1 00:00:05,786 --> 00:00:09,126 Sandi Gardiner: Hey everyone, welcome to episode 2 of the Dogfighting Special. 2 00:00:14,300 --> 00:00:15,958 Ben Lesnick: I'm Community Manager for Star Citizen. 3 00:00:15,958 --> 00:00:20,998 My job is to provide a conduit between the team that is hard at work on the Dogfighting Module right now, 4 00:00:20,998 --> 00:00:23,002 and backers who have enabled us to make this game. 5 00:00:23,002 --> 00:00:27,347 So keeping you guys informed, letting you know what the team's up to, 6 00:00:27,347 --> 00:00:28,816 and letting the team know what your concerns are. 7 00:00:28,816 --> 00:00:33,684 Sandi: I've organized the Boston Royale, which is the party, which about 1200 people are coming to, 8 00:00:33,684 --> 00:00:37,198 I have organized the shared booth with Logitech. 9 00:00:37,198 --> 00:00:40,293 Paul Reindell: I'm the Lead Programmer here in LA, 10 00:00:40,293 --> 00:00:45,236 so I'm overseeing all the different programmers who are working on the different game systems, 11 00:00:45,236 --> 00:00:48,236 and I'm also working on the game systems of course. 12 00:00:48,236 --> 00:00:55,819 Mark Abent: I am doing all sorts of things for the Dogfighting Module ranging from weapons, to ship damage, 13 00:00:55,819 --> 00:01:03,160 to simple script editing, to debugging why animations aren't working. 14 00:01:03,160 --> 00:01:06,528 You name it, gameplay wise I'm there. 15 00:01:06,528 --> 00:01:10,405 Chris Smith: Well I'm in charge of modeling and texturing some of the ships. 16 00:01:10,405 --> 00:01:16,991 I'm also helping out with quality control, you know from our outsourcers and other modelers. 17 00:01:16,991 --> 00:01:23,657 Sandi: I organized all the boy's flights and hotel accommodations, the door list, inviting hardware partners, 18 00:01:23,657 --> 00:01:29,340 getting the ten towers so that you guys can have a little bit of a dogfight with 19 00:01:29,340 --> 00:01:31,743 some of our devs or with some of the other players. 20 00:01:31,743 --> 00:01:34,808 Which were thankfully donated by Alienware. 21 00:01:34,808 --> 00:01:42,422 Just getting those towers right with enough memory power and graphics power was quite a challenge. 22 00:01:42,422 --> 00:01:45,556 Travis Day: For the Dogfighting Module, primarily my responsibility is 23 00:01:45,556 --> 00:01:49,221 making sure all of the tasks and the schedules are being hit, 24 00:01:49,221 --> 00:01:53,763 outlining what we're set to accomplish in a given time period, making sure that everybody accomplishes that. 25 00:01:53,763 --> 00:01:57,801 And since we are such a large organization with lots of different studios, 26 00:01:57,801 --> 00:02:04,282 a large part of my time is actually occupied by making sure that I'm communicating with every individual team leader at 27 00:02:04,282 --> 00:02:09,008 all the different groups to make sure everybody is marching towards the same goal and accomplishing their tasks. 28 00:02:09,008 --> 00:02:13,222 Forrest Stephan: Currently I'm working with our VFX artist to get all the special effects into the game. 29 00:02:13,222 --> 00:02:16,492 I'm making sure all the special effects are hooked up properly and 30 00:02:16,492 --> 00:02:18,742 playing in the right places for all the damage states, 31 00:02:18,742 --> 00:02:23,070 making sure all the maneuvering thrusters, the engine thrusters, 32 00:02:23,070 --> 00:02:24,855 everything's looking right, everything's working right. 33 00:02:24,855 --> 00:02:31,905 I'm working with environment artists to make sure that our first space scenes are looking top notch. 34 00:02:31,905 --> 00:02:38,892 Then also working with all of the artists with PBR, making sure all our materials are set right, 35 00:02:38,892 --> 00:02:40,860 and making sure all the lighting's working with the materials. 36 00:02:40,860 --> 00:02:43,232 Chris Roberts: Sitting around drinking some coffee taking it easy. 37 00:02:43,232 --> 00:02:48,990 No, lot's of things. So obviously reviewing all the work that everyone's doing on the project, 38 00:02:48,990 --> 00:02:52,731 and we've actually got most of our studios helping out on the Dogfighting module. 39 00:02:52,731 --> 00:02:57,811 The charge is being lead here in Los Angeles where we've actually brought a fair number of 40 00:02:57,811 --> 00:03:00,123 people from the Austin office to help. 41 00:03:00,123 --> 00:03:02,749 The Austin office is also working hard on Dogfighting. 42 00:03:02,749 --> 00:03:08,922 Montreal, Behavior, is helping out on aspects of the dogfighting, so some of the UI and HUD stuff. 43 00:03:08,922 --> 00:03:14,427 Our first person shooter partners are also helping out with some of the camera stuff for the dogfighting, 44 00:03:14,427 --> 00:03:17,206 and the UK is working very hard on the dogfighting. 45 00:03:17,206 --> 00:03:21,271 They're helping create the levels that we'll be able to dogfight in. 46 00:03:21,271 --> 00:03:27,397 So it's pretty much a full pan-company effort, and obviously I'm overseeing most of that on 47 00:03:27,397 --> 00:03:32,221 the high level creative and also in a lot of ways the day-to-day tasking. 48 00:03:32,221 --> 00:03:38,556 Then on top of that, in the extra hours, not that have many in a day, I'm actually doing a decent amount of coding. 49 00:03:38,556 --> 00:03:40,354 So I've been working on the destruction system. 50 00:03:40,354 --> 00:03:43,532 I'm actually working on the serialization of the destruction across the network. 51 00:03:43,532 --> 00:03:49,261 And I'll be working on lots of other cool things that hopefully you'll get to experience. 52 00:03:50,461 --> 00:03:55,191 What is the biggest challenge for this launch? 53 00:03:55,191 --> 00:03:58,693 Forrest: The biggest challenge is taking all this new tech that we have, the PBR. 54 00:03:58,693 --> 00:04:02,713 Our lighting has changed with the PBR, 55 00:04:02,713 --> 00:04:10,003 our damage states have evolved and become way better, but more complicated. 56 00:04:10,003 --> 00:04:14,359 So it's going through every single aspect and bringing it together to 57 00:04:14,359 --> 00:04:17,152 get everything to work together the way it should. 58 00:04:17,152 --> 00:04:21,530 Ben: We have a huge community of people who are eager to do nothing but 59 00:04:21,530 --> 00:04:23,235 start killing each other in the Dogfighting module, 60 00:04:23,235 --> 00:04:28,363 and my job is to keep them happy and reasonable until they can start doing that. 61 00:04:28,363 --> 00:04:33,234 Mark: The biggest challenge right now is making sure everything works in multiplayer. 62 00:04:33,234 --> 00:04:37,304 Especially making sure things are synced across the clients. 63 00:04:37,304 --> 00:04:43,648 We don't want things where one guy might see a ship blow up, and the other guy sees a perfectly healthy ship. 64 00:04:43,648 --> 00:04:49,112 Paul: Our project grew so big, so we have tons of features we want to bring into the game, 65 00:04:49,112 --> 00:04:53,257 and we're on a pretty tight schedule so the biggest challenge is 66 00:04:53,257 --> 00:04:57,610 making sure that all those systems make it into the dogfight. 67 00:04:57,610 --> 00:05:09,314 It's kind of crazy and also challenging, but it pushes us really to throw out something cool for you. 68 00:05:09,314 --> 00:05:14,914 Of course you know there's tons of people who are totally into the game and 69 00:05:14,914 --> 00:05:19,614 want to see something cool, so it's challenging but exciting. 70 00:05:19,614 --> 00:05:25,028 Chris Smith: The biggest challenge would be the technical aspect that we're dealing with right now. 71 00:05:25,028 --> 00:05:32,404 Our ships are very complex, there's a lot of things that move and the fidelity is really high. 72 00:05:32,404 --> 00:05:36,497 So it just makes everything more complicated in that way. 73 00:05:36,497 --> 00:05:41,194 But we're working through it, and it's fun, it's a fun process, it's good. 74 00:05:41,194 --> 00:05:46,777 Chris Roberts: Getting the game to work over the internet via the cloud server. 75 00:05:46,777 --> 00:05:54,447 So we're still working on that, and that's obviously gonna be the backbone of what the final game's gonna use. 76 00:05:54,447 --> 00:05:58,019 It just has challenges in terms of debugging. 77 00:05:58,019 --> 00:06:01,943 So normally when we debug locally, it's much easier, we have more information, 78 00:06:01,943 --> 00:06:04,557 but once we start to put it up in the cloud and we start to use 79 00:06:04,557 --> 00:06:08,505 what we call a "release" build verses what we call a "profile" or "debug" build, 80 00:06:08,505 --> 00:06:12,499 there's a lot less information for our programmer to look at to see why something crashed. 81 00:06:12,499 --> 00:06:19,506 So you sort of do "caveman" debugging in those cases, where you figure out what areas it 82 00:06:19,506 --> 00:06:25,589 crashed in and then narrow it down rather than open up the debugger and take a look at it very easily. 83 00:06:25,589 --> 00:06:32,300 That's probably one of the bigger challenges, and then just getting all the different people that are 84 00:06:32,300 --> 00:06:37,024 working on this to work together in such a way that they're not just stepping on each other's toes. 85 00:06:37,024 --> 00:06:41,801 And finally I think there's a lot of things to get done and polished for the dogfight, 86 00:06:41,801 --> 00:06:46,219 so I don't think we're gonna have everything polished the way I want it for the PAX event, 87 00:06:46,219 --> 00:06:54,585 but hopefully not too far after the PAX event, we'll get everything to the point where I feel comfortable. 88 00:06:54,585 --> 00:06:57,796 Travis: I think one of our biggest challenges for the Dogfighting Module is making sure 89 00:06:57,796 --> 00:07:00,633 we provide something that meets our own expectations internally. 90 00:07:00,633 --> 00:07:05,137 A lot of us come from a background where this whole crowdfunding, open development is new for us, 91 00:07:05,137 --> 00:07:09,827 so we have a desire to make the most polished, perfect release we can, 92 00:07:09,827 --> 00:07:12,146 'cause we only get one opportunity for a first impression. 93 00:07:12,146 --> 00:07:16,691 But we need to balance that realistic expectation against the fact that our community's behind us, 94 00:07:16,691 --> 00:07:18,936 and they support us, and they want to see everything that 95 00:07:18,936 --> 00:07:21,629 we're working on in progress, and help us with that process. 96 00:07:21,629 --> 00:07:25,842 So that's a bit of a balancing act when we're determining what we want to release, and 97 00:07:25,842 --> 00:07:28,578 how it's gonna be scoped and how much polish is too much polish, 98 00:07:28,578 --> 00:07:30,300 and how much we should just let go out the door. 99 00:07:30,300 --> 00:07:35,742 What is it like to develop a game and have 400,000 fans watching your every move? 100 00:07:35,742 --> 00:07:41,385 Ben: It's an incredible responsibility, but it's the best way to develop games that I've seen so far. 101 00:07:41,385 --> 00:07:46,763 Just being able to connect directly to all these 400,000 people and know what they want. 102 00:07:46,763 --> 00:07:53,193 It's so much better than working in quiet behind the curtain of some publisher. 103 00:07:53,193 --> 00:07:56,696 Travis: It is very stressful because we hold ourselves probably to the highest level of 104 00:07:56,696 --> 00:08:00,251 accountability for making it fun, making it polished, making it an enjoyable experience. 105 00:08:00,251 --> 00:08:03,337 That's what we're all here to do, to share Chris' vision, 106 00:08:03,337 --> 00:08:07,774 and share our individual contributions with the community and 107 00:08:07,774 --> 00:08:10,220 have it received as we would want it to be received as gamers ourselves. 108 00:08:10,220 --> 00:08:13,720 Forrest: It's nervous... No it's awesome, I love it. It's absolutely fantastic. 109 00:08:13,720 --> 00:08:17,835 It's exciting to know that when we do something, there will be that many people actually playing it. 110 00:08:17,835 --> 00:08:20,621 Background: Hey mark. Mark: Hey. 111 00:08:20,621 --> 00:08:24,498 [Unintelligible] Mark: Is it fish? 112 00:08:24,498 --> 00:08:27,991 Background: Probably. [Laughing] 113 00:08:27,991 --> 00:08:30,944 Background: Knowing so, yeah, alright, thanks bro. 114 00:08:30,944 --> 00:08:34,969 Mark: It's not so bad until you go on to Reddit and go uh-oh, 115 00:08:34,969 --> 00:08:38,306 community's in an uproar over something, what can we do to resolve it? 116 00:08:38,306 --> 00:08:44,884 But for the most part, what I'm doing won't be seen until PAX, so the pressure's on. 117 00:08:44,884 --> 00:08:49,538 Chris Smith: Sometimes it can be nerve-wracking I guess, it's definitely different. 118 00:08:49,538 --> 00:08:55,051 The previous game I worked at was very under wraps, and usually everything is very quite and hush-hush 119 00:08:55,051 --> 00:08:59,721 until you get to a certain point in the game where you begin to show things to the audience. 120 00:08:59,721 --> 00:09:04,913 With this project, it's the exact opposite, where we're very up front and everything. 121 00:09:04,913 --> 00:09:10,052 That part I do enjoy, I like showing the process and everything, 122 00:09:10,052 --> 00:09:13,216 and I think the audience enjoys it too, so that's cool. 123 00:09:13,985 --> 00:09:17,900 Chris Roberts: It is fun and challenging. 124 00:09:17,900 --> 00:09:20,953 I mean it's nice to know there are that many people out there who are really excited by the game, 125 00:09:20,953 --> 00:09:23,649 that invested in it this early in the process. 126 00:09:23,649 --> 00:09:27,455 Normally you don't get that kind of support so early. 127 00:09:27,455 --> 00:09:31,501 It's affirming that we're doing something that people like and really care about, 128 00:09:31,501 --> 00:09:32,832 and so that's really great. 129 00:09:32,832 --> 00:09:35,781 It's a little intimidating because you want to make sure you're gonna have something that 130 00:09:35,781 --> 00:09:38,434 everyone's gonna like, and that's a lot of people to please. 131 00:09:38,434 --> 00:09:42,622 But I much prefer doing it this way than the past development I've done. 132 00:09:42,622 --> 00:09:47,974 Who is the best dogfighter in the office? 133 00:09:47,974 --> 00:09:49,188 Chris Smith: Definitely not me. 134 00:09:49,188 --> 00:09:55,722 Paul: I don't want to say it's me, but I'm pretty good, and Brandon is also pretty good. 135 00:09:55,722 --> 00:09:57,229 Ben: Paul Reindell, no question. 136 00:09:57,229 --> 00:09:58,393 Forrest: It's Paul Reindell. 137 00:09:58,393 --> 00:10:01,853 Travis: I have definitely seen Paul Reindell dominate pretty well. 138 00:10:01,853 --> 00:10:05,832 Mark: I swear it's Paul, but only because he's cheating. [Laughs] 139 00:10:05,832 --> 00:10:10,019 Forrest: Because he actually has access to doing all the hacks when he launches the server. 140 00:10:10,019 --> 00:10:15,353 Mark: He gets the servers up, but he kills everyone. I'm pretty sure he's cheating. 141 00:10:15,353 --> 00:10:21,439 Paul: That's because the other guys, they suck so they need some excuse, "Oh, he's cheating." 142 00:10:21,439 --> 00:10:23,890 Travis: I would also say Chris can be quite deadly at times. 143 00:10:23,890 --> 00:10:29,024 It depends on whether you catch him on a good day or not, but him and Paul are probably the two tops. 144 00:10:29,024 --> 00:10:32,852 Chris Roberts: It's too early in our playtests, because we've got too many elements like 145 00:10:32,852 --> 00:10:37,103 the missiles weren't working, now they're working, now they're overpowered. 146 00:10:37,103 --> 00:10:42,276 We've got a new flight system that's actually I think once it's all in, everyone is gonna be really happy, 147 00:10:42,276 --> 00:10:46,270 And it also has different modes that it can switch between, and some of that's still 148 00:10:46,270 --> 00:10:51,176 getting fleshed out to work over the network properly so it's smooth and works great. 149 00:10:51,176 --> 00:10:55,744 So we've never really had a dogfight that could say "this is how it's going to be," 150 00:10:55,744 --> 00:11:00,554 Paul Reindell probably gets more kills than the rest of the team here in LA, 151 00:11:00,554 --> 00:11:02,450 that's mostly because he's the Lead Programmer. 152 00:11:02,450 --> 00:11:06,279 He's running the server on his machine, so he has a little extra advantage. 153 00:11:06,279 --> 00:11:10,897 Ask me that once we've got everything smoothly working together, and 154 00:11:10,897 --> 00:11:12,998 the final flight model, and the different modes. 155 00:11:12,998 --> 00:11:16,202 I'm hoping there will be people fighting with different styles and it will be pretty cool. 156 00:11:16,202 --> 00:11:21,651 Are you going to participate in the Dogfight? 157 00:11:21,651 --> 00:11:25,281 Sandi: Are people going to be able to dogfight me? I need to practice beforehand. 158 00:11:25,281 --> 00:11:28,852 So I'm gonna have to try to get enough practice in before then. We'll see. 159 00:11:28,852 --> 00:11:34,124 What are you most looking forward to in Boston? 160 00:11:34,124 --> 00:11:37,897 Ben: It's just gonna be a great time, it'll be my first time back on the east coast in quite a while. 161 00:11:37,897 --> 00:11:40,774 I was at Gamescom last year, that was an incredible experience. 162 00:11:40,774 --> 00:11:44,727 I want to get that energy back, just sharing with the community what we've been working on, 163 00:11:44,727 --> 00:11:50,147 getting it out there, letting them get their hands on it, and seeing how they react. I'm very excited. 164 00:11:50,147 --> 00:11:53,310 Forrest: Finally getting to see fans play the game, that's what we're doing it for. 165 00:11:53,310 --> 00:11:57,228 Mark: I'm looking forward to meeting all the fans and getting their input on the Dogfight Module. 166 00:11:57,228 --> 00:12:03,806 Paul: Hopefully we will show a pretty cool Dogfight Module in Boston. 167 00:12:03,806 --> 00:12:07,127 Sandi: In Boston I'm really excited to see the fans, the orgs. 168 00:12:07,127 --> 00:12:11,532 I'm really excited to reveal what we've been working on really hard this whole time, 169 00:12:11,532 --> 00:12:15,202 and I just, it's nice to be a part of it. 170 00:12:15,202 --> 00:12:17,438 Chris Smith: Just showing off the game and showing it to people. 171 00:12:17,438 --> 00:12:20,890 Showing them what we've accomplished so far. 172 00:12:20,890 --> 00:12:25,079 Travis: Most importantly with any of our fan events, having gone to Gamescom and now 173 00:12:25,079 --> 00:12:28,779 going to Boston, I'm really looking forward to interacting with the community. 174 00:12:28,779 --> 00:12:34,451 There's no way to express how invigorating it is to go and meet with our fans to hear what 175 00:12:34,451 --> 00:12:38,311 they're excited about, and I know that sounds like a PR line, but it really is true. 176 00:12:38,311 --> 00:12:41,150 I mean a lot of times in game development, we don't get the opportunity to meet 177 00:12:41,150 --> 00:12:45,265 our fans until after the game's released. So this is a really good way, 178 00:12:45,265 --> 00:12:47,302 and it really helps to inspire the team when you get to see how many people are 179 00:12:47,302 --> 00:12:50,819 really excited about it, and how many people are as fired up as we are. 180 00:12:50,819 --> 00:12:54,875 It really helps to push ourselves to the highest possible quality goals. 181 00:12:54,875 --> 00:12:56,717 Chris Roberts: What am I looking forward to in Boston? 182 00:12:56,717 --> 00:12:58,727 Well they've got good seafood in Boston. 183 00:12:58,727 --> 00:13:05,514 It will just be nice, it'll be nice to do the PAX event and meet a whole bunch of people who 184 00:13:05,514 --> 00:13:10,356 have helped make this game a reality, and show them what we've been working on in the dogfight. 185 00:13:10,356 --> 00:13:15,144 So the event is something that I'm looking forward to, and I hope its going to be a good one. 186 00:13:15,144 --> 00:13:19,533 We had a great time in Gamescom in Cologne last year for the hangar, 187 00:13:19,533 --> 00:13:26,046 so I'm hoping to be able to have the same fun and feeling and meet everyone and 188 00:13:26,046 --> 00:13:30,398 have a good time like we did back then in Boston. So I guess I'm looking forward to the event. 189 00:13:30,398 --> 00:13:35,811 The Next Great Starship. 190 00:13:35,811 --> 00:13:38,488 Dan Gheesling: Hey guys, it's Dan, I've been checking with the teams and 191 00:13:38,488 --> 00:13:41,898 they've been making a ton of progress. Let's find out how far they've come. 192 00:13:47,682 --> 00:13:53,397 Tri-Tri: Hi Sandi, How you guys doing out there Star Citizen fans? 193 00:13:53,397 --> 00:14:01,221 This is EPhalanx with Tri-Tri, we want to give you a quick update and also say thank you to 194 00:14:01,221 --> 00:14:06,980 everybody who's been helping us out with all the great support and 195 00:14:06,980 --> 00:14:09,412 feedback that we've seen on the forums. 196 00:14:09,412 --> 00:14:15,593 We're kind of in the grey box phase, and if you know what that is, that's basically where 197 00:14:15,593 --> 00:14:21,981 everything is untextured, there's no color or anything, but we're working out the animations, 198 00:14:21,981 --> 00:14:28,057 we're working out how all the mechanics fit together. So that's where we're at right now. 199 00:14:28,057 --> 00:14:32,225 We're kind of just taking some of the feedback that we're getting from everybody, 200 00:14:32,225 --> 00:14:38,476 coalescing it all, putting it together, trying to get one consistent look for you guys, 201 00:14:38,476 --> 00:14:40,875 at least so we know where we're all headed. 202 00:14:40,875 --> 00:14:45,903 Thanks guys again, and we're gonna see you in the verse, peace. 203 00:14:50,333 --> 00:14:53,452 Troyka: Hello citizens! This is Alexander of team Troyka. 204 00:14:53,452 --> 00:14:56,995 I would've liked to start this video cheerfully, but I know it's not easy. 205 00:14:56,995 --> 00:14:59,292 There is a lot of bad blood surrounding my team. 206 00:14:59,292 --> 00:15:06,084 I'm not proud of it. We are not proud of it, but it does not change what we intend to do. 207 00:15:06,084 --> 00:15:12,484 We are going to work, we will do our best to deliver the best starship we can. 208 00:15:12,484 --> 00:15:17,981 The work proceeds slowly. It's not perfect. We are not perfect, 209 00:15:17,981 --> 00:15:20,923 but we are hardbent on we intend to do. 210 00:15:20,923 --> 00:15:26,006 It was pointed out our process isn't quite clear. I would like to explain it out for a bit. 211 00:15:26,006 --> 00:15:28,502 Normally, models are produced like this. 212 00:15:28,502 --> 00:15:31,225 It's simple, straightforward, and effective. 213 00:15:31,225 --> 00:15:35,843 Since the concept is the first thing ready, it's easy to tweak it before moving on to implementation. 214 00:15:35,843 --> 00:15:41,091 Our process is a bit different. Not "better" different mind you, 215 00:15:41,091 --> 00:15:44,639 but "we'll only fit into the time limit this way" different. 216 00:15:44,639 --> 00:15:49,744 Essentially we make two 3D models, once concept, one ready for integration. 217 00:15:49,744 --> 00:15:56,719 While it allows us to work a bit more efficiently, given the fact that our concept is made in 3D, 218 00:15:56,719 --> 00:16:02,835 it takes a lot more time than most concepts do. It makes our work a bit hard to present beforehand. 219 00:16:02,835 --> 00:16:07,253 However, here are a few shots of what we are doing right now. 220 00:16:07,253 --> 00:16:11,401 Currently the tail section of the ship is completed, ready for integration and texturing, 221 00:16:11,401 --> 00:16:13,204 as well as the troop compartment. 222 00:16:13,204 --> 00:16:19,641 Our concept artist is working on the cockpit, from there he'll move on to the hull, and finally to the turrets. 223 00:16:21,517 --> 00:16:23,446 Tallon: Hello Star Citizens, Tallon corporation here. 224 00:16:23,446 --> 00:16:26,421 Thanks again for voting me in off the save, that was awesome. 225 00:16:26,421 --> 00:16:31,942 So far, since then, I've set up a forum, and obviously there's been a lot of feedback on that from the community. 226 00:16:31,942 --> 00:16:37,925 The next couple slides that you're about to see will be in line with some of 227 00:16:37,925 --> 00:16:40,942 the changes that people have highlighted in that stage. 228 00:16:40,942 --> 00:16:45,189 So obviously the ship now is much more in line with the original specs, 229 00:16:45,189 --> 00:16:52,310 and there's a lot more functionality, and depth, and detail, and stuff that I've modeled into it. 230 00:16:52,310 --> 00:17:00,388 So this can only be a briefing, but thanks again, and hopefully you enjoy the designs, and 231 00:17:00,388 --> 00:17:03,950 the iterations to come, and the changes that I've made so far. 232 00:17:03,950 --> 00:17:07,329 So yeah, Tallon corporation signing off, see you in the 'verse. 233 00:17:40,680 --> 00:17:43,496 SkyGuard: Greetings fellow citizens, this is Elwin from SkyGuard Fabrication. 234 00:17:43,496 --> 00:17:47,330 I'm currently hard at work putting together the Gardian AX-2. 235 00:17:50,868 --> 00:17:54,468 I want to extend a huge thank you to everyone out there in the community who've 236 00:17:54,468 --> 00:18:01,292 been putting out so much support for me in this competition, I really appreciate it. 237 00:18:01,292 --> 00:18:04,396 It's a lot of work, but knowing that people are enjoying the work that 238 00:18:04,396 --> 00:18:06,887 I'm putting out really makes it all worth it. 239 00:18:06,887 --> 00:18:10,231 Part of the challenge was not just to design the mercenary gunship, 240 00:18:10,231 --> 00:18:14,649 but to design the ship from the perspective of one of the manufacturers. 241 00:18:14,649 --> 00:18:21,559 So you'll notice that the AX-2 really is a response to that design, and the spirit, for me anyway, 242 00:18:21,559 --> 00:18:25,198 in this competition is to make a ship that looks great, 243 00:18:25,198 --> 00:18:30,604 but that also really is part of the universe, from the ground up. 244 00:18:30,604 --> 00:18:34,948 It was important to me to make a lot of these big, sweeping changes to the original design, 245 00:18:34,948 --> 00:18:40,054 to make sure that the ship that I put together really did feel like it was part of the universe. 246 00:18:40,054 --> 00:18:44,514 So again, thank you for all the feedback, please keep it coming. 247 00:18:44,514 --> 00:18:49,320 It's a huge help just to know that people are looking at the work and have opinions about the work, 248 00:18:49,320 --> 00:18:53,024 and sometimes it helps me see things that I didn't see myself. 249 00:18:53,024 --> 00:18:59,029 So I really appreciate it. It's a great help and it's a huge motivator to know that everyone's 250 00:18:59,029 --> 00:19:03,916 really excited about it and we're all going through this competition together in a sense. 251 00:19:05,300 --> 00:19:09,798 Sandi: Hey everyone, don't forget, The Next Great Starship is back on Friday April 18th. 252 00:19:09,798 --> 00:19:13,424 With only 12 teams remaining, the competition is really heating up. 253 00:19:13,424 --> 00:19:14,379 See you soon.