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SG:So far, ten teams have qualified for their chance to design a spaceship for Star Citizen
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and now the judges must make their final selections, and the race for the wildcard is on.
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Welcome to The Next Great Starship
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Hi, I'm Sandi Gardner, and welcome to the third episode of The Next Great Starship
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let's get this show started, I can't do this alone, I need the judges.
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So Mark! Come on up.
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Sean!
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Chris!
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MS:Which one?
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SG:Three Chris's!
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(laughter)
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MS:The three stooges over there.
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SG:Mark Skelton, Sean Tracy, Chris Roberts, Chris Smith and Chris Olivia
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For those of you who are new viewers to the Next Great Starship
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let's have the judges tell you what they do on Star Citizen. Mark Skelton.
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MS:Art director, fashion guru. (laughter)
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ST:I work for Crytek, a Cryengine evangalist, making sure Cryengine does what CR needs it to do
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CR:Chris Roberts, project director and chief creative on the project.
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CS:Chris Smith, I'm lead vehicle modeller
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CO:I'm Chris Olivia, chief visual officer for Star Citizen.
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SG:So they are going to make their final five selection today, what do you guys think
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about the competition so far?
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CR:We've had two episodes of pretty amazing stuff, pretty much all of it we liked,
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we had a few criticisms, but the level of competition is really high, and I expect this episode to
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be the same. Then, once we have got it done, I'm looking forwards to seeing the ships getting made.
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CO:The only reason we have criticisms is because we HAVE to have criticisms
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to like, move some people on. (laughter) CR:We are nice guys most of the time
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CS:We try, we try. MS:I mean honestly, with ANY of these teams where we are at right now
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with the level they are at, with a little art direction on our part, I think we could use any of it.
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CR:A little bit of you, you mean? Is that what this is? CO:A little bit of Mark.
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MS:A little bit of....style.
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ST:I know if you guys don't hire some of these guys, then I will, so...(laughter)
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CO:I'm gonna, like, hire some of them and replace some of the guys we have (laughter)
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MS:Damn!
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[For competition entry teams were asked to design a gun]
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SG:You guys know the drill, we are going to look at eight teams, only five will go through
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three go into the wildcard race. Shall we get this started?
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All:Let's do it. Go!
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Good day ladies and gentlemen of the Starship council, we are team Archon.
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May I introduce to you my esteemed colleague Matt Kennett team lead,
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responsible for 3D modelling, unwrapping and Cryengine integration.
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and may I introduce to you Lewis Linehan, texture and concept artist extraordinaire
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and it you have not guessed by now we are Great British
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currently residing in the great city of London, so where better to design the Next Great Starship?
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SG:Mark Skelton, what did you think?
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MS:The gun itself, the design, I think it's a little "Klingon" to me. There's a lot
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of like, big,bulky shapes to it, all stacked on top of one another. ST:A lot of angles, different directions
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MS:Yeah, and it kind of doesn't flow very well, the gun from beginning to end.
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The silhouette is too chuncky for me and too many things stacked.
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ST:Totally agree with you on that. Most of the stuff is all stacked up together, you get a lot of
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repeating elements all the way through it. The in engine stuff is actually really nice
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it was good that they got it right in, the materials look great, the texture look OK.
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CR:That's probably the best in-engine intergation of all the ones we have seen,
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They hooked it up to the firing range that we have set up in the hangar,
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and I kinda like the multi-barrel aspect where they all recoil seperately, that was cool
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I sort of felt like the shapes... for me it was all sort of, you know, right angled, squared,
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I don't feel like the gun itself had as much detail as I would have liked to see in parts of it.
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CS:Great implementation, the modelling seems OK, and the textures. I mean, yeah, it's the
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design that kind of holds it back I think.
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CO:Overall it had an interesting style, but it lacked a lot of subtlety, there is too much contrast
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between the materials, and it's just, sort of, very harsh to look at.
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ST:You want to draw your eye to that glow, but if you put it in strange places you look
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at it and be like, why? CO:Right, so a lot of time a glow will just distract you, it's just over-done
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ST:Purposeful detail, maybe... CR:You mean like Mark's shirt? CO:It is glowing actually.
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(laughter) ST:exactly it's drawing my eye MS:I'm so subtle, it goes straight to the chest hair
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ST:That's the other point for as the competition goes on, the engine REALLY looks better
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when you put some light in, that's the thing, it needs the light-material interaction ...CO:A big difference...
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it's going to change the look of the weapon alltogether, even if you don't adjust them
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get three lights around the thing, it will look fantastic.
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SG:OK, so good points for being in-engine, maybe needs a little love in the design and texturing.
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Alright, let's look at the next one...
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Hello, my name is Adam Kirchkiss,and my name's Brian Kirchkiss, and together we make
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Prosimian Productions, located here in Amarillo Texas
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Our WindfireEX design consist of two particle accelerators as well as a large cooling system
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dual magnetic retaining arms and dual perpendicular rotating barrels
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SG:Let's start on the Chris couch, Chris Olivia, what do you think?
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CO:I liked the start of the presentation where thay are doing the turntable in X-Ray mode
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to really see all the geometry and stuff, but I was a little underwhealmed overall
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CS:I thought it was kind of interesting, the design, definately unique. I would say the modelling
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was fine, the texturing could DEFINATELY use some work, and the front barrels
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could probably use a little more love in the design area.
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CR:Wasn't the idea that the outside things are just accelerating stuff from inside?
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ST:But the animation inside, like two ... rotating? It's just hard to see. CR:It felt like there were particle effects?
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ST:Yeah, there were these particle effects that was all refracted, I couldn't read it.
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CS:Looks a bit like a wood-chipper? That's the only thing.
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MS:Now you say that? Now I cannot un-see that.
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CO;The barrels were just a little bit too... SC:The pins? ST:They look like matchstick
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CO:Right, right. MS:yeah, two matchsticks on each side
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CR:I think the idea is that they are not actually firing, they are just like a magnet
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accelerating something inside? MS:The one thing I would comment on, I liked the uniqueness
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of it. It's pretty cool, they thought about it a little differently, and I liked the acceleration aspect
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but to me it feels more like a tractor beam or something? It doesn't feel like
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a bad-ass weapon. The business end of it is not intimidating at all.
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ST:The in-engine stuff was OK. They could have spent maybe another hour, putting some
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textures down so it wasn't all completely placeholder? CR:Maybe some lights?
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ST:Maybe a few lights, it would look a lot bettter. Definately stands out in the competition
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in terms of uniqueness.
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SG:Let's roll the next one...
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Hey everyone, this is team Fourhorsemen. The four horsemen is Tobias, myself and david
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Tobias is our concept artist, he lives in Germany
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I am a 3D artist and texture artist, and I live in the Netherlands
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David is our general artist who lives in Canada
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SG:Sean, do you want to kick this one off?
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ST:Sure, there was no in-engine implementation, so I would have liked to have seen that
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MS:Strike... ST:Yeah strike! that would have been nice to see because the actual texture work
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was phenomenal, the materials looked great in the render. I liked the shape of the weapon
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it's really bulky, looks like it's a very strong weapon, but it does also look like something
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you would hold onto rather something mounted on a ship.
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SG:So if you were to try and get that in-engine how long do you think it would take you?
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ST:Take ME? Five minutes (laughter) SG: Five minutes? No WAY! (laughter)
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ST:No, it would probably about an hour or so, it really depends on the geometry
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and how well the texture were laid out.
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MS:For some reason this gun, I LOVE it, it's cool, I like the bigness and the concept,
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concept was amazing, nice colours, nice variation throughout the gun, but for some reason,
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I don't know why, it reminds me of steampunk. There's like a steampunk element.
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it doesn't look "far future", it looks like it could conceivably happen today
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you could have a gun like that. I think the materials probably could have been broken up
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better. If they break up the materials I think that gun goes up three notches for me.
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CS:I thought the concept was really well done. I wish they would have implemented that into the
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model a little better. It was modelled fine, but the materials came off as "weird gold"?
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It looked very heavy and powerful. CO:It seemed to have lost something from the concept
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the concept almost looked more realistic than when it was modelled, and I think the materials
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in the concept were a really interesting use of the different metals and stuff
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it just sort of lost that, and overall I think it didn't have much of an alien influence
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at all. I disagree with you a little bit in that I don't think you can hold something like that?
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ST:It's got these big racks on the top... CO:I mean I could prrobably hold it, but you know....
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(laughter)
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CR:I do agree with Chris. There is no sense of an alien influence or design
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it feel very sort of straight-up bad-ass Space Marine to me. I would knock it down a little
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for that, but I do think the modelling and the concept execution was really good.
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It would be interesting to see how they thought that gun would deploy, how it would fire
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what the recoil would be, I know that was not necessarily required, but it definately
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helps tell the story of the gun. ...CS:It sells it... yeah, makes it feel real because when it
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animates and moves it gives you a sense of the weight and the power of something.
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CO:A big part of this competition is selling it through animation, how it moves, and lighting
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SG:All you judges seemed to like the concept art, design, maybe a little more love in a couple of areas
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questionable as it is not in engine, although that only takes five minutes according to Sean Tracy
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MS:"Apparantly" CR:Only for Sean Tracy, but that's not a normal person.
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ST:Or Dan Tracy, my brother. (laughter) SG:So we'll just have to see on that one.
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Let's roll the next one...
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Hi, my name is Henry Pashkov, I an a concept and environment designer for game.
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Hello, my name is Daniel Wenograd and I'm working with Strenich and Cadrowski on the
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Next Great Starship project. I am 21 years old and live in Hawick, New Jersey.
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Hi, my name is Alexander Aberle, I come from Balaground(?) Washington, and
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I've brought my skills in computer amination and film production to bear on this product.
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What we have created has been phenomenal
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MS:Apparanlty Daniel is a Cryengine "god" ST:I saw that. MS:I think Mr. Sean is going
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to have something to say about that. ST:The owners of Crytek might have something to say.
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MS:The problem with this gun for me is it looks "Flash Gordon", like 1960's or something?
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There's no real break-up, there's no details. The way that the barrel has those notches in the
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all the way down, again that's frequency like we have talked about before.
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If you have something high frequency like that your eye immediately goes straight to it
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and it just blows the design. CO:When you have high frequency things like that, you have to be careful
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with lighting and texturing and stuff, because that's where it will ruin it.
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You CAN do that is it is executed well.
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CS:I thought actually that the gun, design-wise, had a lot of promise, I liked a lot of elements
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about it, but I think the materials and the texturing were lacking quite a bit, it was all just
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a consistent gloss, and not a lot of work on the little details. Maybe make is a little beat-up looking
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I think that could have helped the gun a lot. He had this sort of chrome texture, very basic looking
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to me, CO:It's very elementary when you just pop a chrome... CR:Yeah, you were just putting
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a default material or texture in there. CO:I think a lot of these things, in general, it's like
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"brand new" right out of the manufacturer, but you need to get in there and break up the
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materials with a little more occlusion in the crevices, even some scratches and dirt
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CS:It needs to be a subtle amount. ST:Give it some character, some identity,
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it's not an i-Phone. The in-engine stuff ...CO:Otherwise it's cartoony... was pretty cool
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what they managed to do there. They got the gun firing up at the ship.
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CR:Maybe he's a minor Cryengine deity? ST:yeah (laughter) he implemented in pretty well!
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I bet it takes him 5 or 10 minutes. CR:A demi-god maybe, Cryengine deni-god (laughter)
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MS:Right, we'll knock him down a hair. CO:I think it had a nice mix of alien and human
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CR:Yeah, I did not mind the shape and design, I don't have the same frequency issue Mark does
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it was more about the materials, the texturing, and then the details about how it would fire
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and where it was coming from. It could have been, like Chris said, good and interesting
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but it was half-way done.
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SG:Alright, let's see who is next...
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Hi, my name is Simon Mah, I am a designer and modeller at Sakura Sun corporation
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in charge of weapon technology for particle cannons.
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Hi, I handle rigging and animation for this product
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Hi I'm modeller monkey number 2, I handle extra modelling on this assignment
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ST:Can I go first on this one? SG:I saw a LOT of nodding from you. ST:I freaking loved this one!
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This one is awesome because ALL the presentation was in-engine, because that's where it matters,
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that's where the player is going to see it. Like, all this stuff outside engine doesn't matter
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UNTIL it's there. The animation is fantastic, the particle effect that they did in-engine
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was also very cool, they have this really nice ramp up in colour so it went from a dark blue
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all the way to an orange where it was firing away.
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The animation of the overheat, that's also very nice with little effects coming off that.
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All the details were taken into account here. Very, very impressive.
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CR:I thought the details in the animation and weapon was really good, implementation in-engine
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was really good. I liked the design of the weapon, I would critique the texturing because it was
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low-res ...CO:They got WAY too close to it... MS:Yeah, don't get that close.
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CR:They could up-res that and they wouldn't have hat that. They were trying to make it
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a bit weathered and used, but it was just too low-res.
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SG:Chris, what are you thinking?
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CS:Overall, loved this gun. It's a great design, and I do like the colouration in it and everything.
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The texturing was good, but the low-res thing in the close-up? The pits were too deep
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and it made it look pourous almost, and a little weak. I think that kind of, you know, the pits being
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so deep made it look and seem more low-res than it might have been.
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CO:They could have just pulled the camera back a foot. I like it when there are a lot of layers and depth
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to the engineering of it. I always like it when things feel cohesive, part of one machine
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CS:That cooling thing coming out (ffssst!) CO:So, I agree with everybody, it was very impressive
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MS:I think it's a great design. It's very "anime-ish", which is cool. I like that because it introduces
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some alien elements, it feels alien. CR:It's Sakura Sun, right? it's a kind of "Japanese-ish"
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company, so slightly anime ...MS:Fits nicely... would feel right for it.
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I was very impressed by their commitment to also keep in shape when in front of a keyboard
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we should actually have some dumbells here while we are sitting. (laughs)
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CS:For me, this its the best gun today.
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ST:THESE are the best guns today!
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MS:look at that! You got programmers guns man! CO:Not those small guns. CR;We got a couple of pop-guns over there.
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(laughter)
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SG:Let's roll the next one
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Hi my name is Jan Mischke I'm, living in Yokohama, Japan.
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One of my hobbies computer games and graphics. I was really eager to jointhis contest
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for Star Citizen because it's a big motivation to develop your skills, so, have a look.
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I simulated 2 different firing modes for this cannon. Sequential firing mode and the Power mode
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SD:Quite a bid of nodding over here.
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CR:Well that's pretty impressive. For me it reads as a gun that I could believe would be on a ship
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I thought it was modelled well, textured well, I probably could have see a bit more?
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We didn't really see any animation in terms of recoil or anything like that.
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I liked the particle effects, I thought that was good, looked good in the engine.
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Generally a really nice entry, and impressive that it was just one person doing it
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CS:It had a bit of a "Star Wars" feel to it ...CO:Big time... the paint-job.
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CR:probably why I liked it. (laughter)
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ST:Rebel Alliance colours CS:Yeah, it was a good design, I agree, it could have used
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more animations. The texturing was good and I did like the paint scheme overall
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It did seem a little bit "even" all across, but I think the gun would fit well with a lot of our ships
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CO:I thought it was a very elegant design. It wasn't overly complicated, and even though
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the silhouette was somewhat basic, it had a nice clean feel to it, just the right amount of detail.
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I was really impressed. MS:Yeah, it feels like this could be a robot arm, which is cool,
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I like that. It's got a very smooth design to it, like Chris mentioned, the silhouette.
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There's not a whole lot of things sticking out, it's a very stylish, smooth gun
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Less like a tank, more like a Ferarri.
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ST:It's a simple silhouette, sure, but what's cool about it is that the texturing, the normal maps,
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everything really goes with the flow of the model, so there's a stuff for your eye to dance on.
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SG:In-engine comments?
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ST:Particle effects were really cool. Those are not super easy to do, so that was impressive
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When showing in the engine, it would be nice to have some context to the size
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That thing could be as big as a star destroyer or a tiny little thing
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having something else in the scene would really help, but that's a small comment.
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CO:I think the particle effects sort of help sell the alien hybrid feel to it. ST:Sure.
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CO:Just by itself it's very human. CR:I liked that, whatever it was, the second one
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where it was ...ST:Like a tail coming in?... yeah, I dunno, kinda "tendrille-y"
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ST:So how would that sound? MS:Energy tendrille.
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CR:(woodle-oodle-oodle-ooo)
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(laughter) CR:That's why I'm not making sound effects for the game!
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SG:Judges are impressed with this one. Lets have a look at the next one...
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Brian: My name is Brian Cozzens.
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I'm doing special effects art, technical art, programming and scripting for the team.
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I am from Cedar City, Utah.
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Sergiu: Hello everyone, my name is Sergiu Stoicovici, I'm from Romania.
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I'm the 2D and 2D artist of this team.
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Eric: Hi, I'm Eric Belita, I'm the artist for the team.
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I'm from the small town of Loupen in the Philippines.
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Sandi Gardner: Alright, who wants to kick this one off?
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Chis Olivia: I love the serrated sort of feel of... the thing on the bottom.
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The lighting and the presentation was a little bit flat and over-lit, so that could have been better.
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Chris Smith: I thought the gun was good actually.
256
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There were some parts I liked a little bit less.
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I really liked the back end of it, the design and everything flowed really well.
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The front railing thing I'm not in love with as much as you are.
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Chris O: What?!
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Chris S: It looks like a bit of a sword fish.
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Chris Roberts: Fight!
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Chris O: But it looked like it had a purpose, you know, it was doing something.
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Chris S: Yeah, the animations look great. The materials could use a little bit more work.
264
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I like the carbon fiber kind of thing, but it was maybe a little bit too shiny.
265
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A little bit too simplistic looking in some places.
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But overall, I like the design of this gun.
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Mark Skelton: I am not in love with the serrated edge.
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I think if the frequency was a little different, maybe at the end of it instead of having them all exactly the same,
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maybe the one tooth at the end was thicker or changed up a little bit, I think that would probably help it.
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Chris S: Yeah.
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Chris R: I really liked it, and I do agree with Chris that
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maybe better lighting when showing it off in-engine would have helped out.
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But I liked the design. It felt like the gun itself had a purpose.
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I could understand where it fired, and after it finished firing it expelled energy or heat out the back.
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Chris S: That was cool.
276
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Chris R: So yeah, you really got a sense of the functionality of the gun.
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Talk about a team from all around the world. You've got one in Romania, one in the Philippines, one in Utah.
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Chris O: And they all have lovely facial hair.
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Chris R: Well they win on that one too.
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Yeah, it's good, it's impressive, it's another example of how much talent we've got entering this competition.
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It's cool.
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Sandi: Last video guys, let's roll it.
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Chris R: Let's do it.
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Philipp: Hi, my name is Philipp Erkinger, and I'm the leader of our small modding team.
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In the team I also take the role as the main 3D modeler.
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Hannah: Hello, my name is Hannah Ekingya.
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In the team I have the role of the illustrator, texturing artist, and for concept art.
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Philipp: Hi, my name is Philipp Sackl, I'm still in my 20's.
289
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My job in the team is technical designer, and also with implementation to the CryEngine.
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Philipp: The smooth and elegant design integrates the Xi'an tech into the body of the weapon.
291
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The front, the ion source, as well as the collider are aligned,
292
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which together with the Xi'an magnetic containment create the perfectly tuned wave to neutralize shields.
293
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And finally, this is the integrated and textured weapon in the CryEngine SDK.
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We hope you've enjoyed our presentation and thanks for watching.
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Chris O: This is one of those ones were I was really getting into it, the explaining of the technology and everything.
296
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I was like "oh wow, this is looking cool." Then the final implementation I was like "oh."
297
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It just fell really short for me.
298
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Chris R: I think it works on every level except for the texturing which is, the material texturing is all grey.
299
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But if you look at how it's designed and built, and how it deploys, and how it fires, and how it animates,
300
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that's probably the best design, the most though has gone into it, more than any guns that we've seen--
301
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[Judges state agreement]
302
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Chris R: But the texturing side is just kind of grey and it doesn't have any detail.
303
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Also it doesn't allow those really wonderful parts of the gun that have been designed to stand out.
304
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Chris O: I mean if they pulled a panel off, you could see all the cool things inside.
305
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Chris R: Yeah, it's almost kind of like you design this wonderful thing and then you like--
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Chris O: Cover it up.
307
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Chris R: Yeah, turn the lights off.
308
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Chris S: It was harder to tell it was animating while it was going.
309
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The front barrel animation was really cool I thought, the way it shuts and opens,
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but yeah, the texturing kind of hindered that because it was all that black, that same kind of hue.
311
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If you got up close to it, it looked like there was some wear and tear and it looked kind of cool,
312
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but again I think some better lighting probably would have helped that out too.
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Mark: There was no silhouette to it really.
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I mean it doesn't read from afar at all. It looks like a toothpick.
315
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Now the animation is really cool, I like it,
316
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but if you're going to have something that crazy animated, then it needs to be exaggerated I think.
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Instead of popping out an inch like it did, maybe it would be better if it popped out bigger, have more--
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Chris R: I don't really agree with you that the silhouette's a toothpick.
319
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I actually think if you look at that, it is not a toothpick, it's actually got some detail--
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Mark: There's nothing, like, there's no... The previous ones we've seen there's been gas canisters or something that
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has broken the shape from afar--
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Chris R: No, you've definitely got stuff towards the back where it absolutely is not just a straight cylinder.
323
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Chris O: I think that's the failure of showing it off in-engine, it's just you're losing it.
324
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Mark: But the stuff that they used for it, in my opinion,
325
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was too subtle of a change in silhouette for it to read anywhere but right up on it, you know what I mean?
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Sean Tracy: You mean especially as a weapon on a ship.
327
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Mark: Yeah, I mean yeah, there was some minor variations in the silhouette, but again:
328
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If it was across the room and I'm looking at it, it would just read as,
329
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and the texture didn't help it, it would just read as a big black cylinder.
330
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Chris R: I think he's responding to the in-engine piece where
331
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you see it spinning off in the distance and that's kind of all you see is the barrel start.
332
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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
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I mean I don't know, it could be cool looking on a ship and seeing the back part rotating fast like that.
334
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Sean: Yeah, there was a ton of build up for this one and I was really into it, the cross-section of it.
335
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I was like "this is going to be effing awesome," and then it switches to the in-engine which is completely flat,
336
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totally ambient lit, there's not a single direct light in sight.
337
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It's got a little bit of glow on it which again pulls your eye away from the actual shape of the weapon.
338
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The animation was really cool, I liked that, when it actually deploys out, rotates around, that's really nice.
339
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But the effects were a little underwhelming.
340
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Sandi: As a female I noticed there's a female in the team, so yeah, props to that.
341
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We are relatively male dominated at Cloud Imperium, but I guess you've worked with quite a few
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illustrators, concept designers who are female in the past Chris?
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Chris R: Oh yeah, absolutely, we're completely gender blind. Just whoever's the best artist, that's all we care.
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Sandi: Ok judges, so now we have a little surprise for you.
345
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We had one team who came in just under the wire, so we had to double check that
346
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this video came in basically one minute before midnight on New Year's Eve, Los Angeles time.
347
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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
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If it's in you top five, it goes through, and if it's out, it's out of the competition completely.
349
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[Laughing]
350
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Chris S: Sudden death.
351
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Sean: Well it's very much in the spirit of game development, one minute before deadline.
352
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[Laughing and agreement]
353
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Sandi: Let's roll the video.
354
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Mark: Alright.
355
00:33:40,520 --> 00:33:43,332
Mark: Looks sweet. Dude I would totally party with those guys.
356
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[Laughing and agreement]
357
00:33:44,505 --> 00:33:45,836
Sean: The glasses are amazing.
358
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Mark: Nothing but energy... That was cool.
359
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Sean: Nothing like us.
360
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Mark: No, nothing like us.
361
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[Laughing]
362
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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
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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
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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
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Chris S: I quite liked it too, a lot of cool interesting shapes throughout the gun, and the modeling seemed good.
374
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The texturing looked good, I didn't really like the little glowy bits all over it.
375
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It was a little bit too random and maybe misplaced.
376
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Maybe fewer, a lot fewer of those little glowy squares. But over all--
377
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Chris R: Yeah, we haven't really liked glowy bits have we.
378
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Chris O: They can be done right.
379
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Chris S: Well I mean I like glowy bits.
380
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Chris O: I think it was one of the closer ones to implementing what the Xi'an style is with a human look.
381
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Mark: That was cool man, they actually took the concept and were actually cutting out shapes on it.
382
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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
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Sandi: Sean, let's hear your opinion.
385
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Sean: The in-engine stuff was ok, I think the out of engine stuff looked a lot nicer.
386
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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
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Chris O: There was one of the non-engine renders that looked really nice.
388
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Sean: Yeah, that looked really good.
389
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Chris R: That was the nicest display.
390
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Sean: You can achieve that in the engine, it's just--
391
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Mark: Can you?
392
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Sean: Yeah, absolutely you can.
393
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Mark: Well I thought--
394
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Judges: Five minutes.
395
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Sean: Well that one's maybe a little longer, for this one.
396
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But I was going to mention the alien stuff again.
397
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It's really cool when they start combining this outer cowling and then having the human interior.
398
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I think that's a really cool idea. I think that's what they did here and it really worked.
399
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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
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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
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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
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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.