WEBVTT 00:00:00.230 --> 00:00:03.810 Welcome back to Cloud Imperium Santa Monica offices. 00:00:03.840 --> 00:00:07.750 Tonight we reveal the two teams you chose to save. 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. 00:00:15.600 --> 00:00:18.500 This is The Next Great Starship. 00:00:59.460 --> 00:01:04.200 Hi, I'm Sandi Gardiner. Welcome to episode eight of the Next Great Starship. 00:01:04.640 --> 00:01:09.350 The concept art phase is over, and the judges have selected their top ten teams. 00:01:09.900 --> 00:01:14.780 After the judges gave their feedback, the teams have a chance to update their concept designs. 00:01:14.780 --> 00:01:16.090 Let's take a look. 00:01:19.380 --> 00:01:22.720 1 Bit Amoeba here, and I'll show you update on my gunship. 00:01:23.280 --> 00:01:28.510 The previous version had a very simple missile launcher which was just a pod. 00:01:29.100 --> 00:01:35.690 I've changed it with this, kind of revolver mechanism launcher. 00:01:36.340 --> 00:01:42.080 Thrusters didn't look well and didn't work well either, 00:01:42.080 --> 00:01:45.560 so I restarted it from the scratch and set it to go with this one. 00:01:46.120 --> 00:01:50.710 Here are some quick animations for all necessary flight maneuvers 00:01:51.670 --> 00:01:55.430 to make sure that the thrusters have enough space to rotate correctly. 00:01:56.700 --> 00:02:00.010 All thrusters work three dimensional 00:02:00.010 --> 00:02:07.060 so it's not necessary to turn 180 degrees to give thrust in the opposite direction. 00:02:07.730 --> 00:02:13.190 My first paintover and the new name and manufacturer for the ship. 00:02:13.930 --> 00:02:17.870 I hope you enjoyed it. I for sure had a lot of fun to create it. 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. 00:02:27.270 --> 00:02:31.480 The front manoeuvring thrusters are here, on top, and right below the cockpit. 00:02:32.540 --> 00:02:35.900 The main thrusters are embedded in the big wing itselves. 00:02:36.730 --> 00:02:38.880 Here's pitch. 00:02:39.540 --> 00:02:44.670 Bottom thrusters fired at the back, and the front handling the ship up. 00:02:47.080 --> 00:02:51.990 And reverse, obviously, handling the ship back down. 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. 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 00:03:07.460 --> 00:03:11.000 because this whole system depends on tank steering 00:03:11.910 --> 00:03:17.090 and we're not entirely sure if that's 100% doable within Star Citizen. 00:03:18.060 --> 00:03:25.300 That's why we also came up with two small alternatives to make yaw more feasible. 00:03:25.300 --> 00:03:29.540 Here's option one; we add retro-thrusters on one side. 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. 00:03:36.490 --> 00:03:38.500 And finish up: here's VTOL. 00:03:44.540 --> 00:03:49.260 Let me introduce you to the Guardian AX-2, manufactured by Aegis Dynamics. 00:03:49.260 --> 00:03:53.750 So this new design incorporates all of the core features of the original design; 00:03:53.750 --> 00:03:57.930 the overall feel of the ship has more of an Aegis Dynamics look to it. 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. 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. 00:04:10.970 --> 00:04:14.090 I've changed the profile of the ship, 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. 00:04:19.269 --> 00:04:23.470 One of the other big changes is the entire front end of the ship. 00:04:23.470 --> 00:04:26.340 So the cockpit area was completely redesigned. 00:04:26.340 --> 00:04:29.170 The cockpit sits pretty high on the ship at this point, 00:04:29.170 --> 00:04:34.720 and the pilot is able to see clearly around almost the entire perimeter of the ship. 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. 00:04:41.510 --> 00:04:45.120 I've also paid a lot more attention to the thruster placement. 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, 00:04:53.440 --> 00:04:57.160 it didn't quite fit properly on the ship, so I redesigned it completely 00:04:57.160 --> 00:05:01.040 and I incorporated the maneuvering thruster technology 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; 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. 00:05:13.540 --> 00:05:18.730 The Guardian AX-2 as manufactured by Aegis Dynamics. 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. 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, 00:05:33.220 --> 00:05:36.000 while at the same time flushing out our ship's functionality. 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. 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. 00:05:49.680 --> 00:05:52.630 The first thing we did for this phase was tighten the ship silhouette, 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. 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. 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. 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. 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. 00:06:19.430 --> 00:06:22.210 We strived to make our final rendering as realistic as possible. 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. 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. 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. 00:06:38.410 --> 00:06:41.630 Thank you for the opportunity to be included in this competition, 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. 00:06:49.260 --> 00:06:51.170 Greetings Citizen, Fuzzy Modem here. 00:06:51.410 --> 00:06:55.260 Last time, the judges liked my backstory and the idea of sword and shield, 00:06:55.260 --> 00:06:57.790 but they weren't sold on my execution and presentation. 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. 00:07:24.430 --> 00:07:26.680 The first is by Roberts Space Industries. 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. 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. 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. 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. 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. 00:08:18.720 --> 00:08:20.640 I look forward to the next round of critique. 00:08:22.060 --> 00:08:27.130 Hello fellow citizens. Welcome to team IXM's concept progress report. 00:08:27.620 --> 00:08:31.980 After receiving feedback from the judges, we started improving our hull design. 00:08:32.419 --> 00:08:34.919 We tried to achieve an overall bulkier look. 00:08:34.919 --> 00:08:37.909 In several steps, we reduced a bit of length; 00:08:37.909 --> 00:08:41.289 we also increased the height by 0.3 meters, 00:08:41.289 --> 00:08:43.480 and especially made the nose more bulky. 00:08:43.700 --> 00:08:47.300 The cockpit shape was changes after trying different variants. 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. 00:08:54.220 --> 00:08:57.280 And finally, we started adding some rough texture to the ship. 00:08:58.340 --> 00:09:03.340 We also went ahead an improved turret access and deployment from the standby position. 00:09:06.670 --> 00:09:11.210 The turret position and field of view for the class 4 hardpoint was added as well. 00:09:15.720 --> 00:09:19.070 And we have some ideas for the class 3 missile racks, 00:09:19.070 --> 00:09:22.200 which in our case developed into a missile revolver, 00:09:22.970 --> 00:09:27.250 holding more missiles while keeping it low file as it wouldn't need to deploy completely. 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. 00:09:49.370 --> 00:09:52.830 Alright, so for comparison, here's the original three quarters paintover of the ship, 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. 00:09:59.410 --> 00:10:03.130 Here's the reverse view of the ship with the RCS thrusters, 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. 00:10:08.210 --> 00:10:10.910 We moved the variable thrusters back into the middle, 00:10:10.910 --> 00:10:16.490 so that the upper coloured binder and nozzle at the outside can do a different purpose. 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, 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. 00:10:27.180 --> 00:10:32.010 Here you can see the turret deployment, the docking ladder and door deployment, 00:10:32.010 --> 00:10:34.800 and the docking ring been deployed. You'll see that at the back of the video. 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, 00:10:41.120 --> 00:10:44.020 to become air breathing and non-air breathing. 00:10:44.020 --> 00:10:47.570 Next is the upper engine afterburners that you can see opening very soon. 00:10:48.970 --> 00:10:54.490 There's actually functional lower afterburners, but the lower engine mostly just using effect for that. 00:10:54.870 --> 00:10:57.090 That's the animation. 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. 00:11:04.090 --> 00:11:06.410 The lower engine pivots some more, 00:11:06.410 --> 00:11:09.610 and the rear engine also pivots with the thruster 00:11:09.610 --> 00:11:11.290 and the landing gear popping up. 00:11:11.320 --> 00:11:16.760 Speaking of the landing gear, here's some close up of the landing gear, 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. 00:11:22.740 --> 00:11:27.160 So here's the newly dubbed AX14 Silverback by Drake Interplanetary. 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. 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. 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. 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, 00:11:50.100 --> 00:11:55.940 at least 360 horizontal and 180 vertically on the top and bottom of the ship. 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. 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. 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. 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. 00:12:23.530 --> 00:12:26.510 We also put some interior shots in here for you. 00:12:27.210 --> 00:12:32.540 These sort of look like only done in half, but may change up. 00:12:34.020 --> 00:12:37.640 We also have a pretty complex missile loading system 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. 00:12:45.070 --> 00:12:49.360 So guys, thanks for watching. That's our update. 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. 00:14:03.960 --> 00:14:08.220 There are just minimal blind holes, pilot is able to cover marines during attack or retreat. 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. 00:14:13.740 --> 00:14:17.320 The civilian variant has space for pilot cabin as well. 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. 00:14:55.630 --> 00:14:57.840 Alright. Hold on, I need to turn my sound up. 00:14:57.960 --> 00:14:59.530 No, you're good. You're sounding good. 00:15:01.590 --> 00:15:02.870 Oh. Well, not anymore. 00:15:03.260 --> 00:15:06.780 Hi, Sandi. It's Shawn, team Cyro here all the way from Alaska. 00:15:06.780 --> 00:15:07.860 How's the connection today? 00:15:08.310 --> 00:15:11.270 That's not bad. You do look like fuzzy modem still. 00:15:11.600 --> 00:15:12.410 Ok, say something. 00:15:12.950 --> 00:15:13.570 Hello ~ 00:15:15.480 --> 00:15:17.850 Hi, Sandi. I'm Alexander from team Troyka. 00:15:18.100 --> 00:15:21.170 Hey Sandi, this is Elwin Bachiller from SkyGuard Fabrications. 00:15:21.340 --> 00:15:23.220 Hey Sandi, Brian from Shard Collective. 00:15:23.500 --> 00:15:25.530 Hi Sandi, It's Paul from team Four Horsemen. 00:15:25.940 --> 00:15:27.860 Hi Sandi, It's Jan from 1 Bit Amoeba. 00:15:28.070 --> 00:15:30.250 Hi Sandi, this is InfiniteXueMonkey. 00:15:30.350 --> 00:15:32.340 Hi Sandi, we're team Shimapan. 00:15:32.500 --> 00:15:35.410 Hi Sandi, and it's Vladimir from team TRUE. 00:15:35.770 --> 00:15:38.100 Hi Sandi, Ephalanx from Tri-Tri. 00:15:39.090 --> 00:15:42.350 Congratulations team Shimapan on making it through to the next round. 00:15:44.560 --> 00:15:46.500 Congratulations InfiniteXueMonkey. 00:15:46.850 --> 00:15:47.710 Thanks. It's awesome! Thank you. 00:15:47.820 --> 00:15:49.510 How are you feeling in the competition? 00:15:49.660 --> 00:15:50.790 I'm feeling pretty good. 00:15:50.930 --> 00:15:54.390 I just think we had some good luck here, hopefully we can keep it going. 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. 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 00:16:08.600 --> 00:16:13.600 is really great, considering the level of competition and growing demand of professionalism. 00:16:13.850 --> 00:16:19.150 Very excited, but also very tired, so we can't like express the excitement properly. 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. 00:16:27.430 --> 00:16:33.220 Well we felt good of course, but we've not actually won. We had our doubts, 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. 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? 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, 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. 00:16:56.200 --> 00:17:00.390 Next step is really good feeling for us, I have to say. 00:17:00.840 --> 00:17:03.970 How did your team feel about the feedback of the judges? 00:17:04.280 --> 00:17:09.200 A bit of overwhelmed. We felt proud, of course, naturally. 00:17:09.200 --> 00:17:15.339 But we also felt very burdened by how much stress we were given. 00:17:15.869 --> 00:17:19.000 We've got some good feedback from both the judges and the community. 00:17:19.369 --> 00:17:20.720 You think the judges were too hard on you? 00:17:21.060 --> 00:17:25.170 No, of course not. On me, they are very gentle. 00:17:25.599 --> 00:17:29.230 The critique we felt actually turned out very good in the end. 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. 00:17:36.000 --> 00:17:39.980 They liked it more than we thought they would, so we are pretty excited about that. 00:17:40.410 --> 00:17:43.390 How's your modelling and texturing phase moving along? 00:17:43.510 --> 00:17:47.900 I haven't got into texturing yet, but I'm definitely into the modelling phase. 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. 00:17:54.450 --> 00:17:56.670 Have you guys started on the modelling phase? 00:17:57.000 --> 00:18:01.120 Well, of course we did. We are doing our best to make it in game. 00:18:01.470 --> 00:18:06.480 Texturing isn't there yet, because we're still changing the exterior, 00:18:06.480 --> 00:18:11.500 and the artist is currently working on specific elements of internal design. 00:18:11.700 --> 00:18:15.630 We're just plugging along, and we've got some good stuff coming. 00:18:15.680 --> 00:18:19.250 I need to do a few prototyping things, 00:18:19.250 --> 00:18:24.760 especially for the texturing, before actually start working on the final model. 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. 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, 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. 00:18:41.650 --> 00:18:45.570 What did you think of the competing teams' work? 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; 00:18:52.760 --> 00:18:55.120 like Shimapan, for example, did an excellent job. 00:18:55.830 --> 00:18:59.000 There are some really really good designs that I've seen. 00:18:59.260 --> 00:19:04.410 So like I said, yes, there are every reason to respect our competition. 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? 00:19:11.280 --> 00:19:12.260 All of it. 00:19:13.820 --> 00:19:16.160 I would say Four Horsemen. 00:19:16.340 --> 00:19:17.000 Four Horsemen. 00:19:17.090 --> 00:19:19.640 Tri-Tri and Four Horsemen are really big in the game right now. 00:19:19.790 --> 00:19:22.900 I don't know, I feel like Troyka could be very scary. 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. 00:19:26.400 --> 00:19:29.070 I have to admit I'm a bit of fan of Troyka, obviously. 00:19:29.460 --> 00:19:32.740 I actually really like Tallon, like Cyro, 00:19:32.870 --> 00:19:34.720 SkyGuard as well; he's cool. 00:19:34.960 --> 00:19:37.490 So it sounds like you guys are feeling pretty confident now. 00:19:37.800 --> 00:19:39.140 Yeah, that's our will. 00:19:39.900 --> 00:19:41.370 Alright, you gotta be bold. 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. 00:19:47.140 --> 00:19:50.090 Confidence should be shown through actions, not words. 00:19:50.200 --> 00:19:53.850 So I'll do my best to act, instead of talk. Roll in, Troyka will. 00:19:53.980 --> 00:19:58.780 We're feeling pretty confident, but still, you know, not overconfident. 00:19:58.890 --> 00:20:00.190 Very confident, I have to say. 00:20:00.340 --> 00:20:02.930 We feel pretty good about it. We don't want to be too cocky. 00:20:03.110 --> 00:20:04.610 Alright, we'll see you next time. 00:20:04.880 --> 00:20:05.830 Yeah, Awesome. Thanks. 00:20:06.060 --> 00:20:08.950 Thanks a lot, see you in the verse. 00:20:09.180 --> 00:20:10.860 Alright, see you guys. Later. 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. 00:20:20.810 --> 00:20:24.810 Like you, he's a super fan, but he's also no stranger to winning. 00:20:26.140 --> 00:20:30.560 Hey, my name is Dan Gheesling. I'm the new community ambassador for TNGS. 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, 00:20:37.880 --> 00:20:41.170 and just like playing a video game, Big Brother took strategy, 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. 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, 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. 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, 00:21:01.780 --> 00:21:04.080 talking about leadership and motivation, 00:21:04.360 --> 00:21:08.760 and specifically how you can take action to put yourself in a better position for success. 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, 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. 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. 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, 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. 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. 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. 00:21:47.550 --> 00:21:50.440 When I first learned about Star Citizen, I freaked out, 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. 00:21:55.920 --> 00:21:59.020 And I can remember exactly where I was when I first saw the trailer, 00:21:59.190 --> 00:22:00.990 and said "you thought I was dead" 00:22:00.990 --> 00:22:02.830 and I'm like "CR didn't die, did he?" 00:22:03.100 --> 00:22:07.260 I remember watching that trailer eight times over right away, 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. 00:22:14.730 --> 00:22:19.400 CR is coming back out of pseudo retirement; CR is coming back from his hiatus; 00:22:19.400 --> 00:22:21.870 it's something that you don't want to miss. 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. 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. 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, 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, 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. 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 00:23:20.450 --> 00:23:23.290 like the same experience I had with CR's early games. 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. 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. 00:23:37.560 --> 00:23:40.350 Just like you guys, I'm a huge fan of statships, 00:23:40.350 --> 00:23:43.880 and we recently just had a chance to check out the concept stages of the Mustang. 00:23:43.880 --> 00:23:46.200 Let's go take a look and see how far they've come. 00:23:47.260 --> 00:23:50.470 Hey guys, what's going on? My name is Dan, the community ambassador for TNGS. 00:23:50.470 --> 00:23:52.330 David: David Hobbins. Dan: Nice to meet you, I know all about you. 00:23:52.330 --> 00:23:54.010 Chris. It's a pleasure. 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? 00:24:00.960 --> 00:24:06.050 DH: Since the last episode, I've go and fleshed out the cockpit, the interior, 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. 00:24:11.590 --> 00:24:17.050 The other major changes are the addition of thrusters which are absolutely important, 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. 00:24:24.200 --> 00:24:28.750 DG: Great. So these are some significant final changes, and then now that's done, 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? 00:24:34.040 --> 00:24:36.930 DH: Definitely. CR has signed off on all of these, 00:24:38.340 --> 00:24:43.610 and so I pretty much just forward the concept imagery and my rough geometry 00:24:43.730 --> 00:24:46.260 which Chris Smith will use it as a template, 00:24:46.600 --> 00:24:48.410 and I've just got that over to him. 00:24:48.550 --> 00:24:52.910 DG: Ok. And for you, once you're done with it, and sign off, 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? 00:24:55.470 --> 00:25:00.570 DH: Chris Smith is an accomplished modeller and designer at his own right, 00:25:00.570 --> 00:25:06.750 but there are instances where there'll be a significant change, and that'll mean 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, 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. 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? 00:25:23.980 --> 00:25:27.650 CS: I usually take a concept like that, since it's 3D, 00:25:27.650 --> 00:25:31.660 I probably need to repolygise it, that is rebuild it, 00:25:31.660 --> 00:25:35.600 and get it ready for game asset. 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. 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. 00:25:45.980 --> 00:25:48.260 I really appreciate the time you both are taking with me. 00:25:48.390 --> 00:25:51.520 A pleasure meeting you. Dave, a pleasure to meet you as well. Thanks so much. 00:25:55.230 --> 00:25:59.120 This is the dream come true to actually get to sit down and meet CR. 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. 00:26:03.100 --> 00:26:06.300 DG: Chris, thanks so much for bringing me on this as the community ambassador for TNGS. 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. 00:26:09.930 --> 00:26:11.000 CR: You're welcome. 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, 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. 00:26:22.160 --> 00:26:23.160 CR: Absolutely. 00:26:23.410 --> 00:26:26.880 DG: So my first question for you is, what is it like working for CR? 00:26:26.880 --> 00:26:30.520 CR: Oh. Very easy; it's always is. 00:26:30.850 --> 00:26:35.540 I think that I can be tough on people, 00:26:35.540 --> 00:26:37.530 because I just want to make a really good game, 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, 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. 00:26:49.540 --> 00:26:54.100 So I think, hopefully anyway, you can ask them, 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, 00:27:00.040 --> 00:27:03.100 and like "it's good, but is it good enough? Let's go further than that". 00:27:03.100 --> 00:27:06.020 So sometimes I'll make people do it again, or redo stuff, 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, 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". 00:27:17.280 --> 00:27:22.050 So that aspect is probably challenging, let's put it that way, 00:27:22.520 --> 00:27:28.250 but I think everyone knows I'm about making the game that I wanted to play, 00:27:28.250 --> 00:27:30.230 and I think everyone else here want to play it too, 00:27:30.430 --> 00:27:34.510 and so we just kind of geek out and get excited about really cool stuff. 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". 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, 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, 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, 00:27:55.730 --> 00:27:59.510 all the little nuance and detail that it took to get there were sort of lost. 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. 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. 00:28:12.370 --> 00:28:15.020 And that's also part of the whole idea of TNGS; 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, 00:28:20.590 --> 00:28:25.030 especially at the level we're going for, it's not a simple task, 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. 00:28:32.970 --> 00:28:38.180 I think it's a great education process for our community, 00:28:38.180 --> 00:28:41.920 and hopefully they also enjoy the show, and get into it and pick their favourite. 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? 00:28:48.690 --> 00:28:50.630 CR: I don't know; some times yes, sometimes no. 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, 00:28:57.740 --> 00:29:01.000 other people said "well, you know, you can be a bit intimidating, Chris". 00:29:01.450 --> 00:29:05.450 I like games; I like to play around and do that stuff, 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". 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. 00:29:15.540 --> 00:29:18.900 DG: So speaking of having fun and games, do you ever play games with your employees? 00:29:19.070 --> 00:29:26.530 CR: Recently, not really, because we've been working and focused hard on getting DFM going. 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 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. 00:29:41.410 --> 00:29:47.990 Appreciate what's going on out there, and what other approaches people takes. 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? 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? 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. 00:30:05.250 --> 00:30:11.270 I would say probably, we did this event in last year in Cologne for gamescom. 00:30:11.270 --> 00:30:13.100 We did an event where we launched the hangar module. 00:30:13.520 --> 00:30:17.290 And so we put the event together, which was full of backers. 00:30:17.290 --> 00:30:22.690 I think we found the biggest, sort of night club venue we could, 00:30:22.950 --> 00:30:26.870 and it would fit like twelve hundred people or something. 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, 00:30:33.420 --> 00:30:36.000 and there's a waiting list of another thousand sort of people. 00:30:36.000 --> 00:30:40.230 That's kind of unusual. 00:30:40.600 --> 00:30:45.200 And then we went to the venue to work setting up the stuff, 00:30:45.200 --> 00:30:49.310 and there's already people lining up, like eight hours before. 00:30:49.310 --> 00:30:52.500 This is not what should happen for... 00:30:52.500 --> 00:30:53.200 DG: You're rock star! 00:30:53.200 --> 00:30:57.040 CR: Yeah, and when the event happened, 00:30:58.090 --> 00:31:02.010 the stage, everyone was chanting, 00:31:02.470 --> 00:31:07.590 yeah, closest you can get to feeling like what a rock star musician was. 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. 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. 00:31:17.880 --> 00:31:21.170 DG: The company that Wing Commander came out under, which was Origin, said "we create worlds". 00:31:21.170 --> 00:31:23.590 And that's what you're doing right now. You're creating another world. 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, 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. 00:31:35.360 --> 00:31:38.150 CR: "We create world". That was Origin's motto. 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. 00:31:43.210 --> 00:31:47.950 That was always discussed, because both him and me just love to build worlds. 00:31:47.950 --> 00:31:52.510 Whether I was doing games or I was doing movies, it was the same thing. 00:31:52.510 --> 00:31:58.690 I like the escapism and world building aspect of entertainment in general; 00:31:59.160 --> 00:32:04.840 movies can do that, but I think games are better situated for it, 00:32:04.840 --> 00:32:09.800 especially now, because thelevel of technology and power of computers 00:32:09.800 --> 00:32:14.470 can do it to a fidelity that you just couldn't imagine even five years ago. 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. 00:32:22.000 --> 00:32:24.460 It's like a dream come true. 00:32:24.460 --> 00:32:28.340 If I have 300 million dollars and I would be making whatever movie, 00:32:28.340 --> 00:32:32.100 I still couldn't do that, because movie is a very small window on the world, 00:32:32.320 --> 00:32:36.420 where this is like building a huge world, and then let people play inside it. 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. 00:32:43.490 --> 00:32:49.010 If the game ends up being seventy percent of what I hope it's gonna be, 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. 00:32:54.070 --> 00:32:57.820 DG: What part of the world creation is the most fun for you personally? 00:32:58.430 --> 00:33:03.370 CR: It's on several levels. For me, I really like the initial skretch 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. 00:33:08.970 --> 00:33:14.890 The way I normally work on the worlds or stories I try to tell, 00:33:14.890 --> 00:33:19.560 I usually like base them on some level of reality or history. 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. 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, 00:33:32.070 --> 00:33:38.480 who is the lead writer on the project, at the very beginning, early to mid 2012. 00:33:38.690 --> 00:33:42.020 I really like that, I really the concept stage, 00:33:42.020 --> 00:33:44.540 it's really fun, we have people 00:33:44.900 --> 00:33:46.180 "what the Xi'an gonna look like" 00:33:46.710 --> 00:33:49.220 "what the Vanduul gonna look like" 00:33:49.290 --> 00:33:52.910 or let's visualise what the Terra's gonna look like. 00:33:52.910 --> 00:33:54.300 You start to see the world. 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, 00:34:00.910 --> 00:34:06.120 but when you start to visualise pictures, that's where I start to connect to it. 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. 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, 00:34:21.889 --> 00:34:24.679 but you have to do it, that's what it takes; 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. 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, 00:34:32.340 --> 00:34:35.940 but what do you put the most pressure on yourself in this project? 00:34:35.940 --> 00:34:39.270 What would make you said "this is gotta be right every single time"? 00:34:39.710 --> 00:34:44.230 CR: I think it's the bigger picture things. 00:34:44.230 --> 00:34:49.330 The DFM, it needs to be fun; 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, 00:34:57.510 --> 00:35:01.590 but it's year and a half away from when you would normally release it. 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. 00:35:07.480 --> 00:35:11.000 It's always a bit scary to have something released out there 00:35:11.000 --> 00:35:16.280 that you think could be potentially better, or this thing isn't done yet, whatever. 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, 00:35:22.670 --> 00:35:24.860 even if we don't have all the functionality nor the content, 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, 00:35:30.150 --> 00:35:33.980 it's hard to step away from that. 00:35:36.810 --> 00:35:39.430 The game business has always been like this, the movie business has always been like this, 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, 00:35:47.690 --> 00:35:49.590 but it didn't look that good." 00:35:49.590 --> 00:35:51.700 "Yeah, because we had that discussion." 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... 00:35:56.790 --> 00:36:00.430 CR: You want him to look pretty, all the rest of the stuff. 00:36:00.950 --> 00:36:03.700 DG: What does success look like for you on this project? 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. 00:36:15.500 --> 00:36:18.920 The other level is that we already have a vibrant community, 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. 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. 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. 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, 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. 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. 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. 00:37:04.840 --> 00:37:07.230 CR: Right now, it would be the constellation. 00:37:07.230 --> 00:37:10.730 It would be the ship I would like to fly around. 00:37:11.340 --> 00:37:14.020 It wouldn't be in DFM v.1, the multi-crew ships 00:37:14.020 --> 00:37:16.450 but we'll have it in DFM v.2, which will have multi-crew ships. 00:37:16.450 --> 00:37:21.350 I'm doing some actual coding to advance the state of stuff, 00:37:21.350 --> 00:37:23.120 because that's my dream. 00:37:23.120 --> 00:37:29.680 Not just the standard Wing Commander, Privateer, Freelancer single seater, 00:37:29.680 --> 00:37:32.600 ship that just revolve around you, 00:37:32.600 --> 00:37:36.930 this is like you get up, walk down to the galley, 00:37:36.930 --> 00:37:40.310 make yourself a cup of coffee, and then go down the cargo hold, 00:37:40.310 --> 00:37:43.090 like a moving ship in space 00:37:43.090 --> 00:37:46.300 that you and some of your friends could be flying, or you and some NPCs. 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. 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. 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, 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, 00:38:04.630 --> 00:38:06.610 and I truly appreciate the time you've taken. 00:38:06.650 --> 00:38:08.300 CR: You are more than welcome. 00:38:08.750 --> 00:38:11.030 DG: Thanks so much Chris, my pleasure. 00:38:11.750 --> 00:38:14.290 It's really incredible to sit down and gets to know CR. 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, 00:38:19.530 --> 00:38:20.770 and that's really refreshing. 00:38:21.230 --> 00:38:24.020 My role as community ambassador is to help the remaining teams; 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, 00:38:29.230 --> 00:38:32.360 which is essentially comes down to impressing you guys as the community. 00:38:32.950 --> 00:38:36.360 Sandi: Over the next few weeks, you'll be hearing a lot more form Dan. 00:38:36.590 --> 00:38:40.740 But speaking of the community, your voices were heard when you voted for the safe. 00:38:40.740 --> 00:38:44.810 Let's see which two teams you put back into the competition. 00:38:45.730 --> 00:38:48.350 Alright guys, the votes for the save were in. 00:38:48.350 --> 00:38:50.920 The top two teams were back into the competition. 00:38:51.300 --> 00:38:55.020 Congratulations to the Tallon Corp, who received the second most votes. 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. 00:39:05.070 --> 00:39:08.970 I have to say it was a really overwhelming thing to see the feedback 00:39:08.970 --> 00:39:12.810 from all the supporters and backers, and stuff like that, 00:39:12.810 --> 00:39:16.060 and just generally the community, which is awesome. 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, 00:39:22.930 --> 00:39:26.170 and inspired me a lot to carry on, 00:39:26.170 --> 00:39:28.520 changing whole designs. 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, 00:39:33.270 --> 00:39:34.180 so that was really cool. 00:39:35.820 --> 00:39:40.380 I would specifically like to shout out to IXJac, 00:39:40.750 --> 00:39:45.250 and also DesiRC, 00:39:46.150 --> 00:39:49.700 because those two guys, they were there from the beginning, 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. 00:39:58.110 --> 00:40:00.920 Thanks again for vote me back in. 00:40:01.250 --> 00:40:03.580 See you in the verse. Tallon Corporation signing out. 00:40:04.220 --> 00:40:07.330 And now let's find out who got the most votes from you guys. 00:40:13.220 --> 00:40:15.000 Hello 00:40:15.290 --> 00:40:17.060 Congratulations 3Dingo. 00:40:17.810 --> 00:40:18.810 Why? 00:40:18.950 --> 00:40:21.680 You are the team with the most save votes. 00:40:22.050 --> 00:40:22.520 Really? 00:40:22.640 --> 00:40:23.310 Yeah. 00:40:25.740 --> 00:40:26.620 Wow. 00:40:30.050 --> 00:40:31.440 Alright. So how you guys feel? 00:40:31.620 --> 00:40:34.830 It was a really really tense week. 00:40:34.830 --> 00:40:40.750 We see the result was decided, 00:40:40.750 --> 00:40:46.410 and our design was... yeah. 00:40:46.410 --> 00:40:49.420 But we don't like to disappoint people, 00:40:49.420 --> 00:40:54.130 we see the face of the judges, we see the community responses, 00:40:54.250 --> 00:40:59.610 we redone it, a better design to not disappoint anyone. 00:40:59.740 --> 00:41:05.010 I heard from the judges that you did a really good redesign after the feedback. 00:41:05.280 --> 00:41:07.130 The judges like it? 00:41:07.130 --> 00:41:09.690 Sandi: Yes, they like it, they like it a lot. 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? 00:41:22.300 --> 00:41:24.600 Fine. Much much much much fine. 00:41:24.600 --> 00:41:29.630 A good way, because so many people in the community 00:41:29.630 --> 00:41:36.140 tell us "this is not good, we like this" 00:41:36.140 --> 00:41:37.280 so we have a better layout of the ship, 00:41:37.280 --> 00:41:40.680 because when it's your own work, 00:41:40.680 --> 00:41:45.540 you don't have a total view of the problems, 00:41:46.020 --> 00:41:50.390 but when some people tell you "this is wrong" 00:41:50.390 --> 00:41:55.180 you know where to edit. 00:41:55.180 --> 00:41:59.780 The community really helped we, and we really appreciated it. 00:41:59.930 --> 00:42:04.380 So congratulations, we're so excited to see what you see in the modelling phase. 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. 00:42:13.480 --> 00:42:18.300 So we cut out the YEAHHH. We're not going to do something like this. 00:42:18.300 --> 00:42:24.040 But we're really happy, and thank you. Thank you community, thank you judges. 00:42:24.610 --> 00:42:25.300 Ciao. 00:42:25.690 --> 00:42:28.700 Ciao. 3Dingo. 00:42:30.030 --> 00:42:32.800 There are twelve teams left, but only one can win, 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. 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. 00:42:47.420 --> 00:42:48.420 Tweet us now. 00:42:49.190 --> 00:42:53.490 We'll have more free tickets to give away in the upcoming weeks, so keep watching. 00:42:53.700 --> 00:42:57.300 TNGS will return on Friday, April 18. 00:42:57.680 --> 00:43:02.870 But until then, please check out our exclusive behind the scenes look at the upcoming dogfight, 00:43:02.870 --> 00:43:06.170 right here for the next three Fridays. See you soon.