0:00:00.820,0:00:06.821
SG:So far, ten teams have qualified for their chance to design a spaceship for Star Citizen
0:00:06.821,0:00:13.272
and now the judges must make their final selections, and the race for the wildcard is on.
0:00:13.272,0:00:16.773
Welcome to The Next Great Starship
0:00:22.660,0:00:27.201
Hi, I'm Sandi Gardner, and welcome to the third episode of The Next Great Starship
0:00:27.201,0:00:30.576
let's get this show started, I can't do this alone, I need the judges.
0:00:30.576,0:00:34.503
So Mark! Come on up.
0:00:34.503,0:00:37.604
Sean!
0:00:37.604,0:00:40.239
Chris!
0:00:40.239,0:00:42.712
MS:Which one?
0:00:42.712,0:00:45.202
SG:Three Chris's!
0:00:45.202,0:00:47.035
(laughter)
0:00:47.035,0:00:49.001
MS:The three stooges over there.
0:00:49.001,0:00:53.016
SG:Mark Skelton, Sean Tracy, Chris Roberts, Chris Smith and Chris Olivia
0:00:53.016,0:00:56.604
For those of you who are new viewers to the Next Great Starship
0:00:56.604,0:00:59.998
let's have the judges tell you what they do on Star Citizen. Mark Skelton.
0:00:59.998,0:01:04.363
MS:Art director, fashion guru. (laughter)
0:01:04.363,0:01:09.551
ST:I work for Crytek, a Cryengine evangalist, making sure Cryengine does what CR needs it to do
0:01:09.551,0:01:13.826
CR:Chris Roberts, project director and chief creative on the project.
0:01:13.826,0:01:17.675
CS:Chris Smith, I'm lead vehicle modeller
0:01:17.675,0:01:20.778
CO:I'm Chris Olivia, chief visual officer for Star Citizen.
0:01:20.778,0:01:23.963
SG:So they are going to make their final five selection today, what do you guys think
0:01:23.963,0:01:26.152
about the competition so far?
0:01:26.152,0:01:30.885
CR:We've had two episodes of pretty amazing stuff, pretty much all of it we liked,
0:01:30.885,0:01:37.497
we had a few criticisms, but the level of competition is really high, and I expect this episode to
0:01:37.497,0:01:43.163
be the same. Then, once we have got it done, I'm looking forwards to seeing the ships getting made.
0:01:43.163,0:01:46.455
CO:The only reason we have criticisms is because we HAVE to have criticisms
0:01:46.455,0:01:50.228
to like, move some people on. (laughter) CR:We are nice guys most of the time
0:01:50.228,0:01:55.107
CS:We try, we try. MS:I mean honestly, with ANY of these teams where we are at right now
0:01:55.107,0:02:00.275
with the level they are at, with a little art direction on our part, I think we could use any of it.
0:02:00.275,0:02:03.365
CR:A little bit of you, you mean? Is that what this is? CO:A little bit of Mark.
0:02:03.365,0:02:04.753
MS:A little bit of....style.
0:02:04.753,0:02:08.493
ST:I know if you guys don't hire some of these guys, then I will, so...(laughter)
0:02:08.493,0:02:12.634
CO:I'm gonna, like, hire some of them and replace some of the guys we have (laughter)
0:02:12.634,0:02:14.404
MS:Damn!
0:02:14.404,0:02:19.081
[For competition entry teams were asked to design a gun]
0:02:26.146,0:02:29.790
SG:You guys know the drill, we are going to look at eight teams, only five will go through
0:02:29.790,0:02:32.571
three go into the wildcard race. Shall we get this started?
0:02:32.571,0:02:35.029
All:Let's do it. Go!
0:02:35.029,0:02:40.829
Good day ladies and gentlemen of the Starship council, we are team Archon.
0:02:40.829,0:02:44.560
May I introduce to you my esteemed colleague Matt Kennett team lead,
0:02:44.560,0:02:49.990
responsible for 3D modelling, unwrapping and Cryengine integration.
0:02:49.990,0:02:55.713
and may I introduce to you Lewis Linehan, texture and concept artist extraordinaire
0:02:55.713,0:03:00.261
and it you have not guessed by now we are Great British
0:03:00.261,0:03:08.687
currently residing in the great city of London, so where better to design the Next Great Starship?
0:03:56.621,0:03:58.043
SG:Mark Skelton, what did you think?
0:03:58.043,0:04:05.008
MS:The gun itself, the design, I think it's a little "Klingon" to me. There's a lot
0:04:05.008,0:04:11.677
of like, big,bulky shapes to it, all stacked on top of one another. ST:A lot of angles, different directions
0:04:11.677,0:04:15.687
MS:Yeah, and it kind of doesn't flow very well, the gun from beginning to end.
0:04:15.687,0:04:19.025
The silhouette is too chuncky for me and too many things stacked.
0:04:19.025,0:04:22.689
ST:Totally agree with you on that. Most of the stuff is all stacked up together, you get a lot of
0:04:22.689,0:04:26.476
repeating elements all the way through it. The in engine stuff is actually really nice
0:04:26.476,0:04:30.329
it was good that they got it right in, the materials look great, the texture look OK.
0:04:30.329,0:04:34.140
CR:That's probably the best in-engine intergation of all the ones we have seen,
0:04:34.140,0:04:38.319
They hooked it up to the firing range that we have set up in the hangar,
0:04:38.319,0:04:43.585
and I kinda like the multi-barrel aspect where they all recoil seperately, that was cool
0:04:43.585,0:04:49.561
I sort of felt like the shapes... for me it was all sort of, you know, right angled, squared,
0:04:49.561,0:04:54.227
I don't feel like the gun itself had as much detail as I would have liked to see in parts of it.
0:04:54.227,0:05:00.677
CS:Great implementation, the modelling seems OK, and the textures. I mean, yeah, it's the
0:05:00.677,0:05:02.917
design that kind of holds it back I think.
0:05:02.917,0:05:08.578
CO:Overall it had an interesting style, but it lacked a lot of subtlety, there is too much contrast
0:05:08.578,0:05:13.002
between the materials, and it's just, sort of, very harsh to look at.
0:05:13.002,0:05:18.585
ST:You want to draw your eye to that glow, but if you put it in strange places you look
0:05:18.585,0:05:22.645
at it and be like, why? CO:Right, so a lot of time a glow will just distract you, it's just over-done
0:05:22.645,0:05:26.959
ST:Purposeful detail, maybe... CR:You mean like Mark's shirt? CO:It is glowing actually.
0:05:26.959,0:05:33.653
(laughter) ST:exactly it's drawing my eye MS:I'm so subtle, it goes straight to the chest hair
0:05:33.653,0:05:38.477
ST:That's the other point for as the competition goes on, the engine REALLY looks better
0:05:38.477,0:05:42.625
when you put some light in, that's the thing, it needs the light-material interaction ...CO:A big difference...
0:05:42.625,0:05:45.446
it's going to change the look of the weapon alltogether, even if you don't adjust them
0:05:45.446,0:05:48.206
get three lights around the thing, it will look fantastic.
0:05:48.206,0:05:53.509
SG:OK, so good points for being in-engine, maybe needs a little love in the design and texturing.
0:05:53.509,0:05:56.722
Alright, let's look at the next one...
0:05:57.957,0:06:01.817
Hello, my name is Adam Kirchkiss,and my name's Brian Kirchkiss, and together we make
0:06:01.817,0:06:04.769
Prosimian Productions, located here in Amarillo Texas
0:06:04.769,0:06:11.975
Our WindfireEX design consist of two particle accelerators as well as a large cooling system
0:06:12.255,0:06:16.145
dual magnetic retaining arms and dual perpendicular rotating barrels
0:06:38.401,0:06:41.217
SG:Let's start on the Chris couch, Chris Olivia, what do you think?
0:06:41.217,0:06:46.115
CO:I liked the start of the presentation where thay are doing the turntable in X-Ray mode
0:06:46.115,0:06:50.501
to really see all the geometry and stuff, but I was a little underwhealmed overall
0:06:50.501,0:06:57.471
CS:I thought it was kind of interesting, the design, definately unique. I would say the modelling
0:06:57.471,0:07:01.838
was fine, the texturing could DEFINATELY use some work, and the front barrels
0:07:01.838,0:07:05.428
could probably use a little more love in the design area.
0:07:05.428,0:07:09.370
CR:Wasn't the idea that the outside things are just accelerating stuff from inside?
0:07:09.370,0:07:16.231
ST:But the animation inside, like two ... rotating? It's just hard to see. CR:It felt like there were particle effects?
0:07:16.231,0:07:20.087
ST:Yeah, there were these particle effects that was all refracted, I couldn't read it.
0:07:20.087,0:07:23.593
CS:Looks a bit like a wood-chipper? That's the only thing.
0:07:23.593,0:07:27.275
MS:Now you say that? Now I cannot un-see that.
0:07:27.275,0:07:30.942
CO;The barrels were just a little bit too... SC:The pins? ST:They look like matchstick
0:07:30.942,0:07:33.321
CO:Right, right. MS:yeah, two matchsticks on each side
0:07:33.321,0:07:37.370
CR:I think the idea is that they are not actually firing, they are just like a magnet
0:07:37.370,0:07:42.641
accelerating something inside? MS:The one thing I would comment on, I liked the uniqueness
0:07:42.641,0:07:47.831
of it. It's pretty cool, they thought about it a little differently, and I liked the acceleration aspect
0:07:47.831,0:07:54.049
but to me it feels more like a tractor beam or something? It doesn't feel like
0:07:54.049,0:08:02.571
a bad-ass weapon. The business end of it is not intimidating at all.
0:08:02.571,0:08:09.837
ST:The in-engine stuff was OK. They could have spent maybe another hour, putting some
0:08:09.837,0:08:13.487
textures down so it wasn't all completely placeholder? CR:Maybe some lights?
0:08:13.487,0:08:17.715
ST:Maybe a few lights, it would look a lot bettter. Definately stands out in the competition
0:08:17.715,0:08:19.984
in terms of uniqueness.
0:08:19.984,0:08:22.337
SG:Let's roll the next one...
0:08:23.561,0:08:29.455
Hey everyone, this is team Fourhorsemen. The four horsemen is Tobias, myself and david
0:08:29.455,0:08:32.594
Tobias is our concept artist, he lives in Germany
0:08:32.594,0:08:37.047
I am a 3D artist and texture artist, and I live in the Netherlands
0:08:37.047,0:08:43.024
David is our general artist who lives in Canada
0:09:26.843,0:09:29.361
SG:Sean, do you want to kick this one off?
0:09:29.361,0:09:32.632
ST:Sure, there was no in-engine implementation, so I would have liked to have seen that
0:09:32.632,0:09:37.265
MS:Strike... ST:Yeah strike! that would have been nice to see because the actual texture work
0:09:37.265,0:09:41.632
was phenomenal, the materials looked great in the render. I liked the shape of the weapon
0:09:41.632,0:09:46.502
it's really bulky, looks like it's a very strong weapon, but it does also look like something
0:09:46.502,0:09:49.514
you would hold onto rather something mounted on a ship.
0:09:49.514,0:09:52.162
SG:So if you were to try and get that in-engine how long do you think it would take you?
0:09:52.162,0:09:57.374
ST:Take ME? Five minutes (laughter) SG: Five minutes? No WAY! (laughter)
0:09:57.374,0:10:01.489
ST:No, it would probably about an hour or so, it really depends on the geometry
0:10:01.489,0:10:03.423
and how well the texture were laid out.
0:10:03.423,0:10:08.170
MS:For some reason this gun, I LOVE it, it's cool, I like the bigness and the concept,
0:10:08.170,0:10:15.229
concept was amazing, nice colours, nice variation throughout the gun, but for some reason,
0:10:15.229,0:10:22.337
I don't know why, it reminds me of steampunk. There's like a steampunk element.
0:10:22.337,0:10:28.154
it doesn't look "far future", it looks like it could conceivably happen today
0:10:28.154,0:10:35.326
you could have a gun like that. I think the materials probably could have been broken up
0:10:35.326,0:10:41.224
better. If they break up the materials I think that gun goes up three notches for me.
0:10:41.224,0:10:47.061
CS:I thought the concept was really well done. I wish they would have implemented that into the
0:10:47.061,0:10:53.086
model a little better. It was modelled fine, but the materials came off as "weird gold"?
0:10:53.086,0:10:58.173
It looked very heavy and powerful. CO:It seemed to have lost something from the concept
0:10:58.173,0:11:02.167
the concept almost looked more realistic than when it was modelled, and I think the materials
0:11:02.167,0:11:07.720
in the concept were a really interesting use of the different metals and stuff
0:11:07.720,0:11:12.422
it just sort of lost that, and overall I think it didn't have much of an alien influence
0:11:12.422,0:11:17.279
at all. I disagree with you a little bit in that I don't think you can hold something like that?
0:11:17.279,0:11:21.765
ST:It's got these big racks on the top... CO:I mean I could prrobably hold it, but you know....
0:11:21.765,0:11:24.708
(laughter)
0:11:24.708,0:11:30.216
CR:I do agree with Chris. There is no sense of an alien influence or design
0:11:30.216,0:11:38.830
it feel very sort of straight-up bad-ass Space Marine to me. I would knock it down a little
0:11:38.830,0:11:43.394
for that, but I do think the modelling and the concept execution was really good.
0:11:43.394,0:11:48.870
It would be interesting to see how they thought that gun would deploy, how it would fire
0:11:48.870,0:11:54.978
what the recoil would be, I know that was not necessarily required, but it definately
0:11:54.978,0:12:00.760
helps tell the story of the gun. ...CS:It sells it... yeah, makes it feel real because when it
0:12:00.760,0:12:05.747
animates and moves it gives you a sense of the weight and the power of something.
0:12:05.747,0:12:11.420
CO:A big part of this competition is selling it through animation, how it moves, and lighting
0:12:11.420,0:12:18.532
SG:All you judges seemed to like the concept art, design, maybe a little more love in a couple of areas
0:12:18.532,0:12:24.226
questionable as it is not in engine, although that only takes five minutes according to Sean Tracy
0:12:24.226,0:12:27.576
MS:"Apparantly" CR:Only for Sean Tracy, but that's not a normal person.
0:12:27.576,0:12:31.388
ST:Or Dan Tracy, my brother. (laughter) SG:So we'll just have to see on that one.
0:12:31.388,0:12:33.949
Let's roll the next one...
0:12:37.961,0:12:45.923
Hi, my name is Henry Pashkov, I an a concept and environment designer for game.
0:12:45.923,0:12:50.508
Hello, my name is Daniel Wenograd and I'm working with Strenich and Cadrowski on the
0:12:50.508,0:12:56.068
Next Great Starship project. I am 21 years old and live in Hawick, New Jersey.
0:12:56.068,0:13:00.333
Hi, my name is Alexander Aberle, I come from Balaground(?) Washington, and
0:13:00.333,0:13:05.557
I've brought my skills in computer amination and film production to bear on this product.
0:13:05.557,0:13:09.289
What we have created has been phenomenal
0:13:27.446,0:13:32.678
MS:Apparanlty Daniel is a Cryengine "god" ST:I saw that. MS:I think Mr. Sean is going
0:13:32.678,0:13:37.643
to have something to say about that. ST:The owners of Crytek might have something to say.
0:13:37.643,0:13:48.524
MS:The problem with this gun for me is it looks "Flash Gordon", like 1960's or something?
0:13:48.524,0:13:56.797
There's no real break-up, there's no details. The way that the barrel has those notches in the
0:13:56.797,0:14:01.863
all the way down, again that's frequency like we have talked about before.
0:14:01.863,0:14:06.601
If you have something high frequency like that your eye immediately goes straight to it
0:14:06.601,0:14:11.957
and it just blows the design. CO:When you have high frequency things like that, you have to be careful
0:14:11.957,0:14:16.686
with lighting and texturing and stuff, because that's where it will ruin it.
0:14:16.686,0:14:19.923
You CAN do that is it is executed well.
0:14:19.923,0:14:26.375
CS:I thought actually that the gun, design-wise, had a lot of promise, I liked a lot of elements
0:14:26.375,0:14:32.836
about it, but I think the materials and the texturing were lacking quite a bit, it was all just
0:14:32.836,0:14:40.175
a consistent gloss, and not a lot of work on the little details. Maybe make is a little beat-up looking
0:14:40.175,0:14:48.315
I think that could have helped the gun a lot. He had this sort of chrome texture, very basic looking
0:14:48.315,0:14:53.563
to me, CO:It's very elementary when you just pop a chrome... CR:Yeah, you were just putting
0:14:53.563,0:14:57.682
a default material or texture in there. CO:I think a lot of these things, in general, it's like
0:14:57.682,0:15:04.700
"brand new" right out of the manufacturer, but you need to get in there and break up the
0:15:04.700,0:15:10.615
materials with a little more occlusion in the crevices, even some scratches and dirt
0:15:10.615,0:15:15.890
CS:It needs to be a subtle amount. ST:Give it some character, some identity,
0:15:15.890,0:15:20.667
it's not an i-Phone. The in-engine stuff ...CO:Otherwise it's cartoony... was pretty cool
0:15:20.667,0:15:24.258
what they managed to do there. They got the gun firing up at the ship.
0:15:24.258,0:15:30.497
CR:Maybe he's a minor Cryengine deity? ST:yeah (laughter) he implemented in pretty well!
0:15:30.497,0:15:35.213
I bet it takes him 5 or 10 minutes. CR:A demi-god maybe, Cryengine deni-god (laughter)
0:15:35.213,0:15:40.292
MS:Right, we'll knock him down a hair. CO:I think it had a nice mix of alien and human
0:15:40.292,0:15:45.577
CR:Yeah, I did not mind the shape and design, I don't have the same frequency issue Mark does
0:15:45.577,0:15:51.748
it was more about the materials, the texturing, and then the details about how it would fire
0:15:51.748,0:15:56.893
and where it was coming from. It could have been, like Chris said, good and interesting
0:15:56.893,0:15:59.385
but it was half-way done.
0:15:59.385,0:16:02.118
SG:Alright, let's see who is next...
0:16:04.551,0:16:09.335
Hi, my name is Simon Mah, I am a designer and modeller at Sakura Sun corporation
0:16:09.335,0:16:11.217
in charge of weapon technology for particle cannons.
0:16:11.217,0:16:16.312
Hi, I handle rigging and animation for this product
0:16:16.312,0:16:24.088
Hi I'm modeller monkey number 2, I handle extra modelling on this assignment
0:17:02.299,0:17:05.527
ST:Can I go first on this one? SG:I saw a LOT of nodding from you. ST:I freaking loved this one!
0:17:05.527,0:17:10.235
This one is awesome because ALL the presentation was in-engine, because that's where it matters,
0:17:10.235,0:17:14.240
that's where the player is going to see it. Like, all this stuff outside engine doesn't matter
0:17:14.240,0:17:18.977
UNTIL it's there. The animation is fantastic, the particle effect that they did in-engine
0:17:18.977,0:17:23.301
was also very cool, they have this really nice ramp up in colour so it went from a dark blue
0:17:23.301,0:17:25.758
all the way to an orange where it was firing away.
0:17:25.758,0:17:29.937
The animation of the overheat, that's also very nice with little effects coming off that.
0:17:29.937,0:17:33.149
All the details were taken into account here. Very, very impressive.
0:17:33.149,0:17:36.424
CR:I thought the details in the animation and weapon was really good, implementation in-engine
0:17:36.424,0:17:42.406
was really good. I liked the design of the weapon, I would critique the texturing because it was
0:17:42.406,0:17:47.168
low-res ...CO:They got WAY too close to it... MS:Yeah, don't get that close.
0:17:47.168,0:17:51.371
CR:They could up-res that and they wouldn't have hat that. They were trying to make it
0:17:51.371,0:17:56.750
a bit weathered and used, but it was just too low-res.
0:17:56.750,0:17:58.917
SG:Chris, what are you thinking?
0:17:58.917,0:18:05.191
CS:Overall, loved this gun. It's a great design, and I do like the colouration in it and everything.
0:18:05.191,0:18:13.870
The texturing was good, but the low-res thing in the close-up? The pits were too deep
0:18:13.870,0:18:21.339
and it made it look pourous almost, and a little weak. I think that kind of, you know, the pits being
0:18:21.339,0:18:26.309
so deep made it look and seem more low-res than it might have been.
0:18:26.309,0:18:30.575
CO:They could have just pulled the camera back a foot. I like it when there are a lot of layers and depth
0:18:30.575,0:18:39.625
to the engineering of it. I always like it when things feel cohesive, part of one machine
0:18:39.625,0:18:43.725
CS:That cooling thing coming out (ffssst!) CO:So, I agree with everybody, it was very impressive
0:18:43.725,0:18:50.719
MS:I think it's a great design. It's very "anime-ish", which is cool. I like that because it introduces
0:18:50.719,0:19:00.017
some alien elements, it feels alien. CR:It's Sakura Sun, right? it's a kind of "Japanese-ish"
0:19:00.017,0:19:06.185
company, so slightly anime ...MS:Fits nicely... would feel right for it.
0:19:06.185,0:19:11.294
I was very impressed by their commitment to also keep in shape when in front of a keyboard
0:19:11.294,0:19:15.236
we should actually have some dumbells here while we are sitting. (laughs)
0:19:15.236,0:19:18.039
CS:For me, this its the best gun today.
0:19:18.039,0:19:19.788
ST:THESE are the best guns today!
0:19:19.788,0:19:26.825
MS:look at that! You got programmers guns man! CO:Not those small guns. CR;We got a couple of pop-guns over there.
0:19:26.825,0:19:28.368
(laughter)
0:19:28.368,0:19:30.992
SG:Let's roll the next one
0:19:34.472,0:19:39.259
Hi my name is Jan Mischke I'm, living in Yokohama, Japan.
0:19:39.259,0:19:46.840
One of my hobbies computer games and graphics. I was really eager to jointhis contest
0:19:46.840,0:19:54.573
for Star Citizen because it's a big motivation to develop your skills, so, have a look.
0:20:13.165,0:20:19.993
I simulated 2 different firing modes for this cannon. Sequential firing mode and the Power mode
0:20:26.119,0:20:28.324
SD:Quite a bid of nodding over here.
0:20:28.324,0:20:34.164
CR:Well that's pretty impressive. For me it reads as a gun that I could believe would be on a ship
0:20:34.164,0:20:40.376
I thought it was modelled well, textured well, I probably could have see a bit more?
0:20:40.376,0:20:43.467
We didn't really see any animation in terms of recoil or anything like that.
0:20:43.467,0:20:46.633
I liked the particle effects, I thought that was good, looked good in the engine.
0:20:46.633,0:20:52.708
Generally a really nice entry, and impressive that it was just one person doing it
0:20:52.708,0:20:56.685
CS:It had a bit of a "Star Wars" feel to it ...CO:Big time... the paint-job.
0:20:56.685,0:20:59.618
CR:probably why I liked it. (laughter)
0:20:59.618,0:21:07.130
ST:Rebel Alliance colours CS:Yeah, it was a good design, I agree, it could have used
0:21:07.130,0:21:13.929
more animations. The texturing was good and I did like the paint scheme overall
0:21:13.929,0:21:21.777
It did seem a little bit "even" all across, but I think the gun would fit well with a lot of our ships
0:21:21.777,0:21:27.684
CO:I thought it was a very elegant design. It wasn't overly complicated, and even though
0:21:27.684,0:21:37.263
the silhouette was somewhat basic, it had a nice clean feel to it, just the right amount of detail.
0:21:37.263,0:21:43.498
I was really impressed. MS:Yeah, it feels like this could be a robot arm, which is cool,
0:21:43.498,0:21:49.371
I like that. It's got a very smooth design to it, like Chris mentioned, the silhouette.
0:21:49.371,0:21:54.968
There's not a whole lot of things sticking out, it's a very stylish, smooth gun
0:21:54.968,0:21:59.091
Less like a tank, more like a Ferarri.
0:21:59.091,0:22:04.213
ST:It's a simple silhouette, sure, but what's cool about it is that the texturing, the normal maps,
0:22:04.213,0:22:10.315
everything really goes with the flow of the model, so there's a stuff for your eye to dance on.
0:22:10.315,0:22:11.826
SG:In-engine comments?
0:22:11.826,0:22:17.200
ST:Particle effects were really cool. Those are not super easy to do, so that was impressive
0:22:17.200,0:22:20.926
When showing in the engine, it would be nice to have some context to the size
0:22:20.926,0:22:26.280
That thing could be as big as a star destroyer or a tiny little thing
0:22:26.280,0:22:30.921
having something else in the scene would really help, but that's a small comment.
0:22:30.921,0:22:36.275
CO:I think the particle effects sort of help sell the alien hybrid feel to it. ST:Sure.
0:22:36.275,0:22:43.134
CO:Just by itself it's very human. CR:I liked that, whatever it was, the second one
0:22:43.134,0:22:47.955
where it was ...ST:Like a tail coming in?... yeah, I dunno, kinda "tendrille-y"
0:22:47.955,0:22:50.200
ST:So how would that sound? MS:Energy tendrille.
0:22:50.200,0:22:52.366
CR:(woodle-oodle-oodle-ooo)
0:22:52.366,0:22:55.281
(laughter) CR:That's why I'm not making sound effects for the game!
0:22:55.281,0:22:59.405
SG:Judges are impressed with this one. Lets have a look at the next one...
0:23:03.525,0:23:04.472
Brian: My name is Brian Cozzens.
0:23:04.472,0:23:08.400
I'm doing special effects art, technical art, programming and scripting for the team.
0:23:08.400,0:23:10.435
I am from Cedar City, Utah.
0:23:10.435,0:23:13.810
Sergiu: Hello everyone, my name is Sergiu Stoicovici, I'm from Romania.
0:23:13.810,0:23:16.872
I'm the 2D and 2D artist of this team.
0:23:16.872,0:23:22.395
Eric: Hi, I'm Eric Belita, I'm the artist for the team.
0:23:22.395,0:23:26.105
I'm from the small town of Loupen in the Philippines.
0:23:48.934,0:23:50.219
Sandi Gardner: Alright, who wants to kick this one off?
0:23:50.219,0:23:55.660
Chis Olivia: I love the serrated sort of feel of... the thing on the bottom.
0:23:55.660,0:24:00.727
The lighting and the presentation was a little bit flat and over-lit, so that could have been better.
0:24:00.727,0:24:02.772
Chris Smith: I thought the gun was good actually.
0:24:02.772,0:24:05.932
There were some parts I liked a little bit less.
0:24:05.932,0:24:10.320
I really liked the back end of it, the design and everything flowed really well.
0:24:10.320,0:24:15.775
The front railing thing I'm not in love with as much as you are.
0:24:15.775,0:24:16.617
Chris O: What?!
0:24:16.617,0:24:18.615
Chris S: It looks like a bit of a sword fish.
0:24:18.615,0:24:19.722
Chris Roberts: Fight!
0:24:19.722,0:24:23.548
Chris O: But it looked like it had a purpose, you know, it was doing something.
0:24:23.548,0:24:27.687
Chris S: Yeah, the animations look great. The materials could use a little bit more work.
0:24:27.687,0:24:32.292
I like the carbon fiber kind of thing, but it was maybe a little bit too shiny.
0:24:32.292,0:24:35.160
A little bit too simplistic looking in some places.
0:24:35.160,0:24:37.993
But overall, I like the design of this gun.
0:24:37.993,0:24:42.971
Mark Skelton: I am not in love with the serrated edge.
0:24:42.971,0:24:50.161
I think if the frequency was a little different, maybe at the end of it instead of having them all exactly the same,
0:24:50.161,0:25:00.117
maybe the one tooth at the end was thicker or changed up a little bit, I think that would probably help it.
0:25:00.117,0:25:01.743
Chris S: Yeah.
0:25:01.743,0:25:03.724
Chris R: I really liked it, and I do agree with Chris that
0:25:03.724,0:25:06.536
maybe better lighting when showing it off in-engine would have helped out.
0:25:06.536,0:25:10.207
But I liked the design. It felt like the gun itself had a purpose.
0:25:10.207,0:25:16.771
I could understand where it fired, and after it finished firing it expelled energy or heat out the back.
0:25:16.771,0:25:17.826
Chris S: That was cool.
0:25:17.826,0:25:21.710
Chris R: So yeah, you really got a sense of the functionality of the gun.
0:25:21.710,0:25:28.046
Talk about a team from all around the world. You've got one in Romania, one in the Philippines, one in Utah.
0:25:28.046,0:25:29.785
Chris O: And they all have lovely facial hair.
0:25:29.785,0:25:32.185
Chris R: Well they win on that one too.
0:25:32.185,0:25:38.411
Yeah, it's good, it's impressive, it's another example of how much talent we've got entering this competition.
0:25:38.411,0:25:40.458
It's cool.
0:25:40.458,0:25:42.664
Sandi: Last video guys, let's roll it.
0:25:42.664,0:25:44.195
Chris R: Let's do it.
0:25:46.318,0:25:50.802
Philipp: Hi, my name is Philipp Erkinger, and I'm the leader of our small modding team.
0:25:50.802,0:25:58.612
In the team I also take the role as the main 3D modeler.
0:25:58.612,0:26:00.620
Hannah: Hello, my name is Hannah Ekingya.
0:26:00.620,0:26:07.285
In the team I have the role of the illustrator, texturing artist, and for concept art.
0:26:07.285,0:26:09.924
Philipp: Hi, my name is Philipp Sackl, I'm still in my 20's.
0:26:09.924,0:26:15.828
My job in the team is technical designer, and also with implementation to the CryEngine.
0:26:25.796,0:26:30.078
Philipp: The smooth and elegant design integrates the Xi'an tech into the body of the weapon.
0:26:30.078,0:26:33.609
The front, the ion source, as well as the collider are aligned,
0:26:33.609,0:26:39.586
which together with the Xi'an magnetic containment create the perfectly tuned wave to neutralize shields.
0:26:39.586,0:26:44.857
And finally, this is the integrated and textured weapon in the CryEngine SDK.
0:26:44.857,0:26:48.492
We hope you've enjoyed our presentation and thanks for watching.
0:26:50.614,0:26:56.944
Chris O: This is one of those ones were I was really getting into it, the explaining of the technology and everything.
0:26:56.944,0:27:02.506
I was like "oh wow, this is looking cool." Then the final implementation I was like "oh."
0:27:02.506,0:27:04.649
It just fell really short for me.
0:27:04.649,0:27:13.734
Chris R: I think it works on every level except for the texturing which is, the material texturing is all grey.
0:27:13.734,0:27:18.358
But if you look at how it's designed and built, and how it deploys, and how it fires, and how it animates,
0:27:18.358,0:27:25.695
that's probably the best design, the most though has gone into it, more than any guns that we've seen--
0:27:25.695,0:27:27.068
[Judges state agreement]
0:27:27.068,0:27:30.204
Chris R: But the texturing side is just kind of grey and it doesn't have any detail.
0:27:30.204,0:27:35.228
Also it doesn't allow those really wonderful parts of the gun that have been designed to stand out.
0:27:35.228,0:27:38.787
Chris O: I mean if they pulled a panel off, you could see all the cool things inside.
0:27:38.787,0:27:41.567
Chris R: Yeah, it's almost kind of like you design this wonderful thing and then you like--
0:27:41.567,0:27:42.781
Chris O: Cover it up.
0:27:42.781,0:27:44.066
Chris R: Yeah, turn the lights off.
0:27:44.066,0:27:48.198
Chris S: It was harder to tell it was animating while it was going.
0:27:48.198,0:27:52.401
The front barrel animation was really cool I thought, the way it shuts and opens,
0:27:52.401,0:27:58.975
but yeah, the texturing kind of hindered that because it was all that black, that same kind of hue.
0:27:58.975,0:28:04.477
If you got up close to it, it looked like there was some wear and tear and it looked kind of cool,
0:28:04.477,0:28:09.018
but again I think some better lighting probably would have helped that out too.
0:28:09.018,0:28:11.644
Mark: There was no silhouette to it really.
0:28:11.644,0:28:16.224
I mean it doesn't read from afar at all. It looks like a toothpick.
0:28:16.224,0:28:20.600
Now the animation is really cool, I like it,
0:28:20.600,0:28:28.512
but if you're going to have something that crazy animated, then it needs to be exaggerated I think.
0:28:28.512,0:28:36.370
Instead of popping out an inch like it did, maybe it would be better if it popped out bigger, have more--
0:28:36.370,0:28:39.370
Chris R: I don't really agree with you that the silhouette's a toothpick.
0:28:39.370,0:28:44.982
I actually think if you look at that, it is not a toothpick, it's actually got some detail--
0:28:44.982,0:28:54.181
Mark: There's nothing, like, there's no... The previous ones we've seen there's been gas canisters or something that
0:28:54.181,0:28:55.848
has broken the shape from afar--
0:28:55.848,0:29:02.395
Chris R: No, you've definitely got stuff towards the back where it absolutely is not just a straight cylinder.
0:29:02.395,0:29:07.466
Chris O: I think that's the failure of showing it off in-engine, it's just you're losing it.
0:29:07.466,0:29:10.268
Mark: But the stuff that they used for it, in my opinion,
0:29:10.268,0:29:18.387
was too subtle of a change in silhouette for it to read anywhere but right up on it, you know what I mean?
0:29:18.387,0:29:20.265
Sean Tracy: You mean especially as a weapon on a ship.
0:29:20.265,0:29:27.396
Mark: Yeah, I mean yeah, there was some minor variations in the silhouette, but again:
0:29:27.396,0:29:33.128
If it was across the room and I'm looking at it, it would just read as,
0:29:33.128,0:29:40.230
and the texture didn't help it, it would just read as a big black cylinder.
0:29:40.230,0:29:42.307
Chris R: I think he's responding to the in-engine piece where
0:29:42.307,0:29:47.038
you see it spinning off in the distance and that's kind of all you see is the barrel start.
0:29:47.038,0:29:53.410
Chris S: Well it's all spinning, like the front part and the back part, so it's all that one piece it looks like.
0:29:53.410,0:30:00.450
I mean I don't know, it could be cool looking on a ship and seeing the back part rotating fast like that.
0:30:00.450,0:30:04.392
Sean: Yeah, there was a ton of build up for this one and I was really into it, the cross-section of it.
0:30:04.392,0:30:09.993
I was like "this is going to be effing awesome," and then it switches to the in-engine which is completely flat,
0:30:09.993,0:30:13.131
totally ambient lit, there's not a single direct light in sight.
0:30:13.131,0:30:16.901
It's got a little bit of glow on it which again pulls your eye away from the actual shape of the weapon.
0:30:16.901,0:30:21.596
The animation was really cool, I liked that, when it actually deploys out, rotates around, that's really nice.
0:30:21.596,0:30:25.243
But the effects were a little underwhelming.
0:30:25.243,0:30:31.283
Sandi: As a female I noticed there's a female in the team, so yeah, props to that.
0:30:31.283,0:30:36.155
We are relatively male dominated at Cloud Imperium, but I guess you've worked with quite a few
0:30:36.155,0:30:39.569
illustrators, concept designers who are female in the past Chris?
0:30:39.569,0:30:44.682
Chris R: Oh yeah, absolutely, we're completely gender blind. Just whoever's the best artist, that's all we care.
0:30:45.728,0:30:49.871
Sandi: Ok judges, so now we have a little surprise for you.
0:30:49.871,0:30:55.576
We had one team who came in just under the wire, so we had to double check that
0:30:55.576,0:31:00.595
this video came in basically one minute before midnight on New Year's Eve, Los Angeles time.
0:31:00.595,0:31:06.758
Due to some technical difficulties we couldn't get it into your selects, so you are going to be seeing this for the first time.
0:31:06.758,0:31:13.029
If it's in you top five, it goes through, and if it's out, it's out of the competition completely.
0:31:13.029,0:31:14.063
[Laughing]
0:31:14.063,0:31:15.627
Chris S: Sudden death.
0:31:15.627,0:31:18.464
Sean: Well it's very much in the spirit of game development, one minute before deadline.
0:31:18.464,0:31:20.129
[Laughing and agreement]
0:31:20.129,0:31:21.559
Sandi: Let's roll the video.
0:31:21.559,0:31:22.366
Mark: Alright.
0:33:40.520,0:33:43.332
Mark: Looks sweet. Dude I would totally party with those guys.
0:33:43.363,0:33:44.505
[Laughing and agreement]
0:33:44.505,0:33:45.836
Sean: The glasses are amazing.
0:33:45.836,0:33:49.915
Mark: Nothing but energy... That was cool.
0:33:49.915,0:33:50.960
Sean: Nothing like us.
0:33:50.960,0:33:52.250
Mark: No, nothing like us.
0:33:52.250,0:33:52.972
[Laughing]
0:33:52.972,0:33:54.168
Sandi: So you liked it Mark?
0:33:54.168,0:33:55.977
Chris R: I thought that was fun, that was great.
0:33:55.977,0:33:57.083
Chris O: Yeah, that was a great video.
0:33:57.083,0:34:02.275
Chris R: I liked their attitude, I actually thought it was quite nice that was one of the few times that
0:34:02.275,0:34:08.209
one of the contestants took some of the concept art that we've supplied and even though we're developing what
0:34:08.209,0:34:12.955
the Xi'an's gonna look like, they were looking at it and trying to meld it into their shape.
0:34:12.955,0:34:13.837
Mark: That was great.
0:34:13.837,0:34:15.921
Chris R: So I thought the design look really interesting to me.
0:34:15.921,0:34:22.861
Animation wise I think it could have been better, and maybe there was some material and texture stuff that could be--
0:34:22.861,0:34:25.834
It looked like there was some sort of geometry issues in there.
0:34:25.834,0:34:30.421
But it sold a more alien, Xi'an gun for me.
0:34:30.421,0:34:37.716
Chris S: I quite liked it too, a lot of cool interesting shapes throughout the gun, and the modeling seemed good.
0:34:37.716,0:34:43.983
The texturing looked good, I didn't really like the little glowy bits all over it.
0:34:43.983,0:34:48.618
It was a little bit too random and maybe misplaced.
0:34:48.618,0:34:53.754
Maybe fewer, a lot fewer of those little glowy squares. But over all--
0:34:53.754,0:34:56.291
Chris R: Yeah, we haven't really liked glowy bits have we.
0:34:56.291,0:34:58.086
Chris O: They can be done right.
0:34:58.086,0:34:59.253
Chris S: Well I mean I like glowy bits.
0:34:59.253,0:35:05.538
Chris O: I think it was one of the closer ones to implementing what the Xi'an style is with a human look.
0:35:05.538,0:35:10.250
Mark: That was cool man, they actually took the concept and were actually cutting out shapes on it.
0:35:10.250,0:35:16.222
And you know, that's what we would hope you do, because that's why the concept is there,
0:35:16.222,0:35:21.216
for you to look at and absorb style cues and information from it.
0:35:21.216,0:35:22.586
Sandi: Sean, let's hear your opinion.
0:35:22.586,0:35:26.746
Sean: The in-engine stuff was ok, I think the out of engine stuff looked a lot nicer.
0:35:26.746,0:35:32.507
So I think they just probably haven't worked with it before. It just needs a little bit of tuning, I think it looked fine.
0:35:32.507,0:35:35.240
Chris O: There was one of the non-engine renders that looked really nice.
0:35:35.240,0:35:36.941
Sean: Yeah, that looked really good.
0:35:36.941,0:35:38.867
Chris R: That was the nicest display.
0:35:38.867,0:35:40.502
Sean: You can achieve that in the engine, it's just--
0:35:40.502,0:35:41.607
Mark: Can you?
0:35:41.607,0:35:42.815
Sean: Yeah, absolutely you can.
0:35:42.815,0:35:43.753
Mark: Well I thought--
0:35:43.753,0:35:45.476
Judges: Five minutes.
0:35:45.476,0:35:47.381
Sean: Well that one's maybe a little longer, for this one.
0:35:47.381,0:35:49.588
But I was going to mention the alien stuff again.
0:35:49.588,0:35:53.959
It's really cool when they start combining this outer cowling and then having the human interior.
0:35:53.959,0:35:58.247
I think that's a really cool idea. I think that's what they did here and it really worked.
0:35:58.247,0:36:00.570
Sandi: Alright guys, seeing as this is a special entrant,
0:36:00.570,0:36:05.112
I think we should just decide right here and now if this team is gonna go in.
0:36:05.112,0:36:05.854
Mark: Wow.
0:36:05.854,0:36:10.688
Sandi: If this team does go in, then that would leave four places out of eight.
0:36:10.688,0:36:11.244
Sean: Oooh.
0:36:11.244,0:36:12.858
Sandi: For your other choices.
0:36:12.858,0:36:14.640
Chris O: That's a lot of pressure.
0:36:14.640,0:36:15.947
Sean: It is a lot of pressure..
0:36:15.947,0:36:21.029
Chris R: The other ones go into the wildcard though, so four would, instead of three into the wildcard it would be four.
0:36:21.029,0:36:22.696
Sandi: Yes, they will, there will be one extra wildcard.
0:36:22.696,0:36:26.093
And if you don't vote them in, they're out of the competition completely.
0:36:26.093,0:36:27.104
Mark: Harsh.
0:36:27.104,0:36:28.202
Sean: That's a real do or die.
0:36:28.202,0:36:28.773
Chris: Alright.
0:36:28.773,0:36:29.933
Sandi: Alright, are we ready?
0:36:29.933,0:36:30.913
Mark: Alright.
0:36:30.913,0:36:32.653
Sandi: Mark Skelton.
0:36:32.653,0:36:38.056
Mark: Uh, I'm gonna say yes. I like this, I like these guys, and I think out of the group before,
0:36:38.056,0:36:43.248
I think this gun is actually better than a couple of the ones previously.
0:36:43.248,0:36:45.470
Sandi: Alright, that's one yes, Sean.
0:36:45.470,0:36:47.561
Sean: I'm gonna have to also say yes.
0:36:47.561,0:36:51.584
The gun looked good in-engine, it looked a little bit better outside,
0:36:51.584,0:36:55.132
but I think the in-engine implementation could get even better.
0:36:55.132,0:36:59.380
Sandi: Alright, Two votes. Chris Roberts, before you vote,
0:36:59.380,0:37:06.477
if you do vote for this team, then that basically means they're in and, sorry Chris and Chris.
0:37:07.491,0:37:08.853
Chris S: We're out?
0:37:08.853,0:37:09.872
[Laughing]
0:37:09.872,0:37:11.203
Mark: Right, off the couch.
0:37:11.203,0:37:13.964
Chris R: Here, here, let's do the Chrises together as one.
0:37:13.964,0:37:16.946
Alright, what are we going to vote for then.
0:37:16.946,0:37:19.137
Chris S: One, two, three.
0:37:19.137,0:37:20.657
All three: Yes!
0:37:20.657,0:37:21.747
Sandi: Oh my god, alright.
0:37:21.747,0:37:23.195
[Laughing]
0:37:23.195,0:37:24.621
Chris R: No, I think they should be in, they did a great--
0:37:24.621,0:37:26.507
Mark: We should have done that.
0:37:26.507,0:37:29.718
Mark & Sean: [Cheerleaders] One, two, three, Yeah!
0:37:29.718,0:37:31.173
[Laughing]
0:37:31.173,0:37:33.308
Chris R: You guys aren't the Chrises though, that's the problem.
0:37:33.308,0:37:35.587
Mark: Like Levern and Shirly up in here.
0:37:35.587,0:37:37.215
Chris R: Doesn't work as well.
0:37:37.215,0:37:40.221
Sandi: So congratulations to 3Dingo, alright, in the competition.
0:37:40.221,0:37:41.626
[Clapping]
0:37:41.626,0:37:43.070
Mark: Nicely done.
0:37:43.070,0:37:47.762
Sandi: And now there are only four that are going to go through, so email me your votes now.
0:37:47.762,0:37:48.999
Come on, get your phones out.
0:37:48.999,0:37:50.222
Chris R: Ok, let's go.
0:37:50.222,0:37:55.389
[Time passing music]
0:38:08.586,0:38:10.351
Sandi: Alright judges, the results are in.
0:38:10.351,0:38:14.800
I can tell you three teams you voted out, unanimously.
0:38:14.800,0:38:17.131
Dragons of Nirvana
0:38:17.131,0:38:19.092
Prosimian Productions
0:38:19.092,0:38:22.050
And Archon, all received zero votes.
0:38:22.050,0:38:24.385
However, you all join the wildcard race.
0:38:24.385,0:38:27.204
Now three teams you voted in unanimously:
0:38:28.619,0:38:31.144
Shimapan
0:38:31.144,0:38:33.050
1 Bit Amoeba
0:38:33.050,0:38:35.367
And Shard Collective.
0:38:35.367,0:38:37.804
Congratulations to all three of those teams.
0:38:37.804,0:38:42.465
That leaves us with two teams. InfiniteXueMonkey, and Four Horsemen.
0:38:42.465,0:38:45.275
One received three votes, and the other received two.
0:38:45.275,0:38:47.411
Are you ready to reveal where your vote lies?
0:38:47.411,0:38:49.137
Mark: If we must.
0:38:49.137,0:38:50.588
Judges: Let's do it.
0:38:50.588,0:38:52.110
Sandi: Alright Chris, you're up.
0:38:52.110,0:38:54.305
Chris O: I voted for Four Horsemen.
0:38:54.305,0:38:55.371
Sandi: Chris Smith.
0:38:55.741,0:38:57.539
Chris S: I voted for InfiniteXueMonkey.
0:38:57.539,0:38:59.293
Sandi: Alright, one each. Chris Roberts.
0:38:59.293,0:39:00.962
Chris R: I went for InfiniteXueMonkey
0:39:00.962,0:39:08.100
because I felt like they did more of everything than Four Horsemen who just did concept and a model and that was it.
0:39:08.100,0:39:15.769
Sandi: Ok, well if you vote InfiniteXueMonkey, they they're in. Is it you?
0:39:15.769,0:39:17.427
Mark: Drum roll.
0:39:17.427,0:39:19.450
Sean: I voted Four Horsemen actually.
0:39:19.450,0:39:20.147
Mark: Yes!
0:39:20.147,0:39:25.350
Sean: Despite myself and Chris' disagreement on it, I think that we agree it definitely needs to move forward.
0:39:25.350,0:39:30.430
Sandi: Alright Mark. It all comes down to you. Who did you vote for?
0:39:30.430,0:39:33.905
Mark: Drum roll. [Makes druming sound]
0:39:33.905,0:39:35.397
Four Horsemen.
0:39:35.397,0:39:36.949
[Judges sigh of disappointment or excitement]
0:39:36.949,0:39:38.624
Sandi: Alright, Four Horsemen is in.
0:39:38.624,0:39:40.609
Chris R: Well there's no accounting for taste on this.
0:39:40.609,0:39:42.191
[Judges act offended and laugh]
0:39:42.191,0:39:43.345
Mark: That hurt.
0:39:43.345,0:39:45.282
Sandi: InfiniteXueMonkey goes into the wildcard race.
0:39:45.282,0:39:51.610
So the wildcard race is officially open with ten teams in it, so go vote now.
0:40:22.104,0:40:26.177
Sandi: And next week, we will reveal the wildcard winner who goes in with the other 15 teams.
0:40:26.177,0:40:32.215
Alright guys, excited for next week, for the competition? That's when it really starts happening.
0:40:32.215,0:40:33.762
Mark: Gloves are comin' off.
0:40:33.762,0:40:34.756
Chris O: It's gonna get ugly.
0:40:34.756,0:40:38.682
Chris R: Yeah, I'm also really interested to see who the community picks.
0:40:38.682,0:40:43.588
Chris O: It's gonna be nice when we get to the ships because there's more to gain and more to lose.
0:40:43.588,0:40:47.095
There's a lot more to judge when you're going for the full ship.
0:40:47.095,0:40:52.300
Sean: There's gonna be a lot more to talk about and there's a lot more to think about for the teams
0:40:52.300,0:40:54.146
as well as for the judges, so I think it'll be interesting.
0:40:54.146,0:41:00.347
Sandi: Alright guys, next week 16 teams officially battle it out to win a grand prize of
0:41:00.347,0:41:04.264
$30,000 and to be the winner of the Next Great Starship.
0:41:04.264,0:41:06.900
See you next Friday.