WEBVTT 00:00:05.786 --> 00:00:09.126 Sandi Gardiner: Hey everyone, welcome to episode 2 of the Dogfighting Special. 00:00:14.300 --> 00:00:15.958 Ben Lesnick: I'm Community Manager for Star Citizen. 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, 00:00:20.998 --> 00:00:23.002 and backers who have enabled us to make this game. 00:00:23.002 --> 00:00:27.347 So keeping you guys informed, letting you know what the team's up to, 00:00:27.347 --> 00:00:28.816 and letting the team know what your concerns are. 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, 00:00:33.684 --> 00:00:37.198 I have organized the shared booth with Logitech. 00:00:37.198 --> 00:00:40.293 Paul Reindell: I'm the Lead Programmer here in LA, 00:00:40.293 --> 00:00:45.236 so I'm overseeing all the different programmers who are working on the different game systems, 00:00:45.236 --> 00:00:48.236 and I'm also working on the game systems of course. 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, 00:00:55.819 --> 00:01:03.160 to simple script editing, to debugging why animations aren't working. 00:01:03.160 --> 00:01:06.528 You name it, gameplay wise I'm there. 00:01:06.528 --> 00:01:10.405 Chris Smith: Well I'm in charge of modeling and texturing some of the ships. 00:01:10.405 --> 00:01:16.991 I'm also helping out with quality control, you know from our outsourcers and other modelers. 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, 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 00:01:29.340 --> 00:01:31.743 some of our devs or with some of the other players. 00:01:31.743 --> 00:01:34.808 Which were thankfully donated by Alienware. 00:01:34.808 --> 00:01:42.422 Just getting those towers right with enough memory power and graphics power was quite a challenge. 00:01:42.422 --> 00:01:45.556 Travis Day: For the Dogfighting Module, primarily my responsibility is 00:01:45.556 --> 00:01:49.221 making sure all of the tasks and the schedules are being hit, 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. 00:01:53.763 --> 00:01:57.801 And since we are such a large organization with lots of different studios, 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 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. 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. 00:02:13.222 --> 00:02:16.492 I'm making sure all the special effects are hooked up properly and 00:02:16.492 --> 00:02:18.742 playing in the right places for all the damage states, 00:02:18.742 --> 00:02:23.070 making sure all the maneuvering thrusters, the engine thrusters, 00:02:23.070 --> 00:02:24.855 everything's looking right, everything's working right. 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. 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, 00:02:38.892 --> 00:02:40.860 and making sure all the lighting's working with the materials. 00:02:40.860 --> 00:02:43.232 Chris Roberts: Sitting around drinking some coffee taking it easy. 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, 00:02:48.990 --> 00:02:52.731 and we've actually got most of our studios helping out on the Dogfighting module. 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 00:02:57.811 --> 00:03:00.123 people from the Austin office to help. 00:03:00.123 --> 00:03:02.749 The Austin office is also working hard on Dogfighting. 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. 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, 00:03:14.427 --> 00:03:17.206 and the UK is working very hard on the dogfighting. 00:03:17.206 --> 00:03:21.271 They're helping create the levels that we'll be able to dogfight in. 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 00:03:27.397 --> 00:03:32.221 the high level creative and also in a lot of ways the day-to-day tasking. 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. 00:03:38.556 --> 00:03:40.354 So I've been working on the destruction system. 00:03:40.354 --> 00:03:43.532 I'm actually working on the serialization of the destruction across the network. 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. 00:03:50.461 --> 00:03:55.191 What is the biggest challenge for this launch? 00:03:55.191 --> 00:03:58.693 Forrest: The biggest challenge is taking all this new tech that we have, the PBR. 00:03:58.693 --> 00:04:02.713 Our lighting has changed with the PBR, 00:04:02.713 --> 00:04:10.003 our damage states have evolved and become way better, but more complicated. 00:04:10.003 --> 00:04:14.359 So it's going through every single aspect and bringing it together to 00:04:14.359 --> 00:04:17.152 get everything to work together the way it should. 00:04:17.152 --> 00:04:21.530 Ben: We have a huge community of people who are eager to do nothing but 00:04:21.530 --> 00:04:23.235 start killing each other in the Dogfighting module, 00:04:23.235 --> 00:04:28.363 and my job is to keep them happy and reasonable until they can start doing that. 00:04:28.363 --> 00:04:33.234 Mark: The biggest challenge right now is making sure everything works in multiplayer. 00:04:33.234 --> 00:04:37.304 Especially making sure things are synced across the clients. 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. 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, 00:04:49.112 --> 00:04:53.257 and we're on a pretty tight schedule so the biggest challenge is 00:04:53.257 --> 00:04:57.610 making sure that all those systems make it into the dogfight. 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. 00:05:09.314 --> 00:05:14.914 Of course you know there's tons of people who are totally into the game and 00:05:14.914 --> 00:05:19.614 want to see something cool, so it's challenging but exciting. 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. 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. 00:05:32.404 --> 00:05:36.497 So it just makes everything more complicated in that way. 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. 00:05:41.194 --> 00:05:46.777 Chris Roberts: Getting the game to work over the internet via the cloud server. 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. 00:05:54.447 --> 00:05:58.019 It just has challenges in terms of debugging. 00:05:58.019 --> 00:06:01.943 So normally when we debug locally, it's much easier, we have more information, 00:06:01.943 --> 00:06:04.557 but once we start to put it up in the cloud and we start to use 00:06:04.557 --> 00:06:08.505 what we call a "release" build verses what we call a "profile" or "debug" build, 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. 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 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. 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 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. 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, 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, 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. 00:06:54.585 --> 00:06:57.796 Travis: I think one of our biggest challenges for the Dogfighting Module is making sure 00:06:57.796 --> 00:07:00.633 we provide something that meets our own expectations internally. 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, 00:07:05.137 --> 00:07:09.827 so we have a desire to make the most polished, perfect release we can, 00:07:09.827 --> 00:07:12.146 'cause we only get one opportunity for a first impression. 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, 00:07:16.691 --> 00:07:18.936 and they support us, and they want to see everything that 00:07:18.936 --> 00:07:21.629 we're working on in progress, and help us with that process. 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 00:07:25.842 --> 00:07:28.578 how it's gonna be scoped and how much polish is too much polish, 00:07:28.578 --> 00:07:30.300 and how much we should just let go out the door. 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? 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. 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. 00:07:46.763 --> 00:07:53.193 It's so much better than working in quiet behind the curtain of some publisher. 00:07:53.193 --> 00:07:56.696 Travis: It is very stressful because we hold ourselves probably to the highest level of 00:07:56.696 --> 00:08:00.251 accountability for making it fun, making it polished, making it an enjoyable experience. 00:08:00.251 --> 00:08:03.337 That's what we're all here to do, to share Chris' vision, 00:08:03.337 --> 00:08:07.774 and share our individual contributions with the community and 00:08:07.774 --> 00:08:10.220 have it received as we would want it to be received as gamers ourselves. 00:08:10.220 --> 00:08:13.720 Forrest: It's nervous... No it's awesome, I love it. It's absolutely fantastic. 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. 00:08:17.835 --> 00:08:20.621 Background: Hey mark. Mark: Hey. 00:08:20.621 --> 00:08:24.498 [Unintelligible] Mark: Is it fish? 00:08:24.498 --> 00:08:27.991 Background: Probably. [Laughing] 00:08:27.991 --> 00:08:30.944 Background: Knowing so, yeah, alright, thanks bro. 00:08:30.944 --> 00:08:34.969 Mark: It's not so bad until you go on to Reddit and go uh-oh, 00:08:34.969 --> 00:08:38.306 community's in an uproar over something, what can we do to resolve it? 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. 00:08:44.884 --> 00:08:49.538 Chris Smith: Sometimes it can be nerve-wracking I guess, it's definitely different. 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 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. 00:08:59.721 --> 00:09:04.913 With this project, it's the exact opposite, where we're very up front and everything. 00:09:04.913 --> 00:09:10.052 That part I do enjoy, I like showing the process and everything, 00:09:10.052 --> 00:09:13.216 and I think the audience enjoys it too, so that's cool. 00:09:13.985 --> 00:09:17.900 Chris Roberts: It is fun and challenging. 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, 00:09:20.953 --> 00:09:23.649 that invested in it this early in the process. 00:09:23.649 --> 00:09:27.455 Normally you don't get that kind of support so early. 00:09:27.455 --> 00:09:31.501 It's affirming that we're doing something that people like and really care about, 00:09:31.501 --> 00:09:32.832 and so that's really great. 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 00:09:35.781 --> 00:09:38.434 everyone's gonna like, and that's a lot of people to please. 00:09:38.434 --> 00:09:42.622 But I much prefer doing it this way than the past development I've done. 00:09:42.622 --> 00:09:47.974 Who is the best dogfighter in the office? 00:09:47.974 --> 00:09:49.188 Chris Smith: Definitely not me. 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. 00:09:55.722 --> 00:09:57.229 Ben: Paul Reindell, no question. 00:09:57.229 --> 00:09:58.393 Forrest: It's Paul Reindell. 00:09:58.393 --> 00:10:01.853 Travis: I have definitely seen Paul Reindell dominate pretty well. 00:10:01.853 --> 00:10:05.832 Mark: I swear it's Paul, but only because he's cheating. [Laughs] 00:10:05.832 --> 00:10:10.019 Forrest: Because he actually has access to doing all the hacks when he launches the server. 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. 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." 00:10:21.439 --> 00:10:23.890 Travis: I would also say Chris can be quite deadly at times. 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. 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 00:10:32.852 --> 00:10:37.103 the missiles weren't working, now they're working, now they're overpowered. 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, 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 00:10:46.270 --> 00:10:51.176 getting fleshed out to work over the network properly so it's smooth and works great. 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," 00:10:55.744 --> 00:11:00.554 Paul Reindell probably gets more kills than the rest of the team here in LA, 00:11:00.554 --> 00:11:02.450 that's mostly because he's the Lead Programmer. 00:11:02.450 --> 00:11:06.279 He's running the server on his machine, so he has a little extra advantage. 00:11:06.279 --> 00:11:10.897 Ask me that once we've got everything smoothly working together, and 00:11:10.897 --> 00:11:12.998 the final flight model, and the different modes. 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. 00:11:16.202 --> 00:11:21.651 Are you going to participate in the Dogfight? 00:11:21.651 --> 00:11:25.281 Sandi: Are people going to be able to dogfight me? I need to practice beforehand. 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. 00:11:28.852 --> 00:11:34.124 What are you most looking forward to in Boston? 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. 00:11:37.897 --> 00:11:40.774 I was at Gamescom last year, that was an incredible experience. 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, 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. 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. 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. 00:11:57.228 --> 00:12:03.806 Paul: Hopefully we will show a pretty cool Dogfight Module in Boston. 00:12:03.806 --> 00:12:07.127 Sandi: In Boston I'm really excited to see the fans, the orgs. 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, 00:12:11.532 --> 00:12:15.202 and I just, it's nice to be a part of it. 00:12:15.202 --> 00:12:17.438 Chris Smith: Just showing off the game and showing it to people. 00:12:17.438 --> 00:12:20.890 Showing them what we've accomplished so far. 00:12:20.890 --> 00:12:25.079 Travis: Most importantly with any of our fan events, having gone to Gamescom and now 00:12:25.079 --> 00:12:28.779 going to Boston, I'm really looking forward to interacting with the community. 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 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. 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 00:12:41.150 --> 00:12:45.265 our fans until after the game's released. So this is a really good way, 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 00:12:47.302 --> 00:12:50.819 really excited about it, and how many people are as fired up as we are. 00:12:50.819 --> 00:12:54.875 It really helps to push ourselves to the highest possible quality goals. 00:12:54.875 --> 00:12:56.717 Chris Roberts: What am I looking forward to in Boston? 00:12:56.717 --> 00:12:58.727 Well they've got good seafood in Boston. 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 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. 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. 00:13:15.144 --> 00:13:19.533 We had a great time in Gamescom in Cologne last year for the hangar, 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 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. 00:13:30.398 --> 00:13:35.811 The Next Great Starship. 00:13:35.811 --> 00:13:38.488 Dan Gheesling: Hey guys, it's Dan, I've been checking with the teams and 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. 00:13:47.682 --> 00:13:53.397 Tri-Tri: Hi Sandi, How you guys doing out there Star Citizen fans? 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 00:14:01.221 --> 00:14:06.980 everybody who's been helping us out with all the great support and 00:14:06.980 --> 00:14:09.412 feedback that we've seen on the forums. 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 00:14:15.593 --> 00:14:21.981 everything is untextured, there's no color or anything, but we're working out the animations, 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. 00:14:28.057 --> 00:14:32.225 We're kind of just taking some of the feedback that we're getting from everybody, 00:14:32.225 --> 00:14:38.476 coalescing it all, putting it together, trying to get one consistent look for you guys, 00:14:38.476 --> 00:14:40.875 at least so we know where we're all headed. 00:14:40.875 --> 00:14:45.903 Thanks guys again, and we're gonna see you in the verse, peace. 00:14:50.333 --> 00:14:53.452 Troyka: Hello citizens! This is Alexander of team Troyka. 00:14:53.452 --> 00:14:56.995 I would've liked to start this video cheerfully, but I know it's not easy. 00:14:56.995 --> 00:14:59.292 There is a lot of bad blood surrounding my team. 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. 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. 00:15:12.484 --> 00:15:17.981 The work proceeds slowly. It's not perfect. We are not perfect, 00:15:17.981 --> 00:15:20.923 but we are hardbent on we intend to do. 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. 00:15:26.006 --> 00:15:28.502 Normally, models are produced like this. 00:15:28.502 --> 00:15:31.225 It's simple, straightforward, and effective. 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. 00:15:35.843 --> 00:15:41.091 Our process is a bit different. Not "better" different mind you, 00:15:41.091 --> 00:15:44.639 but "we'll only fit into the time limit this way" different. 00:15:44.639 --> 00:15:49.744 Essentially we make two 3D models, once concept, one ready for integration. 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, 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. 00:16:02.835 --> 00:16:07.253 However, here are a few shots of what we are doing right now. 00:16:07.253 --> 00:16:11.401 Currently the tail section of the ship is completed, ready for integration and texturing, 00:16:11.401 --> 00:16:13.204 as well as the troop compartment. 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. 00:16:21.517 --> 00:16:23.446 Tallon: Hello Star Citizens, Tallon corporation here. 00:16:23.446 --> 00:16:26.421 Thanks again for voting me in off the save, that was awesome. 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. 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 00:16:37.925 --> 00:16:40.942 the changes that people have highlighted in that stage. 00:16:40.942 --> 00:16:45.189 So obviously the ship now is much more in line with the original specs, 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. 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 00:17:00.388 --> 00:17:03.950 the iterations to come, and the changes that I've made so far. 00:17:03.950 --> 00:17:07.329 So yeah, Tallon corporation signing off, see you in the 'verse. 00:17:40.680 --> 00:17:43.496 SkyGuard: Greetings fellow citizens, this is Elwin from SkyGuard Fabrication. 00:17:43.496 --> 00:17:47.330 I'm currently hard at work putting together the Gardian AX-2. 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 00:17:54.468 --> 00:18:01.292 been putting out so much support for me in this competition, I really appreciate it. 00:18:01.292 --> 00:18:04.396 It's a lot of work, but knowing that people are enjoying the work that 00:18:04.396 --> 00:18:06.887 I'm putting out really makes it all worth it. 00:18:06.887 --> 00:18:10.231 Part of the challenge was not just to design the mercenary gunship, 00:18:10.231 --> 00:18:14.649 but to design the ship from the perspective of one of the manufacturers. 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, 00:18:21.559 --> 00:18:25.198 in this competition is to make a ship that looks great, 00:18:25.198 --> 00:18:30.604 but that also really is part of the universe, from the ground up. 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, 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. 00:18:40.054 --> 00:18:44.514 So again, thank you for all the feedback, please keep it coming. 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, 00:18:49.320 --> 00:18:53.024 and sometimes it helps me see things that I didn't see myself. 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 00:18:59.029 --> 00:19:03.916 really excited about it and we're all going through this competition together in a sense. 00:19:05.300 --> 00:19:09.798 Sandi: Hey everyone, don't forget, The Next Great Starship is back on Friday April 18th. 00:19:09.798 --> 00:19:13.424 With only 12 teams remaining, the competition is really heating up. 00:19:13.424 --> 00:19:14.379 See you soon.