SG:So far, ten teams have qualified for their chance to design a spaceship for Star Citizen
and now the judges must make their final selections, and the race for the wildcard is on.
Welcome to The Next Great Starship
Hi, I'm Sandi Gardner, and welcome to the third episode of The Next Great Starship
let's get this show started, I can't do this alone, I need the judges.
So Mark! Come on up.
Sean!
Chris!
MS:Which one?
SG:Three Chris's!
(laughter)
MS:The three stooges over there.
SG:Mark Skelton, Sean Tracy, Chris Roberts, Chris Smith and Chris Olivia
For those of you who are new viewers to the Next Great Starship
let's have the judges tell you what they do on Star Citizen. Mark Skelton.
MS:Art director, fashion guru. (laughter)
ST:I work for Crytek, a Cryengine evangalist, making sure Cryengine does what CR needs it to do
CR:Chris Roberts, project director and chief creative on the project.
CS:Chris Smith, I'm lead vehicle modeller
CO:I'm Chris Olivia, chief visual officer for Star Citizen.
SG:So they are going to make their final five selection today, what do you guys think
about the competition so far?
CR:We've had two episodes of pretty amazing stuff, pretty much all of it we liked,
we had a few criticisms, but the level of competition is really high, and I expect this episode to
be the same. Then, once we have got it done, I'm looking forwards to seeing the ships getting made.
CO:The only reason we have criticisms is because we HAVE to have criticisms
to like, move some people on. (laughter) CR:We are nice guys most of the time
CS:We try, we try. MS:I mean honestly, with ANY of these teams where we are at right now
with the level they are at, with a little art direction on our part, I think we could use any of it.
CR:A little bit of you, you mean? Is that what this is? CO:A little bit of Mark.
MS:A little bit of....style.
ST:I know if you guys don't hire some of these guys, then I will, so...(laughter)
CO:I'm gonna, like, hire some of them and replace some of the guys we have (laughter)
MS:Damn!
[For competition entry teams were asked to design a gun]
SG:You guys know the drill, we are going to look at eight teams, only five will go through
three go into the wildcard race. Shall we get this started?
All:Let's do it. Go!
Good day ladies and gentlemen of the Starship council, we are team Archon.
May I introduce to you my esteemed colleague Matt Kennett team lead,
responsible for 3D modelling, unwrapping and Cryengine integration.
and may I introduce to you Lewis Linehan, texture and concept artist extraordinaire
and it you have not guessed by now we are Great British
currently residing in the great city of London, so where better to design the Next Great Starship?
SG:Mark Skelton, what did you think?
MS:The gun itself, the design, I think it's a little "Klingon" to me. There's a lot
of like, big,bulky shapes to it, all stacked on top of one another. ST:A lot of angles, different directions
MS:Yeah, and it kind of doesn't flow very well, the gun from beginning to end.
The silhouette is too chuncky for me and too many things stacked.
ST:Totally agree with you on that. Most of the stuff is all stacked up together, you get a lot of
repeating elements all the way through it. The in engine stuff is actually really nice
it was good that they got it right in, the materials look great, the texture look OK.
CR:That's probably the best in-engine intergation of all the ones we have seen,
They hooked it up to the firing range that we have set up in the hangar,
and I kinda like the multi-barrel aspect where they all recoil seperately, that was cool
I sort of felt like the shapes... for me it was all sort of, you know, right angled, squared,
I don't feel like the gun itself had as much detail as I would have liked to see in parts of it.
CS:Great implementation, the modelling seems OK, and the textures. I mean, yeah, it's the
design that kind of holds it back I think.
CO:Overall it had an interesting style, but it lacked a lot of subtlety, there is too much contrast
between the materials, and it's just, sort of, very harsh to look at.
ST:You want to draw your eye to that glow, but if you put it in strange places you look
at it and be like, why? CO:Right, so a lot of time a glow will just distract you, it's just over-done
ST:Purposeful detail, maybe... CR:You mean like Mark's shirt? CO:It is glowing actually.
(laughter) ST:exactly it's drawing my eye MS:I'm so subtle, it goes straight to the chest hair
ST:That's the other point for as the competition goes on, the engine REALLY looks better
when you put some light in, that's the thing, it needs the light-material interaction ...CO:A big difference...
it's going to change the look of the weapon alltogether, even if you don't adjust them
get three lights around the thing, it will look fantastic.
SG:OK, so good points for being in-engine, maybe needs a little love in the design and texturing.
Alright, let's look at the next one...
Hello, my name is Adam Kirchkiss,and my name's Brian Kirchkiss, and together we make
Prosimian Productions, located here in Amarillo Texas
Our WindfireEX design consist of two particle accelerators as well as a large cooling system
dual magnetic retaining arms and dual perpendicular rotating barrels
SG:Let's start on the Chris couch, Chris Olivia, what do you think?
CO:I liked the start of the presentation where thay are doing the turntable in X-Ray mode
to really see all the geometry and stuff, but I was a little underwhealmed overall
CS:I thought it was kind of interesting, the design, definately unique. I would say the modelling
was fine, the texturing could DEFINATELY use some work, and the front barrels
could probably use a little more love in the design area.
CR:Wasn't the idea that the outside things are just accelerating stuff from inside?
ST:But the animation inside, like two ... rotating? It's just hard to see. CR:It felt like there were particle effects?
ST:Yeah, there were these particle effects that was all refracted, I couldn't read it.
CS:Looks a bit like a wood-chipper? That's the only thing.
MS:Now you say that? Now I cannot un-see that.
CO;The barrels were just a little bit too... SC:The pins? ST:They look like matchstick
CO:Right, right. MS:yeah, two matchsticks on each side
CR:I think the idea is that they are not actually firing, they are just like a magnet
accelerating something inside? MS:The one thing I would comment on, I liked the uniqueness
of it. It's pretty cool, they thought about it a little differently, and I liked the acceleration aspect
but to me it feels more like a tractor beam or something? It doesn't feel like
a bad-ass weapon. The business end of it is not intimidating at all.
ST:The in-engine stuff was OK. They could have spent maybe another hour, putting some
textures down so it wasn't all completely placeholder? CR:Maybe some lights?
ST:Maybe a few lights, it would look a lot bettter. Definately stands out in the competition
in terms of uniqueness.
SG:Let's roll the next one...
Hey everyone, this is team Fourhorsemen. The four horsemen is Tobias, myself and david
Tobias is our concept artist, he lives in Germany
I am a 3D artist and texture artist, and I live in the Netherlands
David is our general artist who lives in Canada
SG:Sean, do you want to kick this one off?
ST:Sure, there was no in-engine implementation, so I would have liked to have seen that
MS:Strike... ST:Yeah strike! that would have been nice to see because the actual texture work
was phenomenal, the materials looked great in the render. I liked the shape of the weapon
it's really bulky, looks like it's a very strong weapon, but it does also look like something
you would hold onto rather something mounted on a ship.
SG:So if you were to try and get that in-engine how long do you think it would take you?
ST:Take ME? Five minutes (laughter) SG: Five minutes? No WAY! (laughter)
ST:No, it would probably about an hour or so, it really depends on the geometry
and how well the texture were laid out.
MS:For some reason this gun, I LOVE it, it's cool, I like the bigness and the concept,
concept was amazing, nice colours, nice variation throughout the gun, but for some reason,
I don't know why, it reminds me of steampunk. There's like a steampunk element.
it doesn't look "far future", it looks like it could conceivably happen today
you could have a gun like that. I think the materials probably could have been broken up
better. If they break up the materials I think that gun goes up three notches for me.
CS:I thought the concept was really well done. I wish they would have implemented that into the
model a little better. It was modelled fine, but the materials came off as "weird gold"?
It looked very heavy and powerful. CO:It seemed to have lost something from the concept
the concept almost looked more realistic than when it was modelled, and I think the materials
in the concept were a really interesting use of the different metals and stuff
it just sort of lost that, and overall I think it didn't have much of an alien influence
at all. I disagree with you a little bit in that I don't think you can hold something like that?
ST:It's got these big racks on the top... CO:I mean I could prrobably hold it, but you know....
(laughter)
CR:I do agree with Chris. There is no sense of an alien influence or design
it feel very sort of straight-up bad-ass Space Marine to me. I would knock it down a little
for that, but I do think the modelling and the concept execution was really good.
It would be interesting to see how they thought that gun would deploy, how it would fire
what the recoil would be, I know that was not necessarily required, but it definately
helps tell the story of the gun. ...CS:It sells it... yeah, makes it feel real because when it
animates and moves it gives you a sense of the weight and the power of something.
CO:A big part of this competition is selling it through animation, how it moves, and lighting
SG:All you judges seemed to like the concept art, design, maybe a little more love in a couple of areas
questionable as it is not in engine, although that only takes five minutes according to Sean Tracy
MS:"Apparantly" CR:Only for Sean Tracy, but that's not a normal person.
ST:Or Dan Tracy, my brother. (laughter) SG:So we'll just have to see on that one.
Let's roll the next one...
Hi, my name is Henry Pashkov, I an a concept and environment designer for game.
Hello, my name is Daniel Wenograd and I'm working with Strenich and Cadrowski on the
Next Great Starship project. I am 21 years old and live in Hawick, New Jersey.
Hi, my name is Alexander Aberle, I come from Balaground(?) Washington, and
I've brought my skills in computer amination and film production to bear on this product.
What we have created has been phenomenal
MS:Apparanlty Daniel is a Cryengine "god" ST:I saw that. MS:I think Mr. Sean is going
to have something to say about that. ST:The owners of Crytek might have something to say.
MS:The problem with this gun for me is it looks "Flash Gordon", like 1960's or something?
There's no real break-up, there's no details. The way that the barrel has those notches in the
all the way down, again that's frequency like we have talked about before.
If you have something high frequency like that your eye immediately goes straight to it
and it just blows the design. CO:When you have high frequency things like that, you have to be careful
with lighting and texturing and stuff, because that's where it will ruin it.
You CAN do that is it is executed well.
CS:I thought actually that the gun, design-wise, had a lot of promise, I liked a lot of elements
about it, but I think the materials and the texturing were lacking quite a bit, it was all just
a consistent gloss, and not a lot of work on the little details. Maybe make is a little beat-up looking
I think that could have helped the gun a lot. He had this sort of chrome texture, very basic looking
to me, CO:It's very elementary when you just pop a chrome... CR:Yeah, you were just putting
a default material or texture in there. CO:I think a lot of these things, in general, it's like
"brand new" right out of the manufacturer, but you need to get in there and break up the
materials with a little more occlusion in the crevices, even some scratches and dirt
CS:It needs to be a subtle amount. ST:Give it some character, some identity,
it's not an i-Phone. The in-engine stuff ...CO:Otherwise it's cartoony... was pretty cool
what they managed to do there. They got the gun firing up at the ship.
CR:Maybe he's a minor Cryengine deity? ST:yeah (laughter) he implemented in pretty well!
I bet it takes him 5 or 10 minutes. CR:A demi-god maybe, Cryengine deni-god (laughter)
MS:Right, we'll knock him down a hair. CO:I think it had a nice mix of alien and human
CR:Yeah, I did not mind the shape and design, I don't have the same frequency issue Mark does
it was more about the materials, the texturing, and then the details about how it would fire
and where it was coming from. It could have been, like Chris said, good and interesting
but it was half-way done.
SG:Alright, let's see who is next...
Hi, my name is Simon Mah, I am a designer and modeller at Sakura Sun corporation
in charge of weapon technology for particle cannons.
Hi, I handle rigging and animation for this product
Hi I'm modeller monkey number 2, I handle extra modelling on this assignment
ST:Can I go first on this one? SG:I saw a LOT of nodding from you. ST:I freaking loved this one!
This one is awesome because ALL the presentation was in-engine, because that's where it matters,
that's where the player is going to see it. Like, all this stuff outside engine doesn't matter
UNTIL it's there. The animation is fantastic, the particle effect that they did in-engine
was also very cool, they have this really nice ramp up in colour so it went from a dark blue
all the way to an orange where it was firing away.
The animation of the overheat, that's also very nice with little effects coming off that.
All the details were taken into account here. Very, very impressive.
CR:I thought the details in the animation and weapon was really good, implementation in-engine
was really good. I liked the design of the weapon, I would critique the texturing because it was
low-res ...CO:They got WAY too close to it... MS:Yeah, don't get that close.
CR:They could up-res that and they wouldn't have hat that. They were trying to make it
a bit weathered and used, but it was just too low-res.
SG:Chris, what are you thinking?
CS:Overall, loved this gun. It's a great design, and I do like the colouration in it and everything.
The texturing was good, but the low-res thing in the close-up? The pits were too deep
and it made it look pourous almost, and a little weak. I think that kind of, you know, the pits being
so deep made it look and seem more low-res than it might have been.
CO:They could have just pulled the camera back a foot. I like it when there are a lot of layers and depth
to the engineering of it. I always like it when things feel cohesive, part of one machine
CS:That cooling thing coming out (ffssst!) CO:So, I agree with everybody, it was very impressive
MS:I think it's a great design. It's very "anime-ish", which is cool. I like that because it introduces
some alien elements, it feels alien. CR:It's Sakura Sun, right? it's a kind of "Japanese-ish"
company, so slightly anime ...MS:Fits nicely... would feel right for it.
I was very impressed by their commitment to also keep in shape when in front of a keyboard
we should actually have some dumbells here while we are sitting. (laughs)
CS:For me, this its the best gun today.
ST:THESE are the best guns today!
MS:look at that! You got programmers guns man! CO:Not those small guns. CR;We got a couple of pop-guns over there.
(laughter)
SG:Let's roll the next one
Hi my name is Jan Mischke I'm, living in Yokohama, Japan.
One of my hobbies computer games and graphics. I was really eager to jointhis contest
for Star Citizen because it's a big motivation to develop your skills, so, have a look.
I simulated 2 different firing modes for this cannon. Sequential firing mode and the Power mode
SD:Quite a bid of nodding over here.
CR:Well that's pretty impressive. For me it reads as a gun that I could believe would be on a ship
I thought it was modelled well, textured well, I probably could have see a bit more?
We didn't really see any animation in terms of recoil or anything like that.
I liked the particle effects, I thought that was good, looked good in the engine.
Generally a really nice entry, and impressive that it was just one person doing it
CS:It had a bit of a "Star Wars" feel to it ...CO:Big time... the paint-job.
CR:probably why I liked it. (laughter)
ST:Rebel Alliance colours CS:Yeah, it was a good design, I agree, it could have used
more animations. The texturing was good and I did like the paint scheme overall
It did seem a little bit "even" all across, but I think the gun would fit well with a lot of our ships
CO:I thought it was a very elegant design. It wasn't overly complicated, and even though
the silhouette was somewhat basic, it had a nice clean feel to it, just the right amount of detail.
I was really impressed. MS:Yeah, it feels like this could be a robot arm, which is cool,
I like that. It's got a very smooth design to it, like Chris mentioned, the silhouette.
There's not a whole lot of things sticking out, it's a very stylish, smooth gun
Less like a tank, more like a Ferarri.
ST:It's a simple silhouette, sure, but what's cool about it is that the texturing, the normal maps,
everything really goes with the flow of the model, so there's a stuff for your eye to dance on.
SG:In-engine comments?
ST:Particle effects were really cool. Those are not super easy to do, so that was impressive
When showing in the engine, it would be nice to have some context to the size
That thing could be as big as a star destroyer or a tiny little thing
having something else in the scene would really help, but that's a small comment.
CO:I think the particle effects sort of help sell the alien hybrid feel to it. ST:Sure.
CO:Just by itself it's very human. CR:I liked that, whatever it was, the second one
where it was ...ST:Like a tail coming in?... yeah, I dunno, kinda "tendrille-y"
ST:So how would that sound? MS:Energy tendrille.
CR:(woodle-oodle-oodle-ooo)
(laughter) CR:That's why I'm not making sound effects for the game!
SG:Judges are impressed with this one. Lets have a look at the next one...
Brian: My name is Brian Cozzens.
I'm doing special effects art, technical art, programming and scripting for the team.
I am from Cedar City, Utah.
Sergiu: Hello everyone, my name is Sergiu Stoicovici, I'm from Romania.
I'm the 2D and 2D artist of this team.
Eric: Hi, I'm Eric Belita, I'm the artist for the team.
I'm from the small town of Loupen in the Philippines.
Sandi Gardner: Alright, who wants to kick this one off?
Chis Olivia: I love the serrated sort of feel of... the thing on the bottom.
The lighting and the presentation was a little bit flat and over-lit, so that could have been better.
Chris Smith: I thought the gun was good actually.
There were some parts I liked a little bit less.
I really liked the back end of it, the design and everything flowed really well.
The front railing thing I'm not in love with as much as you are.
Chris O: What?!
Chris S: It looks like a bit of a sword fish.
Chris Roberts: Fight!
Chris O: But it looked like it had a purpose, you know, it was doing something.
Chris S: Yeah, the animations look great. The materials could use a little bit more work.
I like the carbon fiber kind of thing, but it was maybe a little bit too shiny.
A little bit too simplistic looking in some places.
But overall, I like the design of this gun.
Mark Skelton: I am not in love with the serrated edge.
I think if the frequency was a little different, maybe at the end of it instead of having them all exactly the same,
maybe the one tooth at the end was thicker or changed up a little bit, I think that would probably help it.
Chris S: Yeah.
Chris R: I really liked it, and I do agree with Chris that
maybe better lighting when showing it off in-engine would have helped out.
But I liked the design. It felt like the gun itself had a purpose.
I could understand where it fired, and after it finished firing it expelled energy or heat out the back.
Chris S: That was cool.
Chris R: So yeah, you really got a sense of the functionality of the gun.
Talk about a team from all around the world. You've got one in Romania, one in the Philippines, one in Utah.
Chris O: And they all have lovely facial hair.
Chris R: Well they win on that one too.
Yeah, it's good, it's impressive, it's another example of how much talent we've got entering this competition.
It's cool.
Sandi: Last video guys, let's roll it.
Chris R: Let's do it.
Philipp: Hi, my name is Philipp Erkinger, and I'm the leader of our small modding team.
In the team I also take the role as the main 3D modeler.
Hannah: Hello, my name is Hannah Ekingya.
In the team I have the role of the illustrator, texturing artist, and for concept art.
Philipp: Hi, my name is Philipp Sackl, I'm still in my 20's.
My job in the team is technical designer, and also with implementation to the CryEngine.
Philipp: The smooth and elegant design integrates the Xi'an tech into the body of the weapon.
The front, the ion source, as well as the collider are aligned,
which together with the Xi'an magnetic containment create the perfectly tuned wave to neutralize shields.
And finally, this is the integrated and textured weapon in the CryEngine SDK.
We hope you've enjoyed our presentation and thanks for watching.
Chris O: This is one of those ones were I was really getting into it, the explaining of the technology and everything.
I was like "oh wow, this is looking cool." Then the final implementation I was like "oh."
It just fell really short for me.
Chris R: I think it works on every level except for the texturing which is, the material texturing is all grey.
But if you look at how it's designed and built, and how it deploys, and how it fires, and how it animates,
that's probably the best design, the most though has gone into it, more than any guns that we've seen--
[Judges state agreement]
Chris R: But the texturing side is just kind of grey and it doesn't have any detail.
Also it doesn't allow those really wonderful parts of the gun that have been designed to stand out.
Chris O: I mean if they pulled a panel off, you could see all the cool things inside.
Chris R: Yeah, it's almost kind of like you design this wonderful thing and then you like--
Chris O: Cover it up.
Chris R: Yeah, turn the lights off.
Chris S: It was harder to tell it was animating while it was going.
The front barrel animation was really cool I thought, the way it shuts and opens,
but yeah, the texturing kind of hindered that because it was all that black, that same kind of hue.
If you got up close to it, it looked like there was some wear and tear and it looked kind of cool,
but again I think some better lighting probably would have helped that out too.
Mark: There was no silhouette to it really.
I mean it doesn't read from afar at all. It looks like a toothpick.
Now the animation is really cool, I like it,
but if you're going to have something that crazy animated, then it needs to be exaggerated I think.
Instead of popping out an inch like it did, maybe it would be better if it popped out bigger, have more--
Chris R: I don't really agree with you that the silhouette's a toothpick.
I actually think if you look at that, it is not a toothpick, it's actually got some detail--
Mark: There's nothing, like, there's no... The previous ones we've seen there's been gas canisters or something that
has broken the shape from afar--
Chris R: No, you've definitely got stuff towards the back where it absolutely is not just a straight cylinder.
Chris O: I think that's the failure of showing it off in-engine, it's just you're losing it.
Mark: But the stuff that they used for it, in my opinion,
was too subtle of a change in silhouette for it to read anywhere but right up on it, you know what I mean?
Sean Tracy: You mean especially as a weapon on a ship.
Mark: Yeah, I mean yeah, there was some minor variations in the silhouette, but again:
If it was across the room and I'm looking at it, it would just read as,
and the texture didn't help it, it would just read as a big black cylinder.
Chris R: I think he's responding to the in-engine piece where
you see it spinning off in the distance and that's kind of all you see is the barrel start.
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.
I mean I don't know, it could be cool looking on a ship and seeing the back part rotating fast like that.
Sean: Yeah, there was a ton of build up for this one and I was really into it, the cross-section of it.
I was like "this is going to be effing awesome," and then it switches to the in-engine which is completely flat,
totally ambient lit, there's not a single direct light in sight.
It's got a little bit of glow on it which again pulls your eye away from the actual shape of the weapon.
The animation was really cool, I liked that, when it actually deploys out, rotates around, that's really nice.
But the effects were a little underwhelming.
Sandi: As a female I noticed there's a female in the team, so yeah, props to that.
We are relatively male dominated at Cloud Imperium, but I guess you've worked with quite a few
illustrators, concept designers who are female in the past Chris?
Chris R: Oh yeah, absolutely, we're completely gender blind. Just whoever's the best artist, that's all we care.
Sandi: Ok judges, so now we have a little surprise for you.
We had one team who came in just under the wire, so we had to double check that
this video came in basically one minute before midnight on New Year's Eve, Los Angeles time.
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.
If it's in you top five, it goes through, and if it's out, it's out of the competition completely.
[Laughing]
Chris S: Sudden death.
Sean: Well it's very much in the spirit of game development, one minute before deadline.
[Laughing and agreement]
Sandi: Let's roll the video.
Mark: Alright.
Mark: Looks sweet. Dude I would totally party with those guys.
[Laughing and agreement]
Sean: The glasses are amazing.
Mark: Nothing but energy... That was cool.
Sean: Nothing like us.
Mark: No, nothing like us.
[Laughing]
Sandi: So you liked it Mark?
Chris R: I thought that was fun, that was great.
Chris O: Yeah, that was a great video.
Chris R: I liked their attitude, I actually thought it was quite nice that was one of the few times that
one of the contestants took some of the concept art that we've supplied and even though we're developing what
the Xi'an's gonna look like, they were looking at it and trying to meld it into their shape.
Mark: That was great.
Chris R: So I thought the design look really interesting to me.
Animation wise I think it could have been better, and maybe there was some material and texture stuff that could be--
It looked like there was some sort of geometry issues in there.
But it sold a more alien, Xi'an gun for me.
Chris S: I quite liked it too, a lot of cool interesting shapes throughout the gun, and the modeling seemed good.
The texturing looked good, I didn't really like the little glowy bits all over it.
It was a little bit too random and maybe misplaced.
Maybe fewer, a lot fewer of those little glowy squares. But over all--
Chris R: Yeah, we haven't really liked glowy bits have we.
Chris O: They can be done right.
Chris S: Well I mean I like glowy bits.
Chris O: I think it was one of the closer ones to implementing what the Xi'an style is with a human look.
Mark: That was cool man, they actually took the concept and were actually cutting out shapes on it.
And you know, that's what we would hope you do, because that's why the concept is there,
for you to look at and absorb style cues and information from it.
Sandi: Sean, let's hear your opinion.
Sean: The in-engine stuff was ok, I think the out of engine stuff looked a lot nicer.
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.
Chris O: There was one of the non-engine renders that looked really nice.
Sean: Yeah, that looked really good.
Chris R: That was the nicest display.
Sean: You can achieve that in the engine, it's just--
Mark: Can you?
Sean: Yeah, absolutely you can.
Mark: Well I thought--
Judges: Five minutes.
Sean: Well that one's maybe a little longer, for this one.
But I was going to mention the alien stuff again.
It's really cool when they start combining this outer cowling and then having the human interior.
I think that's a really cool idea. I think that's what they did here and it really worked.
Sandi: Alright guys, seeing as this is a special entrant,
I think we should just decide right here and now if this team is gonna go in.
Mark: Wow.
Sandi: If this team does go in, then that would leave four places out of eight.
Sean: Oooh.
Sandi: For your other choices.
Chris O: That's a lot of pressure.
Sean: It is a lot of pressure..
Chris R: The other ones go into the wildcard though, so four would, instead of three into the wildcard it would be four.
Sandi: Yes, they will, there will be one extra wildcard.
And if you don't vote them in, they're out of the competition completely.
Mark: Harsh.
Sean: That's a real do or die.
Chris: Alright.
Sandi: Alright, are we ready?
Mark: Alright.
Sandi: Mark Skelton.
Mark: Uh, I'm gonna say yes. I like this, I like these guys, and I think out of the group before,
I think this gun is actually better than a couple of the ones previously.
Sandi: Alright, that's one yes, Sean.
Sean: I'm gonna have to also say yes.
The gun looked good in-engine, it looked a little bit better outside,
but I think the in-engine implementation could get even better.
Sandi: Alright, Two votes. Chris Roberts, before you vote,
if you do vote for this team, then that basically means they're in and, sorry Chris and Chris.
Chris S: We're out?
[Laughing]
Mark: Right, off the couch.
Chris R: Here, here, let's do the Chrises together as one.
Alright, what are we going to vote for then.
Chris S: One, two, three.
All three: Yes!
Sandi: Oh my god, alright.
[Laughing]
Chris R: No, I think they should be in, they did a great--
Mark: We should have done that.
Mark & Sean: [Cheerleaders] One, two, three, Yeah!
[Laughing]
Chris R: You guys aren't the Chrises though, that's the problem.
Mark: Like Levern and Shirly up in here.
Chris R: Doesn't work as well.
Sandi: So congratulations to 3Dingo, alright, in the competition.
[Clapping]
Mark: Nicely done.
Sandi: And now there are only four that are going to go through, so email me your votes now.
Come on, get your phones out.
Chris R: Ok, let's go.
[Time passing music]
Sandi: Alright judges, the results are in.
I can tell you three teams you voted out, unanimously.
Dragons of Nirvana
Prosimian Productions
And Archon, all received zero votes.
However, you all join the wildcard race.
Now three teams you voted in unanimously:
Shimapan
1 Bit Amoeba
And Shard Collective.
Congratulations to all three of those teams.
That leaves us with two teams. InfiniteXueMonkey, and Four Horsemen.
One received three votes, and the other received two.
Are you ready to reveal where your vote lies?
Mark: If we must.
Judges: Let's do it.
Sandi: Alright Chris, you're up.
Chris O: I voted for Four Horsemen.
Sandi: Chris Smith.
Chris S: I voted for InfiniteXueMonkey.
Sandi: Alright, one each. Chris Roberts.
Chris R: I went for InfiniteXueMonkey
because I felt like they did more of everything than Four Horsemen who just did concept and a model and that was it.
Sandi: Ok, well if you vote InfiniteXueMonkey, they they're in. Is it you?
Mark: Drum roll.
Sean: I voted Four Horsemen actually.
Mark: Yes!
Sean: Despite myself and Chris' disagreement on it, I think that we agree it definitely needs to move forward.
Sandi: Alright Mark. It all comes down to you. Who did you vote for?
Mark: Drum roll. [Makes druming sound]
Four Horsemen.
[Judges sigh of disappointment or excitement]
Sandi: Alright, Four Horsemen is in.
Chris R: Well there's no accounting for taste on this.
[Judges act offended and laugh]
Mark: That hurt.
Sandi: InfiniteXueMonkey goes into the wildcard race.
So the wildcard race is officially open with ten teams in it, so go vote now.
Sandi: And next week, we will reveal the wildcard winner who goes in with the other 15 teams.
Alright guys, excited for next week, for the competition? That's when it really starts happening.
Mark: Gloves are comin' off.
Chris O: It's gonna get ugly.
Chris R: Yeah, I'm also really interested to see who the community picks.
Chris O: It's gonna be nice when we get to the ships because there's more to gain and more to lose.
There's a lot more to judge when you're going for the full ship.
Sean: There's gonna be a lot more to talk about and there's a lot more to think about for the teams
as well as for the judges, so I think it'll be interesting.
Sandi: Alright guys, next week 16 teams officially battle it out to win a grand prize of
$30,000 and to be the winner of the Next Great Starship.
See you next Friday.