WEBVTT 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 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. 00:00:13.272 --> 00:00:16.773 Welcome to The Next Great Starship 00:00:22.660 --> 00:00:27.201 Hi, I'm Sandi Gardner, and welcome to the third episode of The Next Great Starship 00:00:27.201 --> 00:00:30.576 let's get this show started, I can't do this alone, I need the judges. 00:00:30.576 --> 00:00:34.503 So Mark! Come on up. 00:00:34.503 --> 00:00:37.604 Sean! 00:00:37.604 --> 00:00:40.239 Chris! 00:00:40.239 --> 00:00:42.712 MS:Which one? 00:00:42.712 --> 00:00:45.202 SG:Three Chris's! 00:00:45.202 --> 00:00:47.035 (laughter) 00:00:47.035 --> 00:00:49.001 MS:The three stooges over there. 00:00:49.001 --> 00:00:53.016 SG:Mark Skelton, Sean Tracy, Chris Roberts, Chris Smith and Chris Olivia 00:00:53.016 --> 00:00:56.604 For those of you who are new viewers to the Next Great Starship 00:00:56.604 --> 00:00:59.998 let's have the judges tell you what they do on Star Citizen. Mark Skelton. 00:00:59.998 --> 00:01:04.363 MS:Art director, fashion guru. (laughter) 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 00:01:09.551 --> 00:01:13.826 CR:Chris Roberts, project director and chief creative on the project. 00:01:13.826 --> 00:01:17.675 CS:Chris Smith, I'm lead vehicle modeller 00:01:17.675 --> 00:01:20.778 CO:I'm Chris Olivia, chief visual officer for Star Citizen. 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 00:01:23.963 --> 00:01:26.152 about the competition so far? 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, 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 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. 00:01:43.163 --> 00:01:46.455 CO:The only reason we have criticisms is because we HAVE to have criticisms 00:01:46.455 --> 00:01:50.228 to like, move some people on. (laughter) CR:We are nice guys most of the time 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 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. 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. 00:02:03.365 --> 00:02:04.753 MS:A little bit of....style. 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) 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) 00:02:12.634 --> 00:02:14.404 MS:Damn! 00:02:14.404 --> 00:02:19.081 [For competition entry teams were asked to design a gun] 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 00:02:29.790 --> 00:02:32.571 three go into the wildcard race. Shall we get this started? 00:02:32.571 --> 00:02:35.029 All:Let's do it. Go! 00:02:35.029 --> 00:02:40.829 Good day ladies and gentlemen of the Starship council, we are team Archon. 00:02:40.829 --> 00:02:44.560 May I introduce to you my esteemed colleague Matt Kennett team lead, 00:02:44.560 --> 00:02:49.990 responsible for 3D modelling, unwrapping and Cryengine integration. 00:02:49.990 --> 00:02:55.713 and may I introduce to you Lewis Linehan, texture and concept artist extraordinaire 00:02:55.713 --> 00:03:00.261 and it you have not guessed by now we are Great British 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? 00:03:56.621 --> 00:03:58.043 SG:Mark Skelton, what did you think? 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 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 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. 00:04:15.687 --> 00:04:19.025 The silhouette is too chuncky for me and too many things stacked. 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 00:04:22.689 --> 00:04:26.476 repeating elements all the way through it. The in engine stuff is actually really nice 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. 00:04:30.329 --> 00:04:34.140 CR:That's probably the best in-engine intergation of all the ones we have seen, 00:04:34.140 --> 00:04:38.319 They hooked it up to the firing range that we have set up in the hangar, 00:04:38.319 --> 00:04:43.585 and I kinda like the multi-barrel aspect where they all recoil seperately, that was cool 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, 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. 00:04:54.227 --> 00:05:00.677 CS:Great implementation, the modelling seems OK, and the textures. I mean, yeah, it's the 00:05:00.677 --> 00:05:02.917 design that kind of holds it back I think. 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 00:05:08.578 --> 00:05:13.002 between the materials, and it's just, sort of, very harsh to look at. 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 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 00:05:22.645 --> 00:05:26.959 ST:Purposeful detail, maybe... CR:You mean like Mark's shirt? CO:It is glowing actually. 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 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 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... 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 00:05:45.446 --> 00:05:48.206 get three lights around the thing, it will look fantastic. 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. 00:05:53.509 --> 00:05:56.722 Alright, let's look at the next one... 00:05:57.957 --> 00:06:01.817 Hello, my name is Adam Kirchkiss,and my name's Brian Kirchkiss, and together we make 00:06:01.817 --> 00:06:04.769 Prosimian Productions, located here in Amarillo Texas 00:06:04.769 --> 00:06:11.975 Our WindfireEX design consist of two particle accelerators as well as a large cooling system 00:06:12.255 --> 00:06:16.145 dual magnetic retaining arms and dual perpendicular rotating barrels 00:06:38.401 --> 00:06:41.217 SG:Let's start on the Chris couch, Chris Olivia, what do you think? 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 00:06:46.115 --> 00:06:50.501 to really see all the geometry and stuff, but I was a little underwhealmed overall 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 00:06:57.471 --> 00:07:01.838 was fine, the texturing could DEFINATELY use some work, and the front barrels 00:07:01.838 --> 00:07:05.428 could probably use a little more love in the design area. 00:07:05.428 --> 00:07:09.370 CR:Wasn't the idea that the outside things are just accelerating stuff from inside? 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? 00:07:16.231 --> 00:07:20.087 ST:Yeah, there were these particle effects that was all refracted, I couldn't read it. 00:07:20.087 --> 00:07:23.593 CS:Looks a bit like a wood-chipper? That's the only thing. 00:07:23.593 --> 00:07:27.275 MS:Now you say that? Now I cannot un-see that. 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 00:07:30.942 --> 00:07:33.321 CO:Right, right. MS:yeah, two matchsticks on each side 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 00:07:37.370 --> 00:07:42.641 accelerating something inside? MS:The one thing I would comment on, I liked the uniqueness 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 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 00:07:54.049 --> 00:08:02.571 a bad-ass weapon. The business end of it is not intimidating at all. 00:08:02.571 --> 00:08:09.837 ST:The in-engine stuff was OK. They could have spent maybe another hour, putting some 00:08:09.837 --> 00:08:13.487 textures down so it wasn't all completely placeholder? CR:Maybe some lights? 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 00:08:17.715 --> 00:08:19.984 in terms of uniqueness. 00:08:19.984 --> 00:08:22.337 SG:Let's roll the next one... 00:08:23.561 --> 00:08:29.455 Hey everyone, this is team Fourhorsemen. The four horsemen is Tobias, myself and david 00:08:29.455 --> 00:08:32.594 Tobias is our concept artist, he lives in Germany 00:08:32.594 --> 00:08:37.047 I am a 3D artist and texture artist, and I live in the Netherlands 00:08:37.047 --> 00:08:43.024 David is our general artist who lives in Canada 00:09:26.843 --> 00:09:29.361 SG:Sean, do you want to kick this one off? 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 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 00:09:37.265 --> 00:09:41.632 was phenomenal, the materials looked great in the render. I liked the shape of the weapon 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 00:09:46.502 --> 00:09:49.514 you would hold onto rather something mounted on a ship. 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? 00:09:52.162 --> 00:09:57.374 ST:Take ME? Five minutes (laughter) SG: Five minutes? No WAY! (laughter) 00:09:57.374 --> 00:10:01.489 ST:No, it would probably about an hour or so, it really depends on the geometry 00:10:01.489 --> 00:10:03.423 and how well the texture were laid out. 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, 00:10:08.170 --> 00:10:15.229 concept was amazing, nice colours, nice variation throughout the gun, but for some reason, 00:10:15.229 --> 00:10:22.337 I don't know why, it reminds me of steampunk. There's like a steampunk element. 00:10:22.337 --> 00:10:28.154 it doesn't look "far future", it looks like it could conceivably happen today 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 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. 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 00:10:47.061 --> 00:10:53.086 model a little better. It was modelled fine, but the materials came off as "weird gold"? 00:10:53.086 --> 00:10:58.173 It looked very heavy and powerful. CO:It seemed to have lost something from the concept 00:10:58.173 --> 00:11:02.167 the concept almost looked more realistic than when it was modelled, and I think the materials 00:11:02.167 --> 00:11:07.720 in the concept were a really interesting use of the different metals and stuff 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 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? 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.... 00:11:21.765 --> 00:11:24.708 (laughter) 00:11:24.708 --> 00:11:30.216 CR:I do agree with Chris. There is no sense of an alien influence or design 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 00:11:38.830 --> 00:11:43.394 for that, but I do think the modelling and the concept execution was really good. 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 00:11:48.870 --> 00:11:54.978 what the recoil would be, I know that was not necessarily required, but it definately 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 00:12:00.760 --> 00:12:05.747 animates and moves it gives you a sense of the weight and the power of something. 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 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 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 00:12:24.226 --> 00:12:27.576 MS:"Apparantly" CR:Only for Sean Tracy, but that's not a normal person. 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. 00:12:31.388 --> 00:12:33.949 Let's roll the next one... 00:12:37.961 --> 00:12:45.923 Hi, my name is Henry Pashkov, I an a concept and environment designer for game. 00:12:45.923 --> 00:12:50.508 Hello, my name is Daniel Wenograd and I'm working with Strenich and Cadrowski on the 00:12:50.508 --> 00:12:56.068 Next Great Starship project. I am 21 years old and live in Hawick, New Jersey. 00:12:56.068 --> 00:13:00.333 Hi, my name is Alexander Aberle, I come from Balaground(?) Washington, and 00:13:00.333 --> 00:13:05.557 I've brought my skills in computer amination and film production to bear on this product. 00:13:05.557 --> 00:13:09.289 What we have created has been phenomenal 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 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. 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? 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 00:13:56.797 --> 00:14:01.863 all the way down, again that's frequency like we have talked about before. 00:14:01.863 --> 00:14:06.601 If you have something high frequency like that your eye immediately goes straight to it 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 00:14:11.957 --> 00:14:16.686 with lighting and texturing and stuff, because that's where it will ruin it. 00:14:16.686 --> 00:14:19.923 You CAN do that is it is executed well. 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 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 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 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 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 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 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 00:15:04.700 --> 00:15:10.615 materials with a little more occlusion in the crevices, even some scratches and dirt 00:15:10.615 --> 00:15:15.890 CS:It needs to be a subtle amount. ST:Give it some character, some identity, 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 00:15:20.667 --> 00:15:24.258 what they managed to do there. They got the gun firing up at the ship. 00:15:24.258 --> 00:15:30.497 CR:Maybe he's a minor Cryengine deity? ST:yeah (laughter) he implemented in pretty well! 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) 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 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 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 00:15:51.748 --> 00:15:56.893 and where it was coming from. It could have been, like Chris said, good and interesting 00:15:56.893 --> 00:15:59.385 but it was half-way done. 00:15:59.385 --> 00:16:02.118 SG:Alright, let's see who is next... 00:16:04.551 --> 00:16:09.335 Hi, my name is Simon Mah, I am a designer and modeller at Sakura Sun corporation 00:16:09.335 --> 00:16:11.217 in charge of weapon technology for particle cannons. 00:16:11.217 --> 00:16:16.312 Hi, I handle rigging and animation for this product 00:16:16.312 --> 00:16:24.088 Hi I'm modeller monkey number 2, I handle extra modelling on this assignment 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! 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, 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 00:17:14.240 --> 00:17:18.977 UNTIL it's there. The animation is fantastic, the particle effect that they did in-engine 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 00:17:23.301 --> 00:17:25.758 all the way to an orange where it was firing away. 00:17:25.758 --> 00:17:29.937 The animation of the overheat, that's also very nice with little effects coming off that. 00:17:29.937 --> 00:17:33.149 All the details were taken into account here. Very, very impressive. 00:17:33.149 --> 00:17:36.424 CR:I thought the details in the animation and weapon was really good, implementation in-engine 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 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. 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 00:17:51.371 --> 00:17:56.750 a bit weathered and used, but it was just too low-res. 00:17:56.750 --> 00:17:58.917 SG:Chris, what are you thinking? 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. 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 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 00:18:21.339 --> 00:18:26.309 so deep made it look and seem more low-res than it might have been. 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 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 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 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 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" 00:19:00.017 --> 00:19:06.185 company, so slightly anime ...MS:Fits nicely... would feel right for it. 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 00:19:11.294 --> 00:19:15.236 we should actually have some dumbells here while we are sitting. (laughs) 00:19:15.236 --> 00:19:18.039 CS:For me, this its the best gun today. 00:19:18.039 --> 00:19:19.788 ST:THESE are the best guns today! 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. 00:19:26.825 --> 00:19:28.368 (laughter) 00:19:28.368 --> 00:19:30.992 SG:Let's roll the next one 00:19:34.472 --> 00:19:39.259 Hi my name is Jan Mischke I'm, living in Yokohama, Japan. 00:19:39.259 --> 00:19:46.840 One of my hobbies computer games and graphics. I was really eager to jointhis contest 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. 00:20:13.165 --> 00:20:19.993 I simulated 2 different firing modes for this cannon. Sequential firing mode and the Power mode 00:20:26.119 --> 00:20:28.324 SD:Quite a bid of nodding over here. 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 00:20:34.164 --> 00:20:40.376 I thought it was modelled well, textured well, I probably could have see a bit more? 00:20:40.376 --> 00:20:43.467 We didn't really see any animation in terms of recoil or anything like that. 00:20:43.467 --> 00:20:46.633 I liked the particle effects, I thought that was good, looked good in the engine. 00:20:46.633 --> 00:20:52.708 Generally a really nice entry, and impressive that it was just one person doing it 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. 00:20:56.685 --> 00:20:59.618 CR:probably why I liked it. (laughter) 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 00:21:07.130 --> 00:21:13.929 more animations. The texturing was good and I did like the paint scheme overall 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 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 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. 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, 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. 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 00:21:54.968 --> 00:21:59.091 Less like a tank, more like a Ferarri. 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, 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. 00:22:10.315 --> 00:22:11.826 SG:In-engine comments? 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 00:22:17.200 --> 00:22:20.926 When showing in the engine, it would be nice to have some context to the size 00:22:20.926 --> 00:22:26.280 That thing could be as big as a star destroyer or a tiny little thing 00:22:26.280 --> 00:22:30.921 having something else in the scene would really help, but that's a small comment. 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. 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 00:22:43.134 --> 00:22:47.955 where it was ...ST:Like a tail coming in?... yeah, I dunno, kinda "tendrille-y" 00:22:47.955 --> 00:22:50.200 ST:So how would that sound? MS:Energy tendrille. 00:22:50.200 --> 00:22:52.366 CR:(woodle-oodle-oodle-ooo) 00:22:52.366 --> 00:22:55.281 (laughter) CR:That's why I'm not making sound effects for the game! 00:22:55.281 --> 00:22:59.405 SG:Judges are impressed with this one. Lets have a look at the next one... 00:23:03.525 --> 00:23:04.472 Brian: My name is Brian Cozzens. 00:23:04.472 --> 00:23:08.400 I'm doing special effects art, technical art, programming and scripting for the team. 00:23:08.400 --> 00:23:10.435 I am from Cedar City, Utah. 00:23:10.435 --> 00:23:13.810 Sergiu: Hello everyone, my name is Sergiu Stoicovici, I'm from Romania. 00:23:13.810 --> 00:23:16.872 I'm the 2D and 2D artist of this team. 00:23:16.872 --> 00:23:22.395 Eric: Hi, I'm Eric Belita, I'm the artist for the team. 00:23:22.395 --> 00:23:26.105 I'm from the small town of Loupen in the Philippines. 00:23:48.934 --> 00:23:50.219 Sandi Gardner: Alright, who wants to kick this one off? 00:23:50.219 --> 00:23:55.660 Chis Olivia: I love the serrated sort of feel of... the thing on the bottom. 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. 00:24:00.727 --> 00:24:02.772 Chris Smith: I thought the gun was good actually. 00:24:02.772 --> 00:24:05.932 There were some parts I liked a little bit less. 00:24:05.932 --> 00:24:10.320 I really liked the back end of it, the design and everything flowed really well. 00:24:10.320 --> 00:24:15.775 The front railing thing I'm not in love with as much as you are. 00:24:15.775 --> 00:24:16.617 Chris O: What?! 00:24:16.617 --> 00:24:18.615 Chris S: It looks like a bit of a sword fish. 00:24:18.615 --> 00:24:19.722 Chris Roberts: Fight! 00:24:19.722 --> 00:24:23.548 Chris O: But it looked like it had a purpose, you know, it was doing something. 00:24:23.548 --> 00:24:27.687 Chris S: Yeah, the animations look great. The materials could use a little bit more work. 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. 00:24:32.292 --> 00:24:35.160 A little bit too simplistic looking in some places. 00:24:35.160 --> 00:24:37.993 But overall, I like the design of this gun. 00:24:37.993 --> 00:24:42.971 Mark Skelton: I am not in love with the serrated edge. 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, 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. 00:25:00.117 --> 00:25:01.743 Chris S: Yeah. 00:25:01.743 --> 00:25:03.724 Chris R: I really liked it, and I do agree with Chris that 00:25:03.724 --> 00:25:06.536 maybe better lighting when showing it off in-engine would have helped out. 00:25:06.536 --> 00:25:10.207 But I liked the design. It felt like the gun itself had a purpose. 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. 00:25:16.771 --> 00:25:17.826 Chris S: That was cool. 00:25:17.826 --> 00:25:21.710 Chris R: So yeah, you really got a sense of the functionality of the gun. 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. 00:25:28.046 --> 00:25:29.785 Chris O: And they all have lovely facial hair. 00:25:29.785 --> 00:25:32.185 Chris R: Well they win on that one too. 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. 00:25:38.411 --> 00:25:40.458 It's cool. 00:25:40.458 --> 00:25:42.664 Sandi: Last video guys, let's roll it. 00:25:42.664 --> 00:25:44.195 Chris R: Let's do it. 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. 00:25:50.802 --> 00:25:58.612 In the team I also take the role as the main 3D modeler. 00:25:58.612 --> 00:26:00.620 Hannah: Hello, my name is Hannah Ekingya. 00:26:00.620 --> 00:26:07.285 In the team I have the role of the illustrator, texturing artist, and for concept art. 00:26:07.285 --> 00:26:09.924 Philipp: Hi, my name is Philipp Sackl, I'm still in my 20's. 00:26:09.924 --> 00:26:15.828 My job in the team is technical designer, and also with implementation to the CryEngine. 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. 00:26:30.078 --> 00:26:33.609 The front, the ion source, as well as the collider are aligned, 00:26:33.609 --> 00:26:39.586 which together with the Xi'an magnetic containment create the perfectly tuned wave to neutralize shields. 00:26:39.586 --> 00:26:44.857 And finally, this is the integrated and textured weapon in the CryEngine SDK. 00:26:44.857 --> 00:26:48.492 We hope you've enjoyed our presentation and thanks for watching. 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. 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." 00:27:02.506 --> 00:27:04.649 It just fell really short for me. 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. 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, 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-- 00:27:25.695 --> 00:27:27.068 [Judges state agreement] 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. 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. 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. 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-- 00:27:41.567 --> 00:27:42.781 Chris O: Cover it up. 00:27:42.781 --> 00:27:44.066 Chris R: Yeah, turn the lights off. 00:27:44.066 --> 00:27:48.198 Chris S: It was harder to tell it was animating while it was going. 00:27:48.198 --> 00:27:52.401 The front barrel animation was really cool I thought, the way it shuts and opens, 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. 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, 00:28:04.477 --> 00:28:09.018 but again I think some better lighting probably would have helped that out too. 00:28:09.018 --> 00:28:11.644 Mark: There was no silhouette to it really. 00:28:11.644 --> 00:28:16.224 I mean it doesn't read from afar at all. It looks like a toothpick. 00:28:16.224 --> 00:28:20.600 Now the animation is really cool, I like it, 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. 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-- 00:28:36.370 --> 00:28:39.370 Chris R: I don't really agree with you that the silhouette's a toothpick. 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-- 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 00:28:54.181 --> 00:28:55.848 has broken the shape from afar-- 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. 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. 00:29:07.466 --> 00:29:10.268 Mark: But the stuff that they used for it, in my opinion, 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? 00:29:18.387 --> 00:29:20.265 Sean Tracy: You mean especially as a weapon on a ship. 00:29:20.265 --> 00:29:27.396 Mark: Yeah, I mean yeah, there was some minor variations in the silhouette, but again: 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, 00:29:33.128 --> 00:29:40.230 and the texture didn't help it, it would just read as a big black cylinder. 00:29:40.230 --> 00:29:42.307 Chris R: I think he's responding to the in-engine piece where 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. 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. 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. 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. 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, 00:30:09.993 --> 00:30:13.131 totally ambient lit, there's not a single direct light in sight. 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. 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. 00:30:21.596 --> 00:30:25.243 But the effects were a little underwhelming. 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. 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 00:30:36.155 --> 00:30:39.569 illustrators, concept designers who are female in the past Chris? 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. 00:30:45.728 --> 00:30:49.871 Sandi: Ok judges, so now we have a little surprise for you. 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 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. 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. 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. 00:31:13.029 --> 00:31:14.063 [Laughing] 00:31:14.063 --> 00:31:15.627 Chris S: Sudden death. 00:31:15.627 --> 00:31:18.464 Sean: Well it's very much in the spirit of game development, one minute before deadline. 00:31:18.464 --> 00:31:20.129 [Laughing and agreement] 00:31:20.129 --> 00:31:21.559 Sandi: Let's roll the video. 00:31:21.559 --> 00:31:22.366 Mark: Alright. 00:33:40.520 --> 00:33:43.332 Mark: Looks sweet. Dude I would totally party with those guys. 00:33:43.363 --> 00:33:44.505 [Laughing and agreement] 00:33:44.505 --> 00:33:45.836 Sean: The glasses are amazing. 00:33:45.836 --> 00:33:49.915 Mark: Nothing but energy... That was cool. 00:33:49.915 --> 00:33:50.960 Sean: Nothing like us. 00:33:50.960 --> 00:33:52.250 Mark: No, nothing like us. 00:33:52.250 --> 00:33:52.972 [Laughing] 00:33:52.972 --> 00:33:54.168 Sandi: So you liked it Mark? 00:33:54.168 --> 00:33:55.977 Chris R: I thought that was fun, that was great. 00:33:55.977 --> 00:33:57.083 Chris O: Yeah, that was a great video. 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 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 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. 00:34:12.955 --> 00:34:13.837 Mark: That was great. 00:34:13.837 --> 00:34:15.921 Chris R: So I thought the design look really interesting to me. 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-- 00:34:22.861 --> 00:34:25.834 It looked like there was some sort of geometry issues in there. 00:34:25.834 --> 00:34:30.421 But it sold a more alien, Xi'an gun for me. 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. 00:34:37.716 --> 00:34:43.983 The texturing looked good, I didn't really like the little glowy bits all over it. 00:34:43.983 --> 00:34:48.618 It was a little bit too random and maybe misplaced. 00:34:48.618 --> 00:34:53.754 Maybe fewer, a lot fewer of those little glowy squares. But over all-- 00:34:53.754 --> 00:34:56.291 Chris R: Yeah, we haven't really liked glowy bits have we. 00:34:56.291 --> 00:34:58.086 Chris O: They can be done right. 00:34:58.086 --> 00:34:59.253 Chris S: Well I mean I like glowy bits. 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. 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. 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, 00:35:16.222 --> 00:35:21.216 for you to look at and absorb style cues and information from it. 00:35:21.216 --> 00:35:22.586 Sandi: Sean, let's hear your opinion. 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. 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. 00:35:32.507 --> 00:35:35.240 Chris O: There was one of the non-engine renders that looked really nice. 00:35:35.240 --> 00:35:36.941 Sean: Yeah, that looked really good. 00:35:36.941 --> 00:35:38.867 Chris R: That was the nicest display. 00:35:38.867 --> 00:35:40.502 Sean: You can achieve that in the engine, it's just-- 00:35:40.502 --> 00:35:41.607 Mark: Can you? 00:35:41.607 --> 00:35:42.815 Sean: Yeah, absolutely you can. 00:35:42.815 --> 00:35:43.753 Mark: Well I thought-- 00:35:43.753 --> 00:35:45.476 Judges: Five minutes. 00:35:45.476 --> 00:35:47.381 Sean: Well that one's maybe a little longer, for this one. 00:35:47.381 --> 00:35:49.588 But I was going to mention the alien stuff again. 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. 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. 00:35:58.247 --> 00:36:00.570 Sandi: Alright guys, seeing as this is a special entrant, 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. 00:36:05.112 --> 00:36:05.854 Mark: Wow. 00:36:05.854 --> 00:36:10.688 Sandi: If this team does go in, then that would leave four places out of eight. 00:36:10.688 --> 00:36:11.244 Sean: Oooh. 00:36:11.244 --> 00:36:12.858 Sandi: For your other choices. 00:36:12.858 --> 00:36:14.640 Chris O: That's a lot of pressure. 00:36:14.640 --> 00:36:15.947 Sean: It is a lot of pressure.. 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. 00:36:21.029 --> 00:36:22.696 Sandi: Yes, they will, there will be one extra wildcard. 00:36:22.696 --> 00:36:26.093 And if you don't vote them in, they're out of the competition completely. 00:36:26.093 --> 00:36:27.104 Mark: Harsh. 00:36:27.104 --> 00:36:28.202 Sean: That's a real do or die. 00:36:28.202 --> 00:36:28.773 Chris: Alright. 00:36:28.773 --> 00:36:29.933 Sandi: Alright, are we ready? 00:36:29.933 --> 00:36:30.913 Mark: Alright. 00:36:30.913 --> 00:36:32.653 Sandi: Mark Skelton. 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, 00:36:38.056 --> 00:36:43.248 I think this gun is actually better than a couple of the ones previously. 00:36:43.248 --> 00:36:45.470 Sandi: Alright, that's one yes, Sean. 00:36:45.470 --> 00:36:47.561 Sean: I'm gonna have to also say yes. 00:36:47.561 --> 00:36:51.584 The gun looked good in-engine, it looked a little bit better outside, 00:36:51.584 --> 00:36:55.132 but I think the in-engine implementation could get even better. 00:36:55.132 --> 00:36:59.380 Sandi: Alright, Two votes. Chris Roberts, before you vote, 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. 00:37:07.491 --> 00:37:08.853 Chris S: We're out? 00:37:08.853 --> 00:37:09.872 [Laughing] 00:37:09.872 --> 00:37:11.203 Mark: Right, off the couch. 00:37:11.203 --> 00:37:13.964 Chris R: Here, here, let's do the Chrises together as one. 00:37:13.964 --> 00:37:16.946 Alright, what are we going to vote for then. 00:37:16.946 --> 00:37:19.137 Chris S: One, two, three. 00:37:19.137 --> 00:37:20.657 All three: Yes! 00:37:20.657 --> 00:37:21.747 Sandi: Oh my god, alright. 00:37:21.747 --> 00:37:23.195 [Laughing] 00:37:23.195 --> 00:37:24.621 Chris R: No, I think they should be in, they did a great-- 00:37:24.621 --> 00:37:26.507 Mark: We should have done that. 00:37:26.507 --> 00:37:29.718 Mark & Sean: [Cheerleaders] One, two, three, Yeah! 00:37:29.718 --> 00:37:31.173 [Laughing] 00:37:31.173 --> 00:37:33.308 Chris R: You guys aren't the Chrises though, that's the problem. 00:37:33.308 --> 00:37:35.587 Mark: Like Levern and Shirly up in here. 00:37:35.587 --> 00:37:37.215 Chris R: Doesn't work as well. 00:37:37.215 --> 00:37:40.221 Sandi: So congratulations to 3Dingo, alright, in the competition. 00:37:40.221 --> 00:37:41.626 [Clapping] 00:37:41.626 --> 00:37:43.070 Mark: Nicely done. 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. 00:37:47.762 --> 00:37:48.999 Come on, get your phones out. 00:37:48.999 --> 00:37:50.222 Chris R: Ok, let's go. 00:37:50.222 --> 00:37:55.389 [Time passing music] 00:38:08.586 --> 00:38:10.351 Sandi: Alright judges, the results are in. 00:38:10.351 --> 00:38:14.800 I can tell you three teams you voted out, unanimously. 00:38:14.800 --> 00:38:17.131 Dragons of Nirvana 00:38:17.131 --> 00:38:19.092 Prosimian Productions 00:38:19.092 --> 00:38:22.050 And Archon, all received zero votes. 00:38:22.050 --> 00:38:24.385 However, you all join the wildcard race. 00:38:24.385 --> 00:38:27.204 Now three teams you voted in unanimously: 00:38:28.619 --> 00:38:31.144 Shimapan 00:38:31.144 --> 00:38:33.050 1 Bit Amoeba 00:38:33.050 --> 00:38:35.367 And Shard Collective. 00:38:35.367 --> 00:38:37.804 Congratulations to all three of those teams. 00:38:37.804 --> 00:38:42.465 That leaves us with two teams. InfiniteXueMonkey, and Four Horsemen. 00:38:42.465 --> 00:38:45.275 One received three votes, and the other received two. 00:38:45.275 --> 00:38:47.411 Are you ready to reveal where your vote lies? 00:38:47.411 --> 00:38:49.137 Mark: If we must. 00:38:49.137 --> 00:38:50.588 Judges: Let's do it. 00:38:50.588 --> 00:38:52.110 Sandi: Alright Chris, you're up. 00:38:52.110 --> 00:38:54.305 Chris O: I voted for Four Horsemen. 00:38:54.305 --> 00:38:55.371 Sandi: Chris Smith. 00:38:55.741 --> 00:38:57.539 Chris S: I voted for InfiniteXueMonkey. 00:38:57.539 --> 00:38:59.293 Sandi: Alright, one each. Chris Roberts. 00:38:59.293 --> 00:39:00.962 Chris R: I went for InfiniteXueMonkey 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. 00:39:08.100 --> 00:39:15.769 Sandi: Ok, well if you vote InfiniteXueMonkey, they they're in. Is it you? 00:39:15.769 --> 00:39:17.427 Mark: Drum roll. 00:39:17.427 --> 00:39:19.450 Sean: I voted Four Horsemen actually. 00:39:19.450 --> 00:39:20.147 Mark: Yes! 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. 00:39:25.350 --> 00:39:30.430 Sandi: Alright Mark. It all comes down to you. Who did you vote for? 00:39:30.430 --> 00:39:33.905 Mark: Drum roll. [Makes druming sound] 00:39:33.905 --> 00:39:35.397 Four Horsemen. 00:39:35.397 --> 00:39:36.949 [Judges sigh of disappointment or excitement] 00:39:36.949 --> 00:39:38.624 Sandi: Alright, Four Horsemen is in. 00:39:38.624 --> 00:39:40.609 Chris R: Well there's no accounting for taste on this. 00:39:40.609 --> 00:39:42.191 [Judges act offended and laugh] 00:39:42.191 --> 00:39:43.345 Mark: That hurt. 00:39:43.345 --> 00:39:45.282 Sandi: InfiniteXueMonkey goes into the wildcard race. 00:39:45.282 --> 00:39:51.610 So the wildcard race is officially open with ten teams in it, so go vote now. 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. 00:40:26.177 --> 00:40:32.215 Alright guys, excited for next week, for the competition? That's when it really starts happening. 00:40:32.215 --> 00:40:33.762 Mark: Gloves are comin' off. 00:40:33.762 --> 00:40:34.756 Chris O: It's gonna get ugly. 00:40:34.756 --> 00:40:38.682 Chris R: Yeah, I'm also really interested to see who the community picks. 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. 00:40:43.588 --> 00:40:47.095 There's a lot more to judge when you're going for the full ship. 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 00:40:52.300 --> 00:40:54.146 as well as for the judges, so I think it'll be interesting. 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 00:41:00.347 --> 00:41:04.264 $30,000 and to be the winner of the Next Great Starship. 00:41:04.264 --> 00:41:06.900 See you next Friday.