Welcome back to Cloud Imperium Santa Monica offices. Tonight we reveal the two teams you chose to save. Plus, we've got a chance for fifty of you, yes fifty, to join us live to see our winner crowned at the end. This is The Next Great Starship. Hi, I'm Sandi Gardiner. Welcome to episode eight of the Next Great Starship. The concept art phase is over, and the judges have selected their top ten teams. After the judges gave their feedback, the teams have a chance to update their concept designs. Let's take a look. 1 Bit Amoeba here, and I'll show you update on my gunship. The previous version had a very simple missile launcher which was just a pod. I've changed it with this, kind of revolver mechanism launcher. Thrusters didn't look well and didn't work well either, so I restarted it from the scratch and set it to go with this one. Here are some quick animations for all necessary flight maneuvers to make sure that the thrusters have enough space to rotate correctly. All thrusters work three dimensional so it's not necessary to turn 180 degrees to give thrust in the opposite direction. My first paintover and the new name and manufacturer for the ship. I hope you enjoyed it. I for sure had a lot of fun to create it. I figured we made an update on how we believe the thrusters would work on our gunship, the Redeemer. The front manoeuvring thrusters are here, on top, and right below the cockpit. The main thrusters are embedded in the big wing itselves. Here's pitch. Bottom thrusters fired at the back, and the front handling the ship up. And reverse, obviously, handling the ship back down. Here's how the ship yaws: it fires its thrusters on one side, and use the manoeuvring thrusters in the front to steer effectively. This's also the part that we're not entirely sure about if it'll work in engine because this whole system depends on tank steering and we're not entirely sure if that's 100% doable within Star Citizen. That's why we also came up with two small alternatives to make yaw more feasible. Here's option one; we add retro-thrusters on one side. And here's option two, where we rotate the whole engine body to provide more sideaway thrust. And finish up: here's VTOL. Let me introduce you to the Guardian AX-2, manufactured by Aegis Dynamics. So this new design incorporates all of the core features of the original design; the overall feel of the ship has more of an Aegis Dynamics look to it. 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. I've rebalance it so it doesn't look like the wings are too small for the amount of weight they are carrying. I've changed the profile of the ship, so that it no longer looks like it's drooping down; it's no longer sort of a hunch back ship. One of the other big changes is the entire front end of the ship. So the cockpit area was completely redesigned. The cockpit sits pretty high on the ship at this point, and the pilot is able to see clearly around almost the entire perimeter of the ship. You'll notice here that all of the weapons are able to hide inside of the ship: the class 3, 4 and 5s. I've also paid a lot more attention to the thruster placement. My original design had some pretty serious technical issues with its ability to rotate to different directions, it didn't quite fit properly on the ship, so I redesigned it completely and I incorporated the maneuvering thruster technology where it would gimble at a specific point, at the very base of the nozzle of the thruster; and added that to all four of the TR3 so each one of them can now rotate independently in place. The Guardian AX-2 as manufactured by Aegis Dynamics. First off, we would like to thank the judges for the insightful feedback of our ship, the AX114 Boomslang. Because of the positive response we received on our last round, we've made only minor final adjustments to the general design, while at the same time flushing out our ship's functionality. We've chose Origin Jumpworks for our ship manufacturer since our own design philosophy of function and form match theirs. Their anti-piracy policy would also explain their production of a gunship tailored specifically for the needs of mercenaries and bounty hunters. The first thing we did for this phase was tighten the ship silhouette, since we realised that the ship was still too big for the fifteen tonne maximum cargo capacity. We slimed down the hull and redesigned the wings to give it a sleeker and more aggressive profile. As for the pilot's field of view, here's a rough wide angle approximation of the view inside the pilot's seat. The ship's canopy provides excellent visibility for both the pilot and crew member seated in jump seats on the upper deck. Here's our final design for the AX114 Boomslang mercenary gunship by Origin Jumpworks, concepted by Ikarus. We strived to make our final rendering as realistic as possible. As before, we hoped that the function of the different ship parts are evident at a glance. The weapons, with the exception of the pilot-controlled class 4 turret, can be retracted into the hull. The heavily armoured AX115, our Bushmaster variant, is a later version developed independently by the UEE Navy. Thank you for the opportunity to be included in this competition, and this is truly the ship we want to fly, and we hope to get that chance. Thank you. Greetings Citizen, Fuzzy Modem here. Last time, the judges liked my backstory and the idea of sword and shield, but they weren't sold on my execution and presentation. Because the judges weren't really taken with my design, I've come up with three different versions for them to choose from. The first is by Roberts Space Industries. 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. The second is by Consolidated Outland, inspired by the work we've seen thus far on the Mustang. It's the most asymmetrical of the three options, and instead of traditional turrets, the weapons are built into the shield. The third design is by Kruger Intergalactic. It abandons the asymmetry in favour of a second shield on the other side. I can move forward in one of these directions, or I can mix and match parts between them. I look forward to the next round of critique. Hello fellow citizens. Welcome to team IXM's concept progress report. After receiving feedback from the judges, we started improving our hull design. We tried to achieve an overall bulkier look. In several steps, we reduced a bit of length; we also increased the height by 0.3 meters, and especially made the nose more bulky. The cockpit shape was changes after trying different variants. We also tried adding some thick armour at different spots, giving it more detail and adding some substance. And finally, we started adding some rough texture to the ship. We also went ahead an improved turret access and deployment from the standby position. The turret position and field of view for the class 4 hardpoint was added as well. And we have some ideas for the class 3 missile racks, which in our case developed into a missile revolver, holding more missiles while keeping it low file as it wouldn't need to deploy completely. 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. Alright, so for comparison, here's the original three quarters paintover of the ship, and there are actually thrusters there, but maybe it just looks odd, maybe it's not obvious enough, so we updated that. Here's the reverse view of the ship with the RCS thrusters, so we can see at a better angle to show off how the remote thrusters changed the shape of our ship. We moved the variable thrusters back into the middle, so that the upper coloured binder and nozzle at the outside can do a different purpose. So, and we also trimmed the front of the drop pod, so that drop pod can be picked up easier, because the older design, there's no easy way for the gunship to pick it up after it come off. Here you can see the turret deployment, the docking ladder and door deployment, and the docking ring been deployed. You'll see that at the back of the video. Next is the intakes on the engine animating for atmospheric flight, and open and close like that, to become air breathing and non-air breathing. Next is the upper engine afterburners that you can see opening very soon. There's actually functional lower afterburners, but the lower engine mostly just using effect for that. That's the animation. Next you will see the landing sequence of the ship, with the engine in VTOL position and the nozzles help that. The lower engine pivots some more, and the rear engine also pivots with the thruster and the landing gear popping up. Speaking of the landing gear, here's some close up of the landing gear, with first pass position on the hydraulics. We're looking at it. And that's about it. So here's the newly dubbed AX14 Silverback by Drake Interplanetary. After hearing Mark nicknamed it the Silverback, it just fit so well with the ship so we run with it. Also we went with Drake as well because Chris liked it, and we were also leaning in that direction.Thanks Guys. Most of this is in 3D. This's outdated cause we've refined the model and working on several things. Here's some orbital views. You'll see we have multi manned turrets on the top and bottom, providing coverage, at least 360 horizontal and 180 vertically on the top and bottom of the ship. We have two modes of flight for this, we have a cruise mode and a battle attack mode. The wings flip back puts it in cruise mode, provides faster forward speed while sacrificing some lateral movement. We've also redesigned the thrusters a bit to balance out the frame and provides more articulation. The wings provide atmosphere control surfaces, use to help you vector in your descent in the atmosphere; helpful with landing as well. We also put some interior shots in here for you. These sort of look like only done in half, but may change up. We also have a pretty complex missile loading system that goes inside the ship so you can see the missiles load, and also they get taken into the wing. So guys, thanks for watching. That's our update. 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. There are just minimal blind holes, pilot is able to cover marines during attack or retreat. Gunners have their own cabins; there are sleeping pods for everyone - pilot, gunners, and up to six marines. The civilian variant has space for pilot cabin as well. 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. Alright. Hold on, I need to turn my sound up. No, you're good. You're sounding good. Oh. Well, not anymore. Hi, Sandi. It's Shawn, team Cyro here all the way from Alaska. How's the connection today? That's not bad. You do look like fuzzy modem still. Ok, say something. Hello ~ Hi, Sandi. I'm Alexander from team Troyka. Hey Sandi, this is Elwin Bachiller from SkyGuard Fabrications. Hey Sandi, Brian from Shard Collective. Hi Sandi, It's Paul from team Four Horsemen. Hi Sandi, It's Jan from 1 Bit Amoeba. Hi Sandi, this is InfiniteXueMonkey. Hi Sandi, we're team Shimapan. Hi Sandi, and it's Vladimir from team TRUE. Hi Sandi, Ephalanx from Tri-Tri. Congratulations team Shimapan on making it through to the next round. Congratulations InfiniteXueMonkey. Thanks. It's awesome! Thank you. How are you feeling in the competition? I'm feeling pretty good. I just think we had some good luck here, hopefully we can keep it going. I had a great response from the whole community, and from the judges as well. I'm feeling pretty motivated. First of all, we're a bit flattered by making it so far. I think we can beat into the top twelve is really great, considering the level of competition and growing demand of professionalism. Very excited, but also very tired, so we can't like express the excitement properly. I'm glad that I'm still here, but I'm still going for that no.1 spot. Well we felt good of course, but we've not actually won. We had our doubts, but we are still on the flight, and we're going to do our best to keep flying. How does it feel to have been the wildcard, and now you're in the next round? Well, I have to say that's definitely awesome, we're all really really happy about that, especially since we also felt like the pressure of lots of people really put their trust in us. Next step is really good feeling for us, I have to say. How did your team feel about the feedback of the judges? A bit of overwhelmed. We felt proud, of course, naturally. But we also felt very burdened by how much stress we were given. We've got some good feedback from both the judges and the community. You think the judges were too hard on you? No, of course not. On me, they are very gentle. The critique we felt actually turned out very good in the end. I thrive on feedbacks, so it's really exciting to get feedback from people I respect so much. They liked it more than we thought they would, so we are pretty excited about that. How's your modelling and texturing phase moving along? I haven't got into texturing yet, but I'm definitely into the modelling phase. Right now, we're just modelling like crazy; trying to get all the pieces in, cause there're tons of pieces. Have you guys started on the modelling phase? Well, of course we did. We are doing our best to make it in game. Texturing isn't there yet, because we're still changing the exterior, and the artist is currently working on specific elements of internal design. We're just plugging along, and we've got some good stuff coming. I need to do a few prototyping things, especially for the texturing, before actually start working on the final model. We have a very good feeling about the modelling steps; I think we've come very far now. 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, and to be working just in Maya now. Maya and Photoshop are my comfort zone; the modelling and texturing. What did you think of the competing teams' work? It was very varied. Some of the teams that I've seen were really good, like better than I expected them to be; like Shimapan, for example, did an excellent job. There are some really really good designs that I've seen. So like I said, yes, there are every reason to respect our competition. Which teams are you most in fear of at the minute? Or do you think give you the most competition? All of it. I would say Four Horsemen. Four Horsemen. Tri-Tri and Four Horsemen are really big in the game right now. I don't know, I feel like Troyka could be very scary. Troyka is going to come out of nowhere, I know. They're going to be pretty scary. I have to admit I'm a bit of fan of Troyka, obviously. I actually really like Tallon, like Cyro, SkyGuard as well; he's cool. So it sounds like you guys are feeling pretty confident now. Yeah, that's our will. Alright, you gotta be bold. Yeah, I feel confident; I mean our approaches are clearly different, and so I feel good about that. Confidence should be shown through actions, not words. So I'll do my best to act, instead of talk. Roll in, Troyka will. We're feeling pretty confident, but still, you know, not overconfident. Very confident, I have to say. We feel pretty good about it. We don't want to be too cocky. Alright, we'll see you next time. Yeah, Awesome. Thanks. Thanks a lot, see you in the verse. Alright, see you guys. Later. As the field continues to narrow, we thought the teams could use a little motivation and insight from our new community ambassador. Like you, he's a super fan, but he's also no stranger to winning. Hey, my name is Dan Gheesling. I'm the new community ambassador for TNGS. 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, and just like playing a video game, Big Brother took strategy, reflexes, reading your enemies, and making the right decision at the critical time, just like you would in a video game. A lot of people go into reality TV show, and they aren't focus on the game, and as a gamer, that's the only thing I focus on, treating everyone like an enemy. So coming off reality TV, I had some opportunities as a motivational speaker, I travel across the country to universities and colleges, talking about leadership and motivation, and specifically how you can take action to put yourself in a better position for success. And I'm hoping that I can bring that experience, that background, to help some of the teams competing in TNGS, so they can push themselves a little bit further, and really connect with the Star Citizen community. Chris Roberts has had a huge impact at my early childhood gaming days. You know, I grew up playing Wing Commander. And playing that as a young kid, it wasn't just a video game; it's moment of story really captivated you, and also kind of help me develop what I look for and expected for in video games thereafter. It's done like a movie production, and back at the early 90s, you didn't see anything like that. And so playing that as a kid had definitely raised my expectations for video games, even to what I play right now. When I first learned about Star Citizen, I freaked out, because we all know that CR took a little bit of hiatus from creating video games and PC games. And I can remember exactly where I was when I first saw the trailer, and said "you thought I was dead" and I'm like "CR didn't die, did he?" I remember watching that trailer eight times over right away, because the emotion that was evoked from that trailer, and not only that, but the backing that's going to come behind it. CR is coming back out of pseudo retirement; CR is coming back from his hiatus; it's something that you don't want to miss. Right at the middle of the trailer, I stopped everything and I just went and gave money. And I feel like a lot of people did that as well, because this is Star Citizen; something we've all been waiting for. And I did't want to delay; I wanted to be one of the first to back the game, because chances are if you are one of the early backers, you'll get some cool rewards, but beyond that, it was just a way for me to thank CR for everything that he's created up until this point. 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 like the same experience I had with CR's early games. Being a mega fan, it is a complete honour to be selected to be the community ambassador for TNGS. 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. Just like you guys, I'm a huge fan of statships, and we recently just had a chance to check out the concept stages of the Mustang. Let's go take a look and see how far they've come. Hey guys, what's going on? My name is Dan, the community ambassador for TNGS. David: David Hobbins. Dan: Nice to meet you, I know all about you. Chris. It's a pleasure. 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? DH: Since the last episode, I've go and fleshed out the cockpit, the interior, and the EVA chamber allows pilots to get in and out on the under side of it. The other major changes are the addition of thrusters which are absolutely important, as well, I got a large air brake to the rear of it when it's in atmosphere. DG: Great. So these are some significant final changes, and then now that's done, is the concept of Mustang ready to be passed over to Chris? And what's the next step for you? DH: Definitely. CR has signed off on all of these, and so I pretty much just forward the concept imagery and my rough geometry which Chris Smith will use it as a template, and I've just got that over to him. DG: Ok. And for you, once you're done with it, and sign off, 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? DH: Chris Smith is an accomplished modeller and designer at his own right, but there are instances where there'll be a significant change, and that'll mean end up back in my lab, where I'll be focusing on a particular aspect, or guiding the process a bit more, but generally, he's got it; I have complete faith. Can't wait to see what he comes up with. 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? CS: I usually take a concept like that, since it's 3D, I probably need to repolygise it, that is rebuild it, and get it ready for game asset. And then move on to texturing, and then we'll set it up, and get it ready for the game. 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. I really appreciate the time you both are taking with me. A pleasure meeting you. Dave, a pleasure to meet you as well. Thanks so much. This is the dream come true to actually get to sit down and meet CR. It's something I don't think my ten year old self playing Wing Commander would actually believe. DG: Chris, thanks so much for bringing me on this as the community ambassador for TNGS. It's a complete honour to be sitting here with you, because I'm such a huge fan of your work. CR: You're welcome. DG: And I hope with the question I ask you, is to gain some insight as a fan, but also for the teams, 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. CR: Absolutely. DG: So my first question for you is, what is it like working for CR? CR: Oh. Very easy; it's always is. I think that I can be tough on people, because I just want to make a really good game, so occasionally that could be frustrating for people, but in general I think people, especially on the team that we have, everyone making this game because they love this kind of game, and they want to be this incredibly ambitious project. So I think, hopefully anyway, you can ask them, but generally they don't mind it because I'm really about trying to push the boundaries, and like "it's good, but is it good enough? Let's go further than that". So sometimes I'll make people do it again, or redo stuff, because I really want to see how far we can go, but I'm just as tough on myself the same way, 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". So that aspect is probably challenging, let's put it that way, but I think everyone knows I'm about making the game that I wanted to play, and I think everyone else here want to play it too, and so we just kind of geek out and get excited about really cool stuff. Our artists just done something, "oh, how cool, look at this," and we look "wow, that's awesome". 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, where in the past, in game development, you didn't. You and your teams would appreciate the cool stuff that people are doing, but the outside world didn't really understand it, and by the time we got to the finished game, all the little nuance and detail that it took to get there were sort of lost. 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. 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. And that's also part of the whole idea of TNGS; it's to sort of show the process of designing and building a ship, and everything it takes to do that, especially at the level we're going for, it's not a simple task, so the quality of the people that we got competing, and all the work that they've done, all the teams is incredibly impressive. I think it's a great education process for our community, and hopefully they also enjoy the show, and get into it and pick their favourite. 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? CR: I don't know; some times yes, sometimes no. It's kind of hard to say; I don't find myself intimidating, but then, during works, other people said "well, you know, you can be a bit intimidating, Chris". I like games; I like to play around and do that stuff, but I do tend to get pretty laser focused on "ok we got to get this thing done". So I don't goof around, maybe as much as I would if I wasn't trying to get this game done. DG: So speaking of having fun and games, do you ever play games with your employees? CR: Recently, not really, because we've been working and focused hard on getting DFM going. When we're not crunching, I think it's fun for people to play. Certainly you should be checking out 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. Appreciate what's going on out there, and what other approaches people takes. DH: Can you tell me your biggest, most intense fanboy or fangirl experience that you have had? Like someone came up to you, I could have been, maybe an employee, can you share that with us? CR: I think there was one time when I was meant to merry someone, but I don't think that happened yet. I would say probably, we did this event in last year in Cologne for gamescom. We did an event where we launched the hangar module. And so we put the event together, which was full of backers. I think we found the biggest, sort of night club venue we could, and it would fit like twelve hundred people or something. So we put a RSVP up, and within a couple hours it was already all filled up, and there's a waiting list of another thousand sort of people. That's kind of unusual. And then we went to the venue to work setting up the stuff, and there's already people lining up, like eight hours before. This is not what should happen for... DG: You're rock star! CR: Yeah, and when the event happened, the stage, everyone was chanting, yeah, closest you can get to feeling like what a rock star musician was. Not on the same scale, but just going out there and everyone been so excited, which was cool. It's really cool, and it's just nice to know that everyone, or most people, enjoy what we did. DG: The company that Wing Commander came out under, which was Origin, said "we create worlds". And that's what you're doing right now. You're creating another world. And I've heard you saying that you're creating the game that you always wanted to play, but I think there's something more to it than that. Why are you creating this world? Why did you want to do this. CR: "We create world". That was Origin's motto. I and Richard Garriott was in British, and we were actually thinking about what the motto would be. That was always discussed, because both him and me just love to build worlds. Whether I was doing games or I was doing movies, it was the same thing. I like the escapism and world building aspect of entertainment in general; movies can do that, but I think games are better situated for it, especially now, because thelevel of technology and power of computers can do it to a fidelity that you just couldn't imagine even five years ago. 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. It's like a dream come true. If I have 300 million dollars and I would be making whatever movie, I still couldn't do that, because movie is a very small window on the world, where this is like building a huge world, and then let people play inside it. For me, I finally feel like I'm getting to do it to the level that's exciting for me. If the game ends up being seventy percent of what I hope it's gonna be, then I think a lot of people would spend a lot of time in this world. That's my hope of it. DG: What part of the world creation is the most fun for you personally? CR: It's on several levels. For me, I really like the initial skretch where you start to figure out what the world would be like, and we documented the process a bit. The way I normally work on the worlds or stories I try to tell, I usually like base them on some level of reality or history. For me, it makes the fiction feel better if it has some kind of root in reality. So just figuring our that, how it's gonna work, which was what Dave and I did, who is the lead writer on the project, at the very beginning, early to mid 2012. I really like that, I really the concept stage, it's really fun, we have people "what the Xi'an gonna look like" "what the Vanduul gonna look like" or let's visualise what the Terra's gonna look like. You start to see the world. Pictures for me; you can have a hundred pages, and it's just text, it's much harder to relate, but when you start to visualise pictures, that's where I start to connect to it. 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. 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, but you have to do it, that's what it takes; but there's a lot of work involved in that, that doesn't go as quickly as you would like. DG: I know you put a lot of pressure on yourself, to make sure this is the best it can be, but what do you put the most pressure on yourself in this project? What would make you said "this is gotta be right every single time"? CR: I think it's the bigger picture things. The DFM, it needs to be fun; we're releasing something for a lot of people to play, almost like a real life release, but it's year and a half away from when you would normally release it. So there's lot of polish and iteration that you would normally, in the old way, do it behind close doors. It's always a bit scary to have something released out there that you think could be potentially better, or this thing isn't done yet, whatever. 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, even if we don't have all the functionality nor the content, because I sort of feel like, even though people know it's an Alpha and everything else, it's hard to step away from that. The game business has always been like this, the movie business has always been like this, 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, but it didn't look that good." "Yeah, because we had that discussion." DG: For you, it's kind of like letting your baby out there, and once it's out there... CR: You want him to look pretty, all the rest of the stuff. DG: What does success look like for you on this project? 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. The other level is that we already have a vibrant community, I would like a bigger one than we have right now; I think we will have one. 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. We think the community is incredibly focused and engaged, and they can only go around the hangar; that's not even playing the game. So the question is when the dream get into their hands, is it s dream that matches up with their dream, and is it fun and engaging enough that they are going to carry on playing it with their friends for a long time. If I managed to do that, I would feel like it's been successful. That's what I hoped to do. 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. CR: Right now, it would be the constellation. It would be the ship I would like to fly around. It wouldn't be in DFM v.1, the multi-crew ships but we'll have it in DFM v.2, which will have multi-crew ships. I'm doing some actual coding to advance the state of stuff, because that's my dream. Not just the standard Wing Commander, Privateer, Freelancer single seater, ship that just revolve around you, this is like you get up, walk down to the galley, make yourself a cup of coffee, and then go down the cargo hold, like a moving ship in space that you and some of your friends could be flying, or you and some NPCs. So I would say of the current set of the ships, Constellation is the ship I would be flying. You never know; maybe some new stuff coming down, but that's the pick, that's the one I want to fly. DG: Chris, thank you so much for sitting down. It's been an honour; I'm such a huge fan of all your work, and I'm such a huge fan of Star Citizen. I hope the community love this interview, and I truly appreciate the time you've taken. CR: You are more than welcome. DG: Thanks so much Chris, my pleasure. It's really incredible to sit down and gets to know CR. I'm more impressed that for being such a legend in this industry, he's just a norma, humble guy, and that's really refreshing. My role as community ambassador is to help the remaining teams; I'm going to check in with them, keep them motivated, and give them any insight to help them win TNGS, which is essentially comes down to impressing you guys as the community. Sandi: Over the next few weeks, you'll be hearing a lot more form Dan. But speaking of the community, your voices were heard when you voted for the safe. Let's see which two teams you put back into the competition. Alright guys, the votes for the save were in. The top two teams were back into the competition. Congratulations to the Tallon Corp, who received the second most votes. 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. I have to say it was a really overwhelming thing to see the feedback from all the supporters and backers, and stuff like that, and just generally the community, which is awesome. Like the amount of interest in the design that I've put up on the forum was really cool, and inspired me a lot to carry on, changing whole designs. And it was interesting to see the specific parts that people felt that they like and felt that they didn't like as well, so that was really cool. I would specifically like to shout out to IXJac, and also DesiRC, because those two guys, they were there from the beginning, 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. Thanks again for vote me back in. See you in the verse. Tallon Corporation signing out. And now let's find out who got the most votes from you guys. Hello Congratulations 3Dingo. Why? You are the team with the most save votes. Really? Yeah. Wow. Alright. So how you guys feel? It was a really really tense week. We see the result was decided, and our design was... yeah. But we don't like to disappoint people, we see the face of the judges, we see the community responses, we redone it, a better design to not disappoint anyone. I heard from the judges that you did a really good redesign after the feedback. The judges like it? Sandi: Yes, they like it, they like it a lot. How is it going now? How is the modelling and the texturing? Stage two, how's it going? Fine. Much much much much fine. A good way, because so many people in the community tell us "this is not good, we like this" so we have a better layout of the ship, because when it's your own work, you don't have a total view of the problems, but when some people tell you "this is wrong" you know where to edit. The community really helped we, and we really appreciated it. So congratulations, we're so excited to see what you see in the modelling phase. We want to appear more serious, because much people tell us we are just kids and babies with that. That should join us. So we cut out the YEAHHH. We're not going to do something like this. But we're really happy, and thank you. Thank you community, thank you judges. Ciao. Ciao. 3Dingo. There are twelve teams left, but only one can win, and we would love you to be there with us live in Los Angeles on June 7. The first 25 people to tweet us @RobertSpaceInd with the hashtag #TNGSFreeTickets will win tickets for 2 to our live finale. Tweet us now. We'll have more free tickets to give away in the upcoming weeks, so keep watching. TNGS will return on Friday, April 18. But until then, please check out our exclusive behind the scenes look at the upcoming dogfight, right here for the next three Fridays. See you soon.