1 00:00:00,820 --> 00:00:06,821 SG:So far, ten teams have qualified for their chance to design a spaceship for Star Citizen 2 00:00:06,821 --> 00:00:13,272 and now the judges must make their final selections, and the race for the wildcard is on. 3 00:00:13,272 --> 00:00:16,773 Welcome to The Next Great Starship 4 00:00:22,660 --> 00:00:27,201 Hi, I'm Sandi Gardner, and welcome to the third episode of The Next Great Starship 5 00:00:27,201 --> 00:00:30,576 let's get this show started, I can't do this alone, I need the judges. 6 00:00:30,576 --> 00:00:34,503 So Mark! Come on up. 7 00:00:34,503 --> 00:00:37,604 Sean! 8 00:00:37,604 --> 00:00:40,239 Chris! 9 00:00:40,239 --> 00:00:42,712 MS:Which one? 10 00:00:42,712 --> 00:00:45,202 SG:Three Chris's! 11 00:00:45,202 --> 00:00:47,035 (laughter) 12 00:00:47,035 --> 00:00:49,001 MS:The three stooges over there. 13 00:00:49,001 --> 00:00:53,016 SG:Mark Skelton, Sean Tracy, Chris Roberts, Chris Smith and Chris Olivia 14 00:00:53,016 --> 00:00:56,604 For those of you who are new viewers to the Next Great Starship 15 00:00:56,604 --> 00:00:59,998 let's have the judges tell you what they do on Star Citizen. Mark Skelton. 16 00:00:59,998 --> 00:01:04,363 MS:Art director, fashion guru. (laughter) 17 00:01:04,363 --> 00:01:09,551 ST:I work for Crytek, a Cryengine evangalist, making sure Cryengine does what CR needs it to do 18 00:01:09,551 --> 00:01:13,826 CR:Chris Roberts, project director and chief creative on the project. 19 00:01:13,826 --> 00:01:17,675 CS:Chris Smith, I'm lead vehicle modeller 20 00:01:17,675 --> 00:01:20,778 CO:I'm Chris Olivia, chief visual officer for Star Citizen. 21 00:01:20,778 --> 00:01:23,963 SG:So they are going to make their final five selection today, what do you guys think 22 00:01:23,963 --> 00:01:26,152 about the competition so far? 23 00:01:26,152 --> 00:01:30,885 CR:We've had two episodes of pretty amazing stuff, pretty much all of it we liked, 24 00:01:30,885 --> 00:01:37,497 we had a few criticisms, but the level of competition is really high, and I expect this episode to 25 00:01:37,497 --> 00:01:43,163 be the same. Then, once we have got it done, I'm looking forwards to seeing the ships getting made. 26 00:01:43,163 --> 00:01:46,455 CO:The only reason we have criticisms is because we HAVE to have criticisms 27 00:01:46,455 --> 00:01:50,228 to like, move some people on. (laughter) CR:We are nice guys most of the time 28 00:01:50,228 --> 00:01:55,107 CS:We try, we try. MS:I mean honestly, with ANY of these teams where we are at right now 29 00:01:55,107 --> 00:02:00,275 with the level they are at, with a little art direction on our part, I think we could use any of it. 30 00:02:00,275 --> 00:02:03,365 CR:A little bit of you, you mean? Is that what this is? CO:A little bit of Mark. 31 00:02:03,365 --> 00:02:04,753 MS:A little bit of....style. 32 00:02:04,753 --> 00:02:08,493 ST:I know if you guys don't hire some of these guys, then I will, so...(laughter) 33 00:02:08,493 --> 00:02:12,634 CO:I'm gonna, like, hire some of them and replace some of the guys we have (laughter) 34 00:02:12,634 --> 00:02:14,404 MS:Damn! 35 00:02:14,404 --> 00:02:19,081 [For competition entry teams were asked to design a gun] 36 00:02:26,146 --> 00:02:29,790 SG:You guys know the drill, we are going to look at eight teams, only five will go through 37 00:02:29,790 --> 00:02:32,571 three go into the wildcard race. Shall we get this started? 38 00:02:32,571 --> 00:02:35,029 All:Let's do it. Go! 39 00:02:35,029 --> 00:02:40,829 Good day ladies and gentlemen of the Starship council, we are team Archon. 40 00:02:40,829 --> 00:02:44,560 May I introduce to you my esteemed colleague Matt Kennett team lead, 41 00:02:44,560 --> 00:02:49,990 responsible for 3D modelling, unwrapping and Cryengine integration. 42 00:02:49,990 --> 00:02:55,713 and may I introduce to you Lewis Linehan, texture and concept artist extraordinaire 43 00:02:55,713 --> 00:03:00,261 and it you have not guessed by now we are Great British 44 00:03:00,261 --> 00:03:08,687 currently residing in the great city of London, so where better to design the Next Great Starship? 45 00:03:56,621 --> 00:03:58,043 SG:Mark Skelton, what did you think? 46 00:03:58,043 --> 00:04:05,008 MS:The gun itself, the design, I think it's a little "Klingon" to me. There's a lot 47 00:04:05,008 --> 00:04:11,677 of like, big,bulky shapes to it, all stacked on top of one another. ST:A lot of angles, different directions 48 00:04:11,677 --> 00:04:15,687 MS:Yeah, and it kind of doesn't flow very well, the gun from beginning to end. 49 00:04:15,687 --> 00:04:19,025 The silhouette is too chuncky for me and too many things stacked. 50 00:04:19,025 --> 00:04:22,689 ST:Totally agree with you on that. Most of the stuff is all stacked up together, you get a lot of 51 00:04:22,689 --> 00:04:26,476 repeating elements all the way through it. The in engine stuff is actually really nice 52 00:04:26,476 --> 00:04:30,329 it was good that they got it right in, the materials look great, the texture look OK. 53 00:04:30,329 --> 00:04:34,140 CR:That's probably the best in-engine intergation of all the ones we have seen, 54 00:04:34,140 --> 00:04:38,319 They hooked it up to the firing range that we have set up in the hangar, 55 00:04:38,319 --> 00:04:43,585 and I kinda like the multi-barrel aspect where they all recoil seperately, that was cool 56 00:04:43,585 --> 00:04:49,561 I sort of felt like the shapes... for me it was all sort of, you know, right angled, squared, 57 00:04:49,561 --> 00:04:54,227 I don't feel like the gun itself had as much detail as I would have liked to see in parts of it. 58 00:04:54,227 --> 00:05:00,677 CS:Great implementation, the modelling seems OK, and the textures. I mean, yeah, it's the 59 00:05:00,677 --> 00:05:02,917 design that kind of holds it back I think. 60 00:05:02,917 --> 00:05:08,578 CO:Overall it had an interesting style, but it lacked a lot of subtlety, there is too much contrast 61 00:05:08,578 --> 00:05:13,002 between the materials, and it's just, sort of, very harsh to look at. 62 00:05:13,002 --> 00:05:18,585 ST:You want to draw your eye to that glow, but if you put it in strange places you look 63 00:05:18,585 --> 00:05:22,645 at it and be like, why? CO:Right, so a lot of time a glow will just distract you, it's just over-done 64 00:05:22,645 --> 00:05:26,959 ST:Purposeful detail, maybe... CR:You mean like Mark's shirt? CO:It is glowing actually. 65 00:05:26,959 --> 00:05:33,653 (laughter) ST:exactly it's drawing my eye MS:I'm so subtle, it goes straight to the chest hair 66 00:05:33,653 --> 00:05:38,477 ST:That's the other point for as the competition goes on, the engine REALLY looks better 67 00:05:38,477 --> 00:05:42,625 when you put some light in, that's the thing, it needs the light-material interaction ...CO:A big difference... 68 00:05:42,625 --> 00:05:45,446 it's going to change the look of the weapon alltogether, even if you don't adjust them 69 00:05:45,446 --> 00:05:48,206 get three lights around the thing, it will look fantastic. 70 00:05:48,206 --> 00:05:53,509 SG:OK, so good points for being in-engine, maybe needs a little love in the design and texturing. 71 00:05:53,509 --> 00:05:56,722 Alright, let's look at the next one... 72 00:05:57,957 --> 00:06:01,817 Hello, my name is Adam Kirchkiss,and my name's Brian Kirchkiss, and together we make 73 00:06:01,817 --> 00:06:04,769 Prosimian Productions, located here in Amarillo Texas 74 00:06:04,769 --> 00:06:11,975 Our WindfireEX design consist of two particle accelerators as well as a large cooling system 75 00:06:12,255 --> 00:06:16,145 dual magnetic retaining arms and dual perpendicular rotating barrels 76 00:06:38,401 --> 00:06:41,217 SG:Let's start on the Chris couch, Chris Olivia, what do you think? 77 00:06:41,217 --> 00:06:46,115 CO:I liked the start of the presentation where thay are doing the turntable in X-Ray mode 78 00:06:46,115 --> 00:06:50,501 to really see all the geometry and stuff, but I was a little underwhealmed overall 79 00:06:50,501 --> 00:06:57,471 CS:I thought it was kind of interesting, the design, definately unique. I would say the modelling 80 00:06:57,471 --> 00:07:01,838 was fine, the texturing could DEFINATELY use some work, and the front barrels 81 00:07:01,838 --> 00:07:05,428 could probably use a little more love in the design area. 82 00:07:05,428 --> 00:07:09,370 CR:Wasn't the idea that the outside things are just accelerating stuff from inside? 83 00:07:09,370 --> 00:07:16,231 ST:But the animation inside, like two ... rotating? It's just hard to see. CR:It felt like there were particle effects? 84 00:07:16,231 --> 00:07:20,087 ST:Yeah, there were these particle effects that was all refracted, I couldn't read it. 85 00:07:20,087 --> 00:07:23,593 CS:Looks a bit like a wood-chipper? That's the only thing. 86 00:07:23,593 --> 00:07:27,275 MS:Now you say that? Now I cannot un-see that. 87 00:07:27,275 --> 00:07:30,942 CO;The barrels were just a little bit too... SC:The pins? ST:They look like matchstick 88 00:07:30,942 --> 00:07:33,321 CO:Right, right. MS:yeah, two matchsticks on each side 89 00:07:33,321 --> 00:07:37,370 CR:I think the idea is that they are not actually firing, they are just like a magnet 90 00:07:37,370 --> 00:07:42,641 accelerating something inside? MS:The one thing I would comment on, I liked the uniqueness 91 00:07:42,641 --> 00:07:47,831 of it. It's pretty cool, they thought about it a little differently, and I liked the acceleration aspect 92 00:07:47,831 --> 00:07:54,049 but to me it feels more like a tractor beam or something? It doesn't feel like 93 00:07:54,049 --> 00:08:02,571 a bad-ass weapon. The business end of it is not intimidating at all. 94 00:08:02,571 --> 00:08:09,837 ST:The in-engine stuff was OK. They could have spent maybe another hour, putting some 95 00:08:09,837 --> 00:08:13,487 textures down so it wasn't all completely placeholder? CR:Maybe some lights? 96 00:08:13,487 --> 00:08:17,715 ST:Maybe a few lights, it would look a lot bettter. Definately stands out in the competition 97 00:08:17,715 --> 00:08:19,984 in terms of uniqueness. 98 00:08:19,984 --> 00:08:22,337 SG:Let's roll the next one... 99 00:08:23,561 --> 00:08:29,455 Hey everyone, this is team Fourhorsemen. The four horsemen is Tobias, myself and david 100 00:08:29,455 --> 00:08:32,594 Tobias is our concept artist, he lives in Germany 101 00:08:32,594 --> 00:08:37,047 I am a 3D artist and texture artist, and I live in the Netherlands 102 00:08:37,047 --> 00:08:43,024 David is our general artist who lives in Canada 103 00:09:26,843 --> 00:09:29,361 SG:Sean, do you want to kick this one off? 104 00:09:29,361 --> 00:09:32,632 ST:Sure, there was no in-engine implementation, so I would have liked to have seen that 105 00:09:32,632 --> 00:09:37,265 MS:Strike... ST:Yeah strike! that would have been nice to see because the actual texture work 106 00:09:37,265 --> 00:09:41,632 was phenomenal, the materials looked great in the render. I liked the shape of the weapon 107 00:09:41,632 --> 00:09:46,502 it's really bulky, looks like it's a very strong weapon, but it does also look like something 108 00:09:46,502 --> 00:09:49,514 you would hold onto rather something mounted on a ship. 109 00:09:49,514 --> 00:09:52,162 SG:So if you were to try and get that in-engine how long do you think it would take you? 110 00:09:52,162 --> 00:09:57,374 ST:Take ME? Five minutes (laughter) SG: Five minutes? No WAY! (laughter) 111 00:09:57,374 --> 00:10:01,489 ST:No, it would probably about an hour or so, it really depends on the geometry 112 00:10:01,489 --> 00:10:03,423 and how well the texture were laid out. 113 00:10:03,423 --> 00:10:08,170 MS:For some reason this gun, I LOVE it, it's cool, I like the bigness and the concept, 114 00:10:08,170 --> 00:10:15,229 concept was amazing, nice colours, nice variation throughout the gun, but for some reason, 115 00:10:15,229 --> 00:10:22,337 I don't know why, it reminds me of steampunk. There's like a steampunk element. 116 00:10:22,337 --> 00:10:28,154 it doesn't look "far future", it looks like it could conceivably happen today 117 00:10:28,154 --> 00:10:35,326 you could have a gun like that. I think the materials probably could have been broken up 118 00:10:35,326 --> 00:10:41,224 better. If they break up the materials I think that gun goes up three notches for me. 119 00:10:41,224 --> 00:10:47,061 CS:I thought the concept was really well done. I wish they would have implemented that into the 120 00:10:47,061 --> 00:10:53,086 model a little better. It was modelled fine, but the materials came off as "weird gold"? 121 00:10:53,086 --> 00:10:58,173 It looked very heavy and powerful. CO:It seemed to have lost something from the concept 122 00:10:58,173 --> 00:11:02,167 the concept almost looked more realistic than when it was modelled, and I think the materials 123 00:11:02,167 --> 00:11:07,720 in the concept were a really interesting use of the different metals and stuff 124 00:11:07,720 --> 00:11:12,422 it just sort of lost that, and overall I think it didn't have much of an alien influence 125 00:11:12,422 --> 00:11:17,279 at all. I disagree with you a little bit in that I don't think you can hold something like that? 126 00:11:17,279 --> 00:11:21,765 ST:It's got these big racks on the top... CO:I mean I could prrobably hold it, but you know.... 127 00:11:21,765 --> 00:11:24,708 (laughter) 128 00:11:24,708 --> 00:11:30,216 CR:I do agree with Chris. There is no sense of an alien influence or design 129 00:11:30,216 --> 00:11:38,830 it feel very sort of straight-up bad-ass Space Marine to me. I would knock it down a little 130 00:11:38,830 --> 00:11:43,394 for that, but I do think the modelling and the concept execution was really good. 131 00:11:43,394 --> 00:11:48,870 It would be interesting to see how they thought that gun would deploy, how it would fire 132 00:11:48,870 --> 00:11:54,978 what the recoil would be, I know that was not necessarily required, but it definately 133 00:11:54,978 --> 00:12:00,760 helps tell the story of the gun. ...CS:It sells it... yeah, makes it feel real because when it 134 00:12:00,760 --> 00:12:05,747 animates and moves it gives you a sense of the weight and the power of something. 135 00:12:05,747 --> 00:12:11,420 CO:A big part of this competition is selling it through animation, how it moves, and lighting 136 00:12:11,420 --> 00:12:18,532 SG:All you judges seemed to like the concept art, design, maybe a little more love in a couple of areas 137 00:12:18,532 --> 00:12:24,226 questionable as it is not in engine, although that only takes five minutes according to Sean Tracy 138 00:12:24,226 --> 00:12:27,576 MS:"Apparantly" CR:Only for Sean Tracy, but that's not a normal person. 139 00:12:27,576 --> 00:12:31,388 ST:Or Dan Tracy, my brother. (laughter) SG:So we'll just have to see on that one. 140 00:12:31,388 --> 00:12:33,949 Let's roll the next one... 141 00:12:37,961 --> 00:12:45,923 Hi, my name is Henry Pashkov, I an a concept and environment designer for game. 142 00:12:45,923 --> 00:12:50,508 Hello, my name is Daniel Wenograd and I'm working with Strenich and Cadrowski on the 143 00:12:50,508 --> 00:12:56,068 Next Great Starship project. I am 21 years old and live in Hawick, New Jersey. 144 00:12:56,068 --> 00:13:00,333 Hi, my name is Alexander Aberle, I come from Balaground(?) Washington, and 145 00:13:00,333 --> 00:13:05,557 I've brought my skills in computer amination and film production to bear on this product. 146 00:13:05,557 --> 00:13:09,289 What we have created has been phenomenal 147 00:13:27,446 --> 00:13:32,678 MS:Apparanlty Daniel is a Cryengine "god" ST:I saw that. MS:I think Mr. Sean is going 148 00:13:32,678 --> 00:13:37,643 to have something to say about that. ST:The owners of Crytek might have something to say. 149 00:13:37,643 --> 00:13:48,524 MS:The problem with this gun for me is it looks "Flash Gordon", like 1960's or something? 150 00:13:48,524 --> 00:13:56,797 There's no real break-up, there's no details. The way that the barrel has those notches in the 151 00:13:56,797 --> 00:14:01,863 all the way down, again that's frequency like we have talked about before. 152 00:14:01,863 --> 00:14:06,601 If you have something high frequency like that your eye immediately goes straight to it 153 00:14:06,601 --> 00:14:11,957 and it just blows the design. CO:When you have high frequency things like that, you have to be careful 154 00:14:11,957 --> 00:14:16,686 with lighting and texturing and stuff, because that's where it will ruin it. 155 00:14:16,686 --> 00:14:19,923 You CAN do that is it is executed well. 156 00:14:19,923 --> 00:14:26,375 CS:I thought actually that the gun, design-wise, had a lot of promise, I liked a lot of elements 157 00:14:26,375 --> 00:14:32,836 about it, but I think the materials and the texturing were lacking quite a bit, it was all just 158 00:14:32,836 --> 00:14:40,175 a consistent gloss, and not a lot of work on the little details. Maybe make is a little beat-up looking 159 00:14:40,175 --> 00:14:48,315 I think that could have helped the gun a lot. He had this sort of chrome texture, very basic looking 160 00:14:48,315 --> 00:14:53,563 to me, CO:It's very elementary when you just pop a chrome... CR:Yeah, you were just putting 161 00:14:53,563 --> 00:14:57,682 a default material or texture in there. CO:I think a lot of these things, in general, it's like 162 00:14:57,682 --> 00:15:04,700 "brand new" right out of the manufacturer, but you need to get in there and break up the 163 00:15:04,700 --> 00:15:10,615 materials with a little more occlusion in the crevices, even some scratches and dirt 164 00:15:10,615 --> 00:15:15,890 CS:It needs to be a subtle amount. ST:Give it some character, some identity, 165 00:15:15,890 --> 00:15:20,667 it's not an i-Phone. The in-engine stuff ...CO:Otherwise it's cartoony... was pretty cool 166 00:15:20,667 --> 00:15:24,258 what they managed to do there. They got the gun firing up at the ship. 167 00:15:24,258 --> 00:15:30,497 CR:Maybe he's a minor Cryengine deity? ST:yeah (laughter) he implemented in pretty well! 168 00:15:30,497 --> 00:15:35,213 I bet it takes him 5 or 10 minutes. CR:A demi-god maybe, Cryengine deni-god (laughter) 169 00:15:35,213 --> 00:15:40,292 MS:Right, we'll knock him down a hair. CO:I think it had a nice mix of alien and human 170 00:15:40,292 --> 00:15:45,577 CR:Yeah, I did not mind the shape and design, I don't have the same frequency issue Mark does 171 00:15:45,577 --> 00:15:51,748 it was more about the materials, the texturing, and then the details about how it would fire 172 00:15:51,748 --> 00:15:56,893 and where it was coming from. It could have been, like Chris said, good and interesting 173 00:15:56,893 --> 00:15:59,385 but it was half-way done. 174 00:15:59,385 --> 00:16:02,118 SG:Alright, let's see who is next... 175 00:16:04,551 --> 00:16:09,335 Hi, my name is Simon Mah, I am a designer and modeller at Sakura Sun corporation 176 00:16:09,335 --> 00:16:11,217 in charge of weapon technology for particle cannons. 177 00:16:11,217 --> 00:16:16,312 Hi, I handle rigging and animation for this product 178 00:16:16,312 --> 00:16:24,088 Hi I'm modeller monkey number 2, I handle extra modelling on this assignment 179 00:17:02,299 --> 00:17:05,527 ST:Can I go first on this one? SG:I saw a LOT of nodding from you. ST:I freaking loved this one! 180 00:17:05,527 --> 00:17:10,235 This one is awesome because ALL the presentation was in-engine, because that's where it matters, 181 00:17:10,235 --> 00:17:14,240 that's where the player is going to see it. Like, all this stuff outside engine doesn't matter 182 00:17:14,240 --> 00:17:18,977 UNTIL it's there. The animation is fantastic, the particle effect that they did in-engine 183 00:17:18,977 --> 00:17:23,301 was also very cool, they have this really nice ramp up in colour so it went from a dark blue 184 00:17:23,301 --> 00:17:25,758 all the way to an orange where it was firing away. 185 00:17:25,758 --> 00:17:29,937 The animation of the overheat, that's also very nice with little effects coming off that. 186 00:17:29,937 --> 00:17:33,149 All the details were taken into account here. Very, very impressive. 187 00:17:33,149 --> 00:17:36,424 CR:I thought the details in the animation and weapon was really good, implementation in-engine 188 00:17:36,424 --> 00:17:42,406 was really good. I liked the design of the weapon, I would critique the texturing because it was 189 00:17:42,406 --> 00:17:47,168 low-res ...CO:They got WAY too close to it... MS:Yeah, don't get that close. 190 00:17:47,168 --> 00:17:51,371 CR:They could up-res that and they wouldn't have hat that. They were trying to make it 191 00:17:51,371 --> 00:17:56,750 a bit weathered and used, but it was just too low-res. 192 00:17:56,750 --> 00:17:58,917 SG:Chris, what are you thinking? 193 00:17:58,917 --> 00:18:05,191 CS:Overall, loved this gun. It's a great design, and I do like the colouration in it and everything. 194 00:18:05,191 --> 00:18:13,870 The texturing was good, but the low-res thing in the close-up? The pits were too deep 195 00:18:13,870 --> 00:18:21,339 and it made it look pourous almost, and a little weak. I think that kind of, you know, the pits being 196 00:18:21,339 --> 00:18:26,309 so deep made it look and seem more low-res than it might have been. 197 00:18:26,309 --> 00:18:30,575 CO:They could have just pulled the camera back a foot. I like it when there are a lot of layers and depth 198 00:18:30,575 --> 00:18:39,625 to the engineering of it. I always like it when things feel cohesive, part of one machine 199 00:18:39,625 --> 00:18:43,725 CS:That cooling thing coming out (ffssst!) CO:So, I agree with everybody, it was very impressive 200 00:18:43,725 --> 00:18:50,719 MS:I think it's a great design. It's very "anime-ish", which is cool. I like that because it introduces 201 00:18:50,719 --> 00:19:00,017 some alien elements, it feels alien. CR:It's Sakura Sun, right? it's a kind of "Japanese-ish" 202 00:19:00,017 --> 00:19:06,185 company, so slightly anime ...MS:Fits nicely... would feel right for it. 203 00:19:06,185 --> 00:19:11,294 I was very impressed by their commitment to also keep in shape when in front of a keyboard 204 00:19:11,294 --> 00:19:15,236 we should actually have some dumbells here while we are sitting. (laughs) 205 00:19:15,236 --> 00:19:18,039 CS:For me, this its the best gun today. 206 00:19:18,039 --> 00:19:19,788 ST:THESE are the best guns today! 207 00:19:19,788 --> 00:19:26,825 MS:look at that! You got programmers guns man! CO:Not those small guns. CR;We got a couple of pop-guns over there. 208 00:19:26,825 --> 00:19:28,368 (laughter) 209 00:19:28,368 --> 00:19:30,992 SG:Let's roll the next one 210 00:19:34,472 --> 00:19:39,259 Hi my name is Jan Mischke I'm, living in Yokohama, Japan. 211 00:19:39,259 --> 00:19:46,840 One of my hobbies computer games and graphics. I was really eager to jointhis contest 212 00:19:46,840 --> 00:19:54,573 for Star Citizen because it's a big motivation to develop your skills, so, have a look. 213 00:20:13,165 --> 00:20:19,993 I simulated 2 different firing modes for this cannon. Sequential firing mode and the Power mode 214 00:20:26,119 --> 00:20:28,324 SD:Quite a bid of nodding over here. 215 00:20:28,324 --> 00:20:34,164 CR:Well that's pretty impressive. For me it reads as a gun that I could believe would be on a ship 216 00:20:34,164 --> 00:20:40,376 I thought it was modelled well, textured well, I probably could have see a bit more? 217 00:20:40,376 --> 00:20:43,467 We didn't really see any animation in terms of recoil or anything like that. 218 00:20:43,467 --> 00:20:46,633 I liked the particle effects, I thought that was good, looked good in the engine. 219 00:20:46,633 --> 00:20:52,708 Generally a really nice entry, and impressive that it was just one person doing it 220 00:20:52,708 --> 00:20:56,685 CS:It had a bit of a "Star Wars" feel to it ...CO:Big time... the paint-job. 221 00:20:56,685 --> 00:20:59,618 CR:probably why I liked it. (laughter) 222 00:20:59,618 --> 00:21:07,130 ST:Rebel Alliance colours CS:Yeah, it was a good design, I agree, it could have used 223 00:21:07,130 --> 00:21:13,929 more animations. The texturing was good and I did like the paint scheme overall 224 00:21:13,929 --> 00:21:21,777 It did seem a little bit "even" all across, but I think the gun would fit well with a lot of our ships 225 00:21:21,777 --> 00:21:27,684 CO:I thought it was a very elegant design. It wasn't overly complicated, and even though 226 00:21:27,684 --> 00:21:37,263 the silhouette was somewhat basic, it had a nice clean feel to it, just the right amount of detail. 227 00:21:37,263 --> 00:21:43,498 I was really impressed. MS:Yeah, it feels like this could be a robot arm, which is cool, 228 00:21:43,498 --> 00:21:49,371 I like that. It's got a very smooth design to it, like Chris mentioned, the silhouette. 229 00:21:49,371 --> 00:21:54,968 There's not a whole lot of things sticking out, it's a very stylish, smooth gun 230 00:21:54,968 --> 00:21:59,091 Less like a tank, more like a Ferarri. 231 00:21:59,091 --> 00:22:04,213 ST:It's a simple silhouette, sure, but what's cool about it is that the texturing, the normal maps, 232 00:22:04,213 --> 00:22:10,315 everything really goes with the flow of the model, so there's a stuff for your eye to dance on. 233 00:22:10,315 --> 00:22:11,826 SG:In-engine comments? 234 00:22:11,826 --> 00:22:17,200 ST:Particle effects were really cool. Those are not super easy to do, so that was impressive 235 00:22:17,200 --> 00:22:20,926 When showing in the engine, it would be nice to have some context to the size 236 00:22:20,926 --> 00:22:26,280 That thing could be as big as a star destroyer or a tiny little thing 237 00:22:26,280 --> 00:22:30,921 having something else in the scene would really help, but that's a small comment. 238 00:22:30,921 --> 00:22:36,275 CO:I think the particle effects sort of help sell the alien hybrid feel to it. ST:Sure. 239 00:22:36,275 --> 00:22:43,134 CO:Just by itself it's very human. CR:I liked that, whatever it was, the second one 240 00:22:43,134 --> 00:22:47,955 where it was ...ST:Like a tail coming in?... yeah, I dunno, kinda "tendrille-y" 241 00:22:47,955 --> 00:22:50,200 ST:So how would that sound? MS:Energy tendrille. 242 00:22:50,200 --> 00:22:52,366 CR:(woodle-oodle-oodle-ooo) 243 00:22:52,366 --> 00:22:55,281 (laughter) CR:That's why I'm not making sound effects for the game! 244 00:22:55,281 --> 00:22:59,405 SG:Judges are impressed with this one. Lets have a look at the next one... 245 00:23:03,525 --> 00:23:04,472 Brian: My name is Brian Cozzens. 246 00:23:04,472 --> 00:23:08,400 I'm doing special effects art, technical art, programming and scripting for the team. 247 00:23:08,400 --> 00:23:10,435 I am from Cedar City, Utah. 248 00:23:10,435 --> 00:23:13,810 Sergiu: Hello everyone, my name is Sergiu Stoicovici, I'm from Romania. 249 00:23:13,810 --> 00:23:16,872 I'm the 2D and 2D artist of this team. 250 00:23:16,872 --> 00:23:22,395 Eric: Hi, I'm Eric Belita, I'm the artist for the team. 251 00:23:22,395 --> 00:23:26,105 I'm from the small town of Loupen in the Philippines. 252 00:23:48,934 --> 00:23:50,219 Sandi Gardner: Alright, who wants to kick this one off? 253 00:23:50,219 --> 00:23:55,660 Chis Olivia: I love the serrated sort of feel of... the thing on the bottom. 254 00:23:55,660 --> 00:24:00,727 The lighting and the presentation was a little bit flat and over-lit, so that could have been better. 255 00:24:00,727 --> 00:24:02,772 Chris Smith: I thought the gun was good actually. 256 00:24:02,772 --> 00:24:05,932 There were some parts I liked a little bit less. 257 00:24:05,932 --> 00:24:10,320 I really liked the back end of it, the design and everything flowed really well. 258 00:24:10,320 --> 00:24:15,775 The front railing thing I'm not in love with as much as you are. 259 00:24:15,775 --> 00:24:16,617 Chris O: What?! 260 00:24:16,617 --> 00:24:18,615 Chris S: It looks like a bit of a sword fish. 261 00:24:18,615 --> 00:24:19,722 Chris Roberts: Fight! 262 00:24:19,722 --> 00:24:23,548 Chris O: But it looked like it had a purpose, you know, it was doing something. 263 00:24:23,548 --> 00:24:27,687 Chris S: Yeah, the animations look great. The materials could use a little bit more work. 264 00:24:27,687 --> 00:24:32,292 I like the carbon fiber kind of thing, but it was maybe a little bit too shiny. 265 00:24:32,292 --> 00:24:35,160 A little bit too simplistic looking in some places. 266 00:24:35,160 --> 00:24:37,993 But overall, I like the design of this gun. 267 00:24:37,993 --> 00:24:42,971 Mark Skelton: I am not in love with the serrated edge. 268 00:24:42,971 --> 00:24:50,161 I think if the frequency was a little different, maybe at the end of it instead of having them all exactly the same, 269 00:24:50,161 --> 00:25:00,117 maybe the one tooth at the end was thicker or changed up a little bit, I think that would probably help it. 270 00:25:00,117 --> 00:25:01,743 Chris S: Yeah. 271 00:25:01,743 --> 00:25:03,724 Chris R: I really liked it, and I do agree with Chris that 272 00:25:03,724 --> 00:25:06,536 maybe better lighting when showing it off in-engine would have helped out. 273 00:25:06,536 --> 00:25:10,207 But I liked the design. It felt like the gun itself had a purpose. 274 00:25:10,207 --> 00:25:16,771 I could understand where it fired, and after it finished firing it expelled energy or heat out the back. 275 00:25:16,771 --> 00:25:17,826 Chris S: That was cool. 276 00:25:17,826 --> 00:25:21,710 Chris R: So yeah, you really got a sense of the functionality of the gun. 277 00:25:21,710 --> 00:25:28,046 Talk about a team from all around the world. You've got one in Romania, one in the Philippines, one in Utah. 278 00:25:28,046 --> 00:25:29,785 Chris O: And they all have lovely facial hair. 279 00:25:29,785 --> 00:25:32,185 Chris R: Well they win on that one too. 280 00:25:32,185 --> 00:25:38,411 Yeah, it's good, it's impressive, it's another example of how much talent we've got entering this competition. 281 00:25:38,411 --> 00:25:40,458 It's cool. 282 00:25:40,458 --> 00:25:42,664 Sandi: Last video guys, let's roll it. 283 00:25:42,664 --> 00:25:44,195 Chris R: Let's do it. 284 00:25:46,318 --> 00:25:50,802 Philipp: Hi, my name is Philipp Erkinger, and I'm the leader of our small modding team. 285 00:25:50,802 --> 00:25:58,612 In the team I also take the role as the main 3D modeler. 286 00:25:58,612 --> 00:26:00,620 Hannah: Hello, my name is Hannah Ekingya. 287 00:26:00,620 --> 00:26:07,285 In the team I have the role of the illustrator, texturing artist, and for concept art. 288 00:26:07,285 --> 00:26:09,924 Philipp: Hi, my name is Philipp Sackl, I'm still in my 20's. 289 00:26:09,924 --> 00:26:15,828 My job in the team is technical designer, and also with implementation to the CryEngine. 290 00:26:25,796 --> 00:26:30,078 Philipp: The smooth and elegant design integrates the Xi'an tech into the body of the weapon. 291 00:26:30,078 --> 00:26:33,609 The front, the ion source, as well as the collider are aligned, 292 00:26:33,609 --> 00:26:39,586 which together with the Xi'an magnetic containment create the perfectly tuned wave to neutralize shields. 293 00:26:39,586 --> 00:26:44,857 And finally, this is the integrated and textured weapon in the CryEngine SDK. 294 00:26:44,857 --> 00:26:48,492 We hope you've enjoyed our presentation and thanks for watching. 295 00:26:50,614 --> 00:26:56,944 Chris O: This is one of those ones were I was really getting into it, the explaining of the technology and everything. 296 00:26:56,944 --> 00:27:02,506 I was like "oh wow, this is looking cool." Then the final implementation I was like "oh." 297 00:27:02,506 --> 00:27:04,649 It just fell really short for me. 298 00:27:04,649 --> 00:27:13,734 Chris R: I think it works on every level except for the texturing which is, the material texturing is all grey. 299 00:27:13,734 --> 00:27:18,358 But if you look at how it's designed and built, and how it deploys, and how it fires, and how it animates, 300 00:27:18,358 --> 00:27:25,695 that's probably the best design, the most though has gone into it, more than any guns that we've seen-- 301 00:27:25,695 --> 00:27:27,068 [Judges state agreement] 302 00:27:27,068 --> 00:27:30,204 Chris R: But the texturing side is just kind of grey and it doesn't have any detail. 303 00:27:30,204 --> 00:27:35,228 Also it doesn't allow those really wonderful parts of the gun that have been designed to stand out. 304 00:27:35,228 --> 00:27:38,787 Chris O: I mean if they pulled a panel off, you could see all the cool things inside. 305 00:27:38,787 --> 00:27:41,567 Chris R: Yeah, it's almost kind of like you design this wonderful thing and then you like-- 306 00:27:41,567 --> 00:27:42,781 Chris O: Cover it up. 307 00:27:42,781 --> 00:27:44,066 Chris R: Yeah, turn the lights off. 308 00:27:44,066 --> 00:27:48,198 Chris S: It was harder to tell it was animating while it was going. 309 00:27:48,198 --> 00:27:52,401 The front barrel animation was really cool I thought, the way it shuts and opens, 310 00:27:52,401 --> 00:27:58,975 but yeah, the texturing kind of hindered that because it was all that black, that same kind of hue. 311 00:27:58,975 --> 00:28:04,477 If you got up close to it, it looked like there was some wear and tear and it looked kind of cool, 312 00:28:04,477 --> 00:28:09,018 but again I think some better lighting probably would have helped that out too. 313 00:28:09,018 --> 00:28:11,644 Mark: There was no silhouette to it really. 314 00:28:11,644 --> 00:28:16,224 I mean it doesn't read from afar at all. It looks like a toothpick. 315 00:28:16,224 --> 00:28:20,600 Now the animation is really cool, I like it, 316 00:28:20,600 --> 00:28:28,512 but if you're going to have something that crazy animated, then it needs to be exaggerated I think. 317 00:28:28,512 --> 00:28:36,370 Instead of popping out an inch like it did, maybe it would be better if it popped out bigger, have more-- 318 00:28:36,370 --> 00:28:39,370 Chris R: I don't really agree with you that the silhouette's a toothpick. 319 00:28:39,370 --> 00:28:44,982 I actually think if you look at that, it is not a toothpick, it's actually got some detail-- 320 00:28:44,982 --> 00:28:54,181 Mark: There's nothing, like, there's no... The previous ones we've seen there's been gas canisters or something that 321 00:28:54,181 --> 00:28:55,848 has broken the shape from afar-- 322 00:28:55,848 --> 00:29:02,395 Chris R: No, you've definitely got stuff towards the back where it absolutely is not just a straight cylinder. 323 00:29:02,395 --> 00:29:07,466 Chris O: I think that's the failure of showing it off in-engine, it's just you're losing it. 324 00:29:07,466 --> 00:29:10,268 Mark: But the stuff that they used for it, in my opinion, 325 00:29:10,268 --> 00:29:18,387 was too subtle of a change in silhouette for it to read anywhere but right up on it, you know what I mean? 326 00:29:18,387 --> 00:29:20,265 Sean Tracy: You mean especially as a weapon on a ship. 327 00:29:20,265 --> 00:29:27,396 Mark: Yeah, I mean yeah, there was some minor variations in the silhouette, but again: 328 00:29:27,396 --> 00:29:33,128 If it was across the room and I'm looking at it, it would just read as, 329 00:29:33,128 --> 00:29:40,230 and the texture didn't help it, it would just read as a big black cylinder. 330 00:29:40,230 --> 00:29:42,307 Chris R: I think he's responding to the in-engine piece where 331 00:29:42,307 --> 00:29:47,038 you see it spinning off in the distance and that's kind of all you see is the barrel start. 332 00:29:47,038 --> 00:29:53,410 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. 333 00:29:53,410 --> 00:30:00,450 I mean I don't know, it could be cool looking on a ship and seeing the back part rotating fast like that. 334 00:30:00,450 --> 00:30:04,392 Sean: Yeah, there was a ton of build up for this one and I was really into it, the cross-section of it. 335 00:30:04,392 --> 00:30:09,993 I was like "this is going to be effing awesome," and then it switches to the in-engine which is completely flat, 336 00:30:09,993 --> 00:30:13,131 totally ambient lit, there's not a single direct light in sight. 337 00:30:13,131 --> 00:30:16,901 It's got a little bit of glow on it which again pulls your eye away from the actual shape of the weapon. 338 00:30:16,901 --> 00:30:21,596 The animation was really cool, I liked that, when it actually deploys out, rotates around, that's really nice. 339 00:30:21,596 --> 00:30:25,243 But the effects were a little underwhelming. 340 00:30:25,243 --> 00:30:31,283 Sandi: As a female I noticed there's a female in the team, so yeah, props to that. 341 00:30:31,283 --> 00:30:36,155 We are relatively male dominated at Cloud Imperium, but I guess you've worked with quite a few 342 00:30:36,155 --> 00:30:39,569 illustrators, concept designers who are female in the past Chris? 343 00:30:39,569 --> 00:30:44,682 Chris R: Oh yeah, absolutely, we're completely gender blind. Just whoever's the best artist, that's all we care. 344 00:30:45,728 --> 00:30:49,871 Sandi: Ok judges, so now we have a little surprise for you. 345 00:30:49,871 --> 00:30:55,576 We had one team who came in just under the wire, so we had to double check that 346 00:30:55,576 --> 00:31:00,595 this video came in basically one minute before midnight on New Year's Eve, Los Angeles time. 347 00:31:00,595 --> 00:31:06,758 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. 348 00:31:06,758 --> 00:31:13,029 If it's in you top five, it goes through, and if it's out, it's out of the competition completely. 349 00:31:13,029 --> 00:31:14,063 [Laughing] 350 00:31:14,063 --> 00:31:15,627 Chris S: Sudden death. 351 00:31:15,627 --> 00:31:18,464 Sean: Well it's very much in the spirit of game development, one minute before deadline. 352 00:31:18,464 --> 00:31:20,129 [Laughing and agreement] 353 00:31:20,129 --> 00:31:21,559 Sandi: Let's roll the video. 354 00:31:21,559 --> 00:31:22,366 Mark: Alright. 355 00:33:40,520 --> 00:33:43,332 Mark: Looks sweet. Dude I would totally party with those guys. 356 00:33:43,363 --> 00:33:44,505 [Laughing and agreement] 357 00:33:44,505 --> 00:33:45,836 Sean: The glasses are amazing. 358 00:33:45,836 --> 00:33:49,915 Mark: Nothing but energy... That was cool. 359 00:33:49,915 --> 00:33:50,960 Sean: Nothing like us. 360 00:33:50,960 --> 00:33:52,250 Mark: No, nothing like us. 361 00:33:52,250 --> 00:33:52,972 [Laughing] 362 00:33:52,972 --> 00:33:54,168 Sandi: So you liked it Mark? 363 00:33:54,168 --> 00:33:55,977 Chris R: I thought that was fun, that was great. 364 00:33:55,977 --> 00:33:57,083 Chris O: Yeah, that was a great video. 365 00:33:57,083 --> 00:34:02,275 Chris R: I liked their attitude, I actually thought it was quite nice that was one of the few times that 366 00:34:02,275 --> 00:34:08,209 one of the contestants took some of the concept art that we've supplied and even though we're developing what 367 00:34:08,209 --> 00:34:12,955 the Xi'an's gonna look like, they were looking at it and trying to meld it into their shape. 368 00:34:12,955 --> 00:34:13,837 Mark: That was great. 369 00:34:13,837 --> 00:34:15,921 Chris R: So I thought the design look really interesting to me. 370 00:34:15,921 --> 00:34:22,861 Animation wise I think it could have been better, and maybe there was some material and texture stuff that could be-- 371 00:34:22,861 --> 00:34:25,834 It looked like there was some sort of geometry issues in there. 372 00:34:25,834 --> 00:34:30,421 But it sold a more alien, Xi'an gun for me. 373 00:34:30,421 --> 00:34:37,716 Chris S: I quite liked it too, a lot of cool interesting shapes throughout the gun, and the modeling seemed good. 374 00:34:37,716 --> 00:34:43,983 The texturing looked good, I didn't really like the little glowy bits all over it. 375 00:34:43,983 --> 00:34:48,618 It was a little bit too random and maybe misplaced. 376 00:34:48,618 --> 00:34:53,754 Maybe fewer, a lot fewer of those little glowy squares. But over all-- 377 00:34:53,754 --> 00:34:56,291 Chris R: Yeah, we haven't really liked glowy bits have we. 378 00:34:56,291 --> 00:34:58,086 Chris O: They can be done right. 379 00:34:58,086 --> 00:34:59,253 Chris S: Well I mean I like glowy bits. 380 00:34:59,253 --> 00:35:05,538 Chris O: I think it was one of the closer ones to implementing what the Xi'an style is with a human look. 381 00:35:05,538 --> 00:35:10,250 Mark: That was cool man, they actually took the concept and were actually cutting out shapes on it. 382 00:35:10,250 --> 00:35:16,222 And you know, that's what we would hope you do, because that's why the concept is there, 383 00:35:16,222 --> 00:35:21,216 for you to look at and absorb style cues and information from it. 384 00:35:21,216 --> 00:35:22,586 Sandi: Sean, let's hear your opinion. 385 00:35:22,586 --> 00:35:26,746 Sean: The in-engine stuff was ok, I think the out of engine stuff looked a lot nicer. 386 00:35:26,746 --> 00:35:32,507 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. 387 00:35:32,507 --> 00:35:35,240 Chris O: There was one of the non-engine renders that looked really nice. 388 00:35:35,240 --> 00:35:36,941 Sean: Yeah, that looked really good. 389 00:35:36,941 --> 00:35:38,867 Chris R: That was the nicest display. 390 00:35:38,867 --> 00:35:40,502 Sean: You can achieve that in the engine, it's just-- 391 00:35:40,502 --> 00:35:41,607 Mark: Can you? 392 00:35:41,607 --> 00:35:42,815 Sean: Yeah, absolutely you can. 393 00:35:42,815 --> 00:35:43,753 Mark: Well I thought-- 394 00:35:43,753 --> 00:35:45,476 Judges: Five minutes. 395 00:35:45,476 --> 00:35:47,381 Sean: Well that one's maybe a little longer, for this one. 396 00:35:47,381 --> 00:35:49,588 But I was going to mention the alien stuff again. 397 00:35:49,588 --> 00:35:53,959 It's really cool when they start combining this outer cowling and then having the human interior. 398 00:35:53,959 --> 00:35:58,247 I think that's a really cool idea. I think that's what they did here and it really worked. 399 00:35:58,247 --> 00:36:00,570 Sandi: Alright guys, seeing as this is a special entrant, 400 00:36:00,570 --> 00:36:05,112 I think we should just decide right here and now if this team is gonna go in. 401 00:36:05,112 --> 00:36:05,854 Mark: Wow. 402 00:36:05,854 --> 00:36:10,688 Sandi: If this team does go in, then that would leave four places out of eight. 403 00:36:10,688 --> 00:36:11,244 Sean: Oooh. 404 00:36:11,244 --> 00:36:12,858 Sandi: For your other choices. 405 00:36:12,858 --> 00:36:14,640 Chris O: That's a lot of pressure. 406 00:36:14,640 --> 00:36:15,947 Sean: It is a lot of pressure.. 407 00:36:15,947 --> 00:36:21,029 Chris R: The other ones go into the wildcard though, so four would, instead of three into the wildcard it would be four. 408 00:36:21,029 --> 00:36:22,696 Sandi: Yes, they will, there will be one extra wildcard. 409 00:36:22,696 --> 00:36:26,093 And if you don't vote them in, they're out of the competition completely. 410 00:36:26,093 --> 00:36:27,104 Mark: Harsh. 411 00:36:27,104 --> 00:36:28,202 Sean: That's a real do or die. 412 00:36:28,202 --> 00:36:28,773 Chris: Alright. 413 00:36:28,773 --> 00:36:29,933 Sandi: Alright, are we ready? 414 00:36:29,933 --> 00:36:30,913 Mark: Alright. 415 00:36:30,913 --> 00:36:32,653 Sandi: Mark Skelton. 416 00:36:32,653 --> 00:36:38,056 Mark: Uh, I'm gonna say yes. I like this, I like these guys, and I think out of the group before, 417 00:36:38,056 --> 00:36:43,248 I think this gun is actually better than a couple of the ones previously. 418 00:36:43,248 --> 00:36:45,470 Sandi: Alright, that's one yes, Sean. 419 00:36:45,470 --> 00:36:47,561 Sean: I'm gonna have to also say yes. 420 00:36:47,561 --> 00:36:51,584 The gun looked good in-engine, it looked a little bit better outside, 421 00:36:51,584 --> 00:36:55,132 but I think the in-engine implementation could get even better. 422 00:36:55,132 --> 00:36:59,380 Sandi: Alright, Two votes. Chris Roberts, before you vote, 423 00:36:59,380 --> 00:37:06,477 if you do vote for this team, then that basically means they're in and, sorry Chris and Chris. 424 00:37:07,491 --> 00:37:08,853 Chris S: We're out? 425 00:37:08,853 --> 00:37:09,872 [Laughing] 426 00:37:09,872 --> 00:37:11,203 Mark: Right, off the couch. 427 00:37:11,203 --> 00:37:13,964 Chris R: Here, here, let's do the Chrises together as one. 428 00:37:13,964 --> 00:37:16,946 Alright, what are we going to vote for then. 429 00:37:16,946 --> 00:37:19,137 Chris S: One, two, three. 430 00:37:19,137 --> 00:37:20,657 All three: Yes! 431 00:37:20,657 --> 00:37:21,747 Sandi: Oh my god, alright. 432 00:37:21,747 --> 00:37:23,195 [Laughing] 433 00:37:23,195 --> 00:37:24,621 Chris R: No, I think they should be in, they did a great-- 434 00:37:24,621 --> 00:37:26,507 Mark: We should have done that. 435 00:37:26,507 --> 00:37:29,718 Mark & Sean: [Cheerleaders] One, two, three, Yeah! 436 00:37:29,718 --> 00:37:31,173 [Laughing] 437 00:37:31,173 --> 00:37:33,308 Chris R: You guys aren't the Chrises though, that's the problem. 438 00:37:33,308 --> 00:37:35,587 Mark: Like Levern and Shirly up in here. 439 00:37:35,587 --> 00:37:37,215 Chris R: Doesn't work as well. 440 00:37:37,215 --> 00:37:40,221 Sandi: So congratulations to 3Dingo, alright, in the competition. 441 00:37:40,221 --> 00:37:41,626 [Clapping] 442 00:37:41,626 --> 00:37:43,070 Mark: Nicely done. 443 00:37:43,070 --> 00:37:47,762 Sandi: And now there are only four that are going to go through, so email me your votes now. 444 00:37:47,762 --> 00:37:48,999 Come on, get your phones out. 445 00:37:48,999 --> 00:37:50,222 Chris R: Ok, let's go. 446 00:37:50,222 --> 00:37:55,389 [Time passing music] 447 00:38:08,586 --> 00:38:10,351 Sandi: Alright judges, the results are in. 448 00:38:10,351 --> 00:38:14,800 I can tell you three teams you voted out, unanimously. 449 00:38:14,800 --> 00:38:17,131 Dragons of Nirvana 450 00:38:17,131 --> 00:38:19,092 Prosimian Productions 451 00:38:19,092 --> 00:38:22,050 And Archon, all received zero votes. 452 00:38:22,050 --> 00:38:24,385 However, you all join the wildcard race. 453 00:38:24,385 --> 00:38:27,204 Now three teams you voted in unanimously: 454 00:38:28,619 --> 00:38:31,144 Shimapan 455 00:38:31,144 --> 00:38:33,050 1 Bit Amoeba 456 00:38:33,050 --> 00:38:35,367 And Shard Collective. 457 00:38:35,367 --> 00:38:37,804 Congratulations to all three of those teams. 458 00:38:37,804 --> 00:38:42,465 That leaves us with two teams. InfiniteXueMonkey, and Four Horsemen. 459 00:38:42,465 --> 00:38:45,275 One received three votes, and the other received two. 460 00:38:45,275 --> 00:38:47,411 Are you ready to reveal where your vote lies? 461 00:38:47,411 --> 00:38:49,137 Mark: If we must. 462 00:38:49,137 --> 00:38:50,588 Judges: Let's do it. 463 00:38:50,588 --> 00:38:52,110 Sandi: Alright Chris, you're up. 464 00:38:52,110 --> 00:38:54,305 Chris O: I voted for Four Horsemen. 465 00:38:54,305 --> 00:38:55,371 Sandi: Chris Smith. 466 00:38:55,741 --> 00:38:57,539 Chris S: I voted for InfiniteXueMonkey. 467 00:38:57,539 --> 00:38:59,293 Sandi: Alright, one each. Chris Roberts. 468 00:38:59,293 --> 00:39:00,962 Chris R: I went for InfiniteXueMonkey 469 00:39:00,962 --> 00:39:08,100 because I felt like they did more of everything than Four Horsemen who just did concept and a model and that was it. 470 00:39:08,100 --> 00:39:15,769 Sandi: Ok, well if you vote InfiniteXueMonkey, they they're in. Is it you? 471 00:39:15,769 --> 00:39:17,427 Mark: Drum roll. 472 00:39:17,427 --> 00:39:19,450 Sean: I voted Four Horsemen actually. 473 00:39:19,450 --> 00:39:20,147 Mark: Yes! 474 00:39:20,147 --> 00:39:25,350 Sean: Despite myself and Chris' disagreement on it, I think that we agree it definitely needs to move forward. 475 00:39:25,350 --> 00:39:30,430 Sandi: Alright Mark. It all comes down to you. Who did you vote for? 476 00:39:30,430 --> 00:39:33,905 Mark: Drum roll. [Makes druming sound] 477 00:39:33,905 --> 00:39:35,397 Four Horsemen. 478 00:39:35,397 --> 00:39:36,949 [Judges sigh of disappointment or excitement] 479 00:39:36,949 --> 00:39:38,624 Sandi: Alright, Four Horsemen is in. 480 00:39:38,624 --> 00:39:40,609 Chris R: Well there's no accounting for taste on this. 481 00:39:40,609 --> 00:39:42,191 [Judges act offended and laugh] 482 00:39:42,191 --> 00:39:43,345 Mark: That hurt. 483 00:39:43,345 --> 00:39:45,282 Sandi: InfiniteXueMonkey goes into the wildcard race. 484 00:39:45,282 --> 00:39:51,610 So the wildcard race is officially open with ten teams in it, so go vote now. 485 00:40:22,104 --> 00:40:26,177 Sandi: And next week, we will reveal the wildcard winner who goes in with the other 15 teams. 486 00:40:26,177 --> 00:40:32,215 Alright guys, excited for next week, for the competition? That's when it really starts happening. 487 00:40:32,215 --> 00:40:33,762 Mark: Gloves are comin' off. 488 00:40:33,762 --> 00:40:34,756 Chris O: It's gonna get ugly. 489 00:40:34,756 --> 00:40:38,682 Chris R: Yeah, I'm also really interested to see who the community picks. 490 00:40:38,682 --> 00:40:43,588 Chris O: It's gonna be nice when we get to the ships because there's more to gain and more to lose. 491 00:40:43,588 --> 00:40:47,095 There's a lot more to judge when you're going for the full ship. 492 00:40:47,095 --> 00:40:52,300 Sean: There's gonna be a lot more to talk about and there's a lot more to think about for the teams 493 00:40:52,300 --> 00:40:54,146 as well as for the judges, so I think it'll be interesting. 494 00:40:54,146 --> 00:41:00,347 Sandi: Alright guys, next week 16 teams officially battle it out to win a grand prize of 495 00:41:00,347 --> 00:41:04,264 $30,000 and to be the winner of the Next Great Starship. 496 00:41:04,264 --> 00:41:06,900 See you next Friday.