of you working on it in the upcoming weeks. 286 00:25:45,980 --> 00:25:48,260 I really appreciate the time you both are taking with me. 287 00:25:48,390 --> 00:25:51,520 A pleasure meeting you. Dave, a pleasure to meet you as well. Thanks so much. 288 00:25:55,230 --> 00:25:59,120 This is the dream come true to actually get to sit down and meet CR. 289 00:25:59,120 --> 00:26:02,540 It's something I don't think my ten year old self playing Wing Commander would actually believe. 290 00:26:03,100 --> 00:26:06,300 DG: Chris, thanks so much for bringing me on this as the community ambassador for TNGS. 291 00:26:06,300 --> 00:26:09,660 It's a complete honour to be sitting here with you, because I'm such a huge fan of your work. 292 00:26:09,930 --> 00:26:11,000 CR: You're welcome. 293 00:26:11,140 --> 00:26:16,390 DG: And I hope with the question I ask you, is to gain some insight as a fan, but also for the teams, 294 00:26:16,390 --> 00:26:22,160 to get a little bit into your thought process, so maybe they can take things from this interview and integrate them into their ship design. 295 00:26:22,160 --> 00:26:23,160 CR: Absolutely. 296 00:26:23,410 --> 00:26:26,880 DG: So my first question for you is, what is it like working for CR? 297 00:26:26,880 --> 00:26:30,520 CR: Oh. Very easy; it's always is. 298 00:26:30,850 --> 00:26:35,540 I think that I can be tough on people, 299 00:26:35,540 --> 00:26:37,530 because I just want to make a really good game, 300 00:26:38,340 --> 00:26:45,980 so occasionally that could be frustrating for people, but in general I think people, especially on the team that we have, 301 00:26:45,980 --> 00:26:49,540 everyone making this game because they love this kind of game, and they want to be this incredibly ambitious project. 302 00:26:49,540 --> 00:26:54,100 So I think, hopefully anyway, you can ask them, 303 00:26:55,150 --> 00:27:00,040 but generally they don't mind it because I'm really about trying to push the boundaries, 304 00:27:00,040 --> 00:27:03,100 and like "it's good, but is it good enough? Let's go further than that". 305 00:27:03,100 --> 00:27:06,020 So sometimes I'll make people do it again, or redo stuff, 306 00:27:06,130 --> 00:27:11,280 because I really want to see how far we can go, but I'm just as tough on myself the same way, 307 00:27:11,280 --> 00:27:17,280 so it's not about being the person who say "oh you have to redo it"; it's more about "hey, we can do better; we can push it". 308 00:27:17,280 --> 00:27:22,050 So that aspect is probably challenging, let's put it that way, 309 00:27:22,520 --> 00:27:28,250 but I think everyone knows I'm about making the game that I wanted to play, 310 00:27:28,250 --> 00:27:30,230 and I think everyone else here want to play it too, 311 00:27:30,430 --> 00:27:34,510 and so we just kind of geek out and get excited about really cool stuff. 312 00:27:34,510 --> 00:27:38,880 Our artists just done something, "oh, how cool, look at this," and we look "wow, that's awesome". 313 00:27:38,880 --> 00:27:45,420 And that's actually kind of a nice thing about the way that we're doing SC, that we're actually sharing those moments with the community, 314 00:27:45,420 --> 00:27:51,030 where in the past, in game development, you didn't. You and your teams would appreciate the cool stuff that people are doing, 315 00:27:51,030 --> 00:27:55,730 but the outside world didn't really understand it, and by the time we got to the finished game, 316 00:27:55,730 --> 00:27:59,510 all the little nuance and detail that it took to get there were sort of lost. 317 00:27:59,510 --> 00:28:07,270 It's just the final game which people could appreciate, but a lot of the work and love and effort put in by team members don't necessarily get appreciated. 318 00:28:07,270 --> 00:28:12,370 And so in the process we're making the game now, I think we get to share a lot more of that, which is really cool. 319 00:28:12,370 --> 00:28:15,020 And that's also part of the whole idea of TNGS; 320 00:28:15,020 --> 00:28:20,590 it's to sort of show the process of designing and building a ship, and everything it takes to do that, 321 00:28:20,590 --> 00:28:25,030 especially at the level we're going for, it's not a simple task, 322 00:28:25,030 --> 00:28:32,970 so the quality of the people that we got competing, and all the work that they've done, all the teams is incredibly impressive. 323 00:28:32,970 --> 00:28:38,180 I think it's a great education process for our community, 324 00:28:38,180 --> 00:28:41,920 and hopefully they also enjoy the show, and get into it and pick their favourite. 325 00:28:42,050 --> 00:28:48,020 DG: This is a very open environment here at CIG, but for you, would you think that your employees think that you are a fun boss? 326 00:28:48,690 --> 00:28:50,630 CR: I don't know; some times yes, sometimes no. 327 00:28:51,410 --> 00:28:56,790 It's kind of hard to say; I don't find myself intimidating, but then, during works, 328 00:28:57,740 --> 00:29:01,000 other people said "well, you know, you can be a bit intimidating, Chris". 329 00:29:01,450 --> 00:29:05,450 I like games; I like to play around and do that stuff, 330 00:29:05,450 --> 00:29:09,540 but I do tend to get pretty laser focused on "ok we got to get this thing done". 331 00:29:10,300 --> 00:29:15,450 So I don't goof around, maybe as much as I would if I wasn't trying to get this game done. 332 00:29:15,540 --> 00:29:18,900 DG: So speaking of having fun and games, do you ever play games with your employees? 333 00:29:19,070 --> 00:29:26,530 CR: Recently, not really, because we've been working and focused hard on getting DFM going. 334 00:29:26,790 --> 00:29:33,080 When we're not crunching, I think it's fun for people to play. Certainly you should be checking out 335 00:29:33,080 --> 00:29:41,410 games, and just saying what you like and what you don't like about them. I sort of feel like if you are in that media, you have to see what everyone else's doing. 336 00:29:41,410 --> 00:29:47,990 Appreciate what's going on out there, and what other approaches people takes. 337 00:29:48,130 --> 00:29:53,030 DH: Can you tell me your biggest, most intense fanboy or fangirl experience that you have had? 338 00:29:53,030 --> 00:29:57,850 Like someone came up to you, I could have been, maybe an employee, can you share that with us? 339 00:29:57,960 --> 00:30:02,140 CR: I think there was one time when I was meant to merry someone, but I don't think that happened yet. 340 00:30:05,250 --> 00:30:11,270 I would say probably, we did this event in last year in Cologne for gamescom. 341 00:30:11,270 --> 00:30:13,100 We did an event where we launched the hangar module. 342 00:30:13,520 --> 00:30:17,290 And so we put the event together, which was full of backers. 343 00:30:17,290 --> 00:30:22,690 I think we found the biggest, sort of night club venue we could, 344 00:30:22,950 --> 00:30:26,870 and it would fit like twelve hundred people or something. 345 00:30:27,120 --> 00:30:33,420 So we put a RSVP up, and within a couple hours it was already all filled up, 346 00:30:33,420 --> 00:30:36,000 and there's a waiting list of another thousand sort of people. 347 00:30:36,000 --> 00:30:40,230 That's kind of unusual. 348 00:30:40,600 --> 00:30:45,200 And then we went to the venue to work setting up the stuff, 349 00:30:45,200 --> 00:30:49,310 and there's already people lining up, like eight hours before. 350 00:30:49,310 --> 00:30:52,500 This is not what should happen for... 351 00:30:52,500 --> 00:30:53,200 DG: You're rock star! 352 00:30:53,200 --> 00:30:57,040 CR: Yeah, and when the event happened, 353 00:30:58,090 --> 00:31:02,010 the stage, everyone was chanting, 354 00:31:02,470 --> 00:31:07,590 yeah, closest you can get to feeling like what a rock star musician was. 355 00:31:07,680 --> 00:31:11,580 Not on the same scale, but just going out there and everyone been so excited, which was cool. 356 00:31:11,990 --> 00:31:17,420 It's really cool, and it's just nice to know that everyone, or most people, enjoy what we did. 357 00:31:17,880 --> 00:31:21,170 DG: The company that Wing Commander came out under, which was Origin, said "we create worlds". 358 00:31:21,170 --> 00:31:23,590 And that's what you're doing right now. You're creating another world. 359 00:31:23,590 --> 00:31:28,160 And I've heard you saying that you're creating the game that you always wanted to play, 360 00:31:28,160 --> 00:31:34,700 but I think there's something more to it than that. Why are you creating this world? Why did you want to do this. 361 00:31:35,360 --> 00:31:38,150 CR: "We create world". That was Origin's motto. 362 00:31:38,150 --> 00:31:43,210 I and Richard Garriott was in British, and we were actually thinking about what the motto would be. 363 00:31:43,210 --> 00:31:47,950 That was always discussed, because both him and me just love to build worlds. 364 00:31:47,950 --> 00:31:52,510 Whether I was doing games or I was doing movies, it was the same thing. 365 00:31:52,510 --> 00:31:58,690 I like the escapism and world building aspect of entertainment in general; 366 00:31:59,160 --> 00:32:04,840 movies can do that, but I think games are better situated for it, 367 00:32:04,840 --> 00:32:09,800 especially now, because thelevel of technology and power of computers 368 00:32:09,800 --> 00:32:14,470 can do it to a fidelity that you just couldn't imagine even five years ago. 369 00:32:14,620 --> 00:32:20,830 It is a game I want to play, but it's also just like building this universe out to the level of detail with all the different bits working. 370 00:32:22,000 --> 00:32:24,460 It's like a dream come true. 371 00:32:24,460 --> 00:32:28,340 If I have 300 million dollars and I would be making whatever movie, 372 00:32:28,340 --> 00:32:32,100 I still couldn't do that, because movie is a very small window on the world, 373 00:32:32,320 --> 00:32:36,420 where this is like building a huge world, and then let people play inside it. 374 00:32:38,320 --> 00:32:43,490 For me, I finally feel like I'm getting to do it to the level that's exciting for me. 375 00:32:43,490 --> 00:32:49,010 If the game ends up being seventy percent of what I hope it's gonna be, 376 00:32:49,010 --> 00:32:53,950 then I think a lot of people would spend a lot of time in this world. That's my hope of it. 377 00:32:54,070 --> 00:32:57,820 DG: What part of the world creation is the most fun for you personally? 378 00:32:58,430 --> 00:33:03,370 CR: It's on several levels. For me, I really like the initial skretch 379 00:33:03,370 --> 00:33:08,970 where you start to figure out what the world would be like, and we documented the process a bit. 380 00:33:08,970 --> 00:33:14,890 The way I normally work on the worlds or stories I try to tell, 381 00:33:14,890 --> 00:33:19,560 I usually like base them on some level of reality or history. 382 00:33:19,560 --> 00:33:27,360 For me, it makes the fiction feel better if it has some kind of root in reality. 383 00:33:28,090 --> 00:33:32,070 So just figuring our that, how it's gonna work, which was what Dave and I did, 384 00:33:32,070 --> 00:33:38,480 who is the lead writer on the project, at the very beginning, early to mid 2012. 385 00:33:38,690 --> 00:33:42,020 I really like that, I really the concept stage, 386 00:33:42,020 --> 00:33:44,540 it's really fun, we have people 387 00:33:44,900 --> 00:33:46,180 "what the Xi'an gonna look like" 388 00:33:46,710 --> 00:33:49,220 "what the Vanduul gonna look like" 389 00:33:49,290 --> 00:33:52,910 or let's visualise what the Terra's gonna look like. 390 00:33:52,910 --> 00:33:54,300 You start to see the world. 391 00:33:54,430 --> 00:34:00,450 Pictures for me; you can have a hundred pages, and it's just text, it's much harder to relate, 392 00:34:00,910 --> 00:34:06,120 but when you start to visualise pictures, that's where I start to connect to it. 393 00:34:06,500 --> 00:34:13,699 And then when you actually got the bits working in the game, you can actually feel it and play around with it. That's cool to me. 394 00:34:13,699 --> 00:34:21,889 I would say the part I probably don't like very much, is the bit that goes from the concept to the bit where you get to play around with it, 395 00:34:21,889 --> 00:34:24,679 but you have to do it, that's what it takes; 396 00:34:24,929 --> 00:34:28,690 but there's a lot of work involved in that, that doesn't go as quickly as you would like. 397 00:34:28,840 --> 00:34:32,340 DG: I know you put a lot of pressure on yourself, to make sure this is the best it can be, 398 00:34:32,340 --> 00:34:35,940 but what do you put the most pressure on yourself in this project? 399 00:34:35,940 --> 00:34:39,270 What would make you said "this is gotta be right every single time"? 400 00:34:39,710 --> 00:34:44,230 CR: I think it's the bigger picture things. 401 00:34:44,230 --> 00:34:49,330 The DFM, it needs to be fun; 402 00:34:50,199 --> 00:34:57,510 we're releasing something for a lot of people to play, almost like a real life release, 403 00:34:57,510 --> 00:35:01,590 but it's year and a half away from when you would normally release it. 404 00:35:01,590 --> 00:35:07,110 So there's lot of polish and iteration that you would normally, in the old way, do it behind close doors. 405 00:35:07,480 --> 00:35:11,000 It's always a bit scary to have something released out there 406 00:35:11,000 --> 00:35:16,280 that you think could be potentially better, or this thing isn't done yet, whatever. 407 00:35:16,280 --> 00:35:22,670 That's the pressure, because I'm really trying to push the team to get as much of that stuff done and polished as possible, 408 00:35:22,670 --> 00:35:24,860 even if we don't have all the functionality nor the content, 409 00:35:24,860 --> 00:35:29,560 because I sort of feel like, even though people know it's an Alpha and everything else, 410 00:35:30,150 --> 00:35:33,980 it's hard to step away from that. 411 00:35:36,810 --> 00:35:39,430 The game business has always been like this, the movie business has always been like this, 412 00:35:39,430 --> 00:35:47,690 there's always people said "oh yeah, I know that it's a rough cut, I know it hasn't got finished effects, nor graphics, 413 00:35:47,690 --> 00:35:49,590 but it didn't look that good." 414 00:35:49,590 --> 00:35:51,700 "Yeah, because we had that discussion." 415 00:35:51,810 --> 00:35:56,790 DG: For you, it's kind of like letting your baby out there, and once it's out there... 416 00:35:56,790 --> 00:36:00,430 CR: You want him to look pretty, all the rest of the stuff. 417 00:36:00,950 --> 00:36:03,700 DG: What does success look like for you on this project? 418 00:36:09,470 --> 00:36:15,150 CR: For me, I think it would be, first of all, feel like I made the game I wanted to play, that's one level of it. 419 00:36:15,500 --> 00:36:18,920 The other level is that we already have a vibrant community, 420 00:36:18,920 --> 00:36:22,410 I would like a bigger one than we have right now; I think we will have one. 421 00:36:22,410 --> 00:36:30,540 They are as engaged and having as much fun playing the game and adventuring around as they are having right now, waiting for the game. 422 00:36:30,540 --> 00:36:38,420 We think the community is incredibly focused and engaged, and they can only go around the hangar; that's not even playing the game. 423 00:36:38,540 --> 00:36:43,570 So the question is when the dream get into their hands, is it s dream that matches up with their dream, 424 00:36:43,570 --> 00:36:50,460 and is it fun and engaging enough that they are going to carry on playing it with their friends for a long time. 425 00:36:50,460 --> 00:36:56,030 If I managed to do that, I would feel like it's been successful. That's what I hoped to do. 426 00:36:56,800 --> 00:37:04,840 DG: The game's done, and you sit in, and you have to take your inaugural flight in the open world. Which ship are you choosing? You can only pick one. 427 00:37:04,840 --> 00:37:07,230 CR: Right now, it would be the constellation. 428 00:37:07,230 --> 00:37:10,730 It would be the ship I would like to fly around. 429 00:37:11,340 --> 00:37:14,020 It wouldn't be in DFM v.1, the multi-crew ships 430 00:37:14,020 --> 00:37:16,450 but we'll have it in DFM v.2, which will have multi-crew ships. 431 00:37:16,450 --> 00:37:21,350 I'm doing some actual coding to advance the state of stuff, 432 00:37:21,350 --> 00:37:23,120 because that's my dream. 433 00:37:23,120 --> 00:37:29,680 Not just the standard Wing Commander, Privateer, Freelancer single seater, 434 00:37:29,680 --> 00:37:32,600 ship that just revolve around you, 435 00:37:32,600 --> 00:37:36,930 this is like you get up, walk down to the galley, 436 00:37:36,930 --> 00:37:40,310 make yourself a cup of coffee, and then go down the cargo hold, 437 00:37:40,310 --> 00:37:43,090 like a moving ship in space 438 00:37:43,090 --> 00:37:46,300 that you and some of your friends could be flying, or you and some NPCs. 439 00:37:46,500 --> 00:37:51,780 So I would say of the current set of the ships, Constellation is the ship I would be flying. 440 00:37:52,030 --> 00:37:56,250 You never know; maybe some new stuff coming down, but that's the pick, that's the one I want to fly. 441 00:37:56,500 --> 00:38:00,940 DG: Chris, thank you so much for sitting down. It's been an honour; I'm such a huge fan of all your work, 442 00:38:00,940 --> 00:38:04,630 and I'm such a huge fan of Star Citizen. I hope the community love this interview, 443 00:38:04,630 --> 00:38:06,610 and I truly appreciate the time you've taken. 444 00:38:06,650 --> 00:38:08,300 CR: You are more than welcome. 445 00:38:08,750 --> 00:38:11,030 DG: Thanks so much Chris, my pleasure. 446 00:38:11,750 --> 00:38:14,290 It's really incredible to sit down and gets to know CR. 447 00:38:14,290 --> 00:38:19,530 I'm more impressed that for being such a legend in this industry, he's just a norma, humble guy, 448 00:38:19,530 --> 00:38:20,770 and that's really refreshing. 449 00:38:21,230 --> 00:38:24,020 My role as community ambassador is to help the remaining teams; 450 00:38:24,020 --> 00:38:29,230 I'm going to check in with them, keep them motivated, and give them any insight to help them win TNGS, 451 00:38:29,230 --> 00:38:32,360 which is essentially comes down to impressing you guys as the community. 452 00:38:32,950 --> 00:38:36,360 Sandi: Over the next few weeks, you'll be hearing a lot more form Dan. 453 00:38:36,590 --> 00:38:40,740 But speaking of the community, your voices were heard when you voted for the safe. 454 00:38:40,740 --> 00:38:44,810 Let's see which two teams you put back into the competition. 455 00:38:45,730 --> 00:38:48,350 Alright guys, the votes for the save were in. 456 00:38:48,350 --> 00:38:50,920 The top two teams were back into the competition. 457 00:38:51,300 --> 00:38:55,020 Congratulations to the Tallon Corp, who received the second most votes. 458 00:38:55,350 --> 00:39:04,150 Hello star citizens, I just want to say a big thanks to everyone who's voted me back in to the competition and from the save mode. 459 00:39:05,070 --> 00:39:08,970 I have to say it was a really overwhelming thing to see the feedback 460 00:39:08,970 --> 00:39:12,810 from all the supporters and backers, and stuff like that, 461 00:39:12,810 --> 00:39:16,060 and just generally the community, which is awesome. 462 00:39:16,060 --> 00:39:22,930 Like the amount of interest in the design that I've put up on the forum was really cool, 463 00:39:22,930 --> 00:39:26,170 and inspired me a lot to carry on, 464 00:39:26,170 --> 00:39:28,520 changing whole designs. 465 00:39:28,520 --> 00:39:33,270 And it was interesting to see the specific parts that people felt that they like and felt that they didn't like as well, 466 00:39:33,270 --> 00:39:34,180 so that was really cool. 467 00:39:35,820 --> 00:39:40,380 I would specifically like to shout out to IXJac, 468 00:39:40,750 --> 00:39:45,250 and also DesiRC, 469 00:39:46,150 --> 00:39:49,700 because those two guys, they were there from the beginning, 470 00:39:49,700 --> 00:39:56,670 and persuade me to create the thread in the first place, and booked the open and got closing hit on it as well, so that's really cool. 471 00:39:58,110 --> 00:40:00,920 Thanks again for vote me back in. 472 00:40:01,250 --> 00:40:03,580 See you in the verse. Tallon Corporation signing out. 473 00:40:04,220 --> 00:40:07,330 And now let's find out who got the most votes from you guys. 474 00:40:13,220 --> 00:40:15,000 Hello 475 00:40:15,290 --> 00:40:17,060 Congratulations 3Dingo. 476 00:40:17,810 --> 00:40:18,810 Why? 477 00:40:18,950 --> 00:40:21,680 You are the team with the most save votes. 478 00:40:22,050 --> 00:40:22,520 Really? 479 00:40:22,640 --> 00:40:23,310 Yeah. 480 00:40:25,740 --> 00:40:26,620 Wow. 481 00:40:30,050 --> 00:40:31,440 Alright. So how you guys feel? 482 00:40:31,620 --> 00:40:34,830 It was a really really tense week. 483 00:40:34,830 --> 00:40:40,750 We see the result was decided, 484 00:40:40,750 --> 00:40:46,410 and our design was... yeah. 485 00:40:46,410 --> 00:40:49,420 But we don't like to disappoint people, 486 00:40:49,420 --> 00:40:54,130 we see the face of the judges, we see the community responses, 487 00:40:54,250 --> 00:40:59,610 we redone it, a better design to not disappoint anyone. 488 00:40:59,740 --> 00:41:05,010 I heard from the judges that you did a really good redesign after the feedback. 489 00:41:05,280 --> 00:41:07,130 The judges like it? 490 00:41:07,130 --> 00:41:09,690 Sandi: Yes, they like it, they like it a lot. 491 00:41:16,790 --> 00:41:21,860 How is it going now? How is the modelling and the texturing? Stage two, how's it going? 492 00:41:22,300 --> 00:41:24,600 Fine. Much much much much fine. 493 00:41:24,600 --> 00:41:29,630 A good way, because so many people in the community 494 00:41:29,630 --> 00:41:36,140 tell us "this is not good, we like this" 495 00:41:36,140 --> 00:41:37,280 so we have a better layout of the ship, 496 00:41:37,280 --> 00:41:40,680 because when it's your own work, 497 00:41:40,680 --> 00:41:45,540 you don't have a total view of the problems, 498 00:41:46,020 --> 00:41:50,390 but when some people tell you "this is wrong" 499 00:41:50,390 --> 00:41:55,180 you know where to edit. 500 00:41:55,180 --> 00:41:59,780 The community really helped we, and we really appreciated it. 501 00:41:59,930 --> 00:42:04,380 So congratulations, we're so excited to see what you see in the modelling phase. 502 00:42:07,440 --> 00:42:12,690 We want to appear more serious, because much people tell us we are just kids and babies with that. That should join us. 503 00:42:13,480 --> 00:42:18,300 So we cut out the YEAHHH. We're not going to do something like this. 504 00:42:18,300 --> 00:42:24,040 But we're really happy, and thank you. Thank you community, thank you judges. 505 00:42:24,610 --> 00:42:25,300 Ciao. 506 00:42:25,690 --> 00:42:28,700 Ciao. 3Dingo. 507 00:42:30,030 --> 00:42:32,800 There are twelve teams left, but only one can win, 508 00:42:32,800 --> 00:42:36,890 and we would love you to be there with us live in Los Angeles on June 7. 509 00:42:37,610 --> 00:42:47,210 The first 25 people to tweet us @RobertSpaceInd with the hashtag #TNGSFreeTickets will win tickets for 2 to our live finale. 510 00:42:47,420 --> 00:42:48,420 Tweet us now. 511 00:42:49,190 --> 00:42:53,490 We'll have more free tickets to give away in the upcoming weeks, so keep watching. 512 00:42:53,700 --> 00:42:57,300 TNGS will return on Friday, April 18. 513 00:42:57,680 --> 00:43:02,870 But until then, please check out our exclusive behind the scenes look at the upcoming dogfight, 514 00:43:02,870 --> 00:43:06,170 right here for the next three Fridays. See you soon.